Sunday, August 4, 2013

Safe operations in the null sec. Scout, cyno, courier

This guide is not intended to be a comprehensive coverage of topic about safe flying in low and null sec, rather, on a very small piece of this. The question will be exclusively about the cases when you need to move pilot from point A to point B. For example, you have ship for him in the destination point, or you just want to travel to the end of the EVE universe and back, to see the famous gates through which our ancestors came to this world (i was there - nothing interesting). I personally use this technique to deliver cyno to distant system, and to send there the pilots for ships delivered by carrier. And of course for scouts.

How to safely fly in null sec on the big hulking ships, that cost several billion, so that they were not dismantled for spare parts I'll tell another time

About fit I briefly wrote. But do it again, for  the example of my cyno-frigate

Cyno frigate

Slight variations possible, but the essence is the same

Choosing the fastest of the available frigates:

  • Slasher (430)/Vigil(410)
  • Atron (420)
  • Executioner (410)
  • Condor (400)

In parentheses are given the initial velocity. It depends your skills, about this below.

As you can see, the fastest frigate is Minmatar Slasher - only for him it is worth to learn Minmatar frigates at least to 1 lvl. For cyno it has a significant drawback: it has a small cargohold. But if you have lvl 4 cyno, then this defect doesn't matter.

Fit there cheapest t1 modules

  • microwarp drive
  • cloacking device. Optional. Use the most cheap and simple. Allows you to put the ship on the spot and go have a smoke. Although if skills allow you to make ship capa-stable, enemies, of course, can scan the frigate flying on mwd, but it will be very difficult to catch. While they warp to it, it has flew far away. If you do not smoke, you are not lazy to go offline during a smoke break, or are you ready to fly through the enemies regardless of the risk, and you may not fit cloack. It's the most expensive thing, if it's a scout. If it's cyno - the most expensive is cynosural field generator.
  • warp stabilizers
  • shield extenders, resists are optional. I do not like shield extenders - they increase the signature. I use  resists  to cover a hole in EM and thermals. Only a passive tank, mwd will gobble up all the energy, which you have.
  • shield booster - if you have free slot, CPU and PG. In battle, it just don't have time to do any significant help, resting on the spot you can be quickly restored without it. But there is another use for it.
  • rigs for ship velocity or  2 velocity + 1 agility.

Skills

  • Navigation +5% velocity per lvl
    • Acceleration Control +5% velocity on mwd 
    • Afterburner interjacent for High Speed Maneuvering
    • Evasive Maneuvering +5% agility per lvl 
    • High Speed Maneuvering for –5% capacitor use by mwd 
    • Warp Drive Operation 1 for warpstab fitting
  • Spaceship Command add agility +2%
  • Mechanics 
    • Jury Rigging 
      • Astronautics Rigging – rigs fitting
  • Everything else is optional, but useful - a power grid, shields, electroncs, etc., etc. All support skills. I recommend inject they all and learn when you have time.

There are implants for speed and agility, but for a scout, and even more for cyno it's too expensive.

And finally, the most important thing

How to fly? Low-sec

Tips

  1. "C" key toggles the camera pointing to the selected object. It is sometimes convenient, sometimes no. Handy when you need to find where the object and uncomfortable in all other cases :). In order to assess your  position relatively enemies easier to use normal mode and a tactical view.
  2. Add a review of sun and perhaps the planets. I am a lazy man, always getting confused in the settings of your navigation tabs, but in principle, the objects are added as needed for a couple of seconds.
  3. assign mwd on F1

In the low-sec flying easier, there is no mobils, no heavy interdiction ships. As a result, if you fly up to the gate, and there are the crowd - they have no way to not give you jump. The most difficult thing if you are already jumped and ended up in a crowd of enemies.

  1. Easy, no hurry. You have 30 seconds to decide. Enemies already know that you are here (gate emit sound when jumping), they fidget already sweaty fingers on the keybords. So let them get nervous, burn out a little.
  2. In principle, you have the option to return. I do not see much sense except the case if you've jumped just for scouting (eg on the other hand remained a support group and you want to provoke the enemy to follow you into their arms.).
  3. Break out
    1. Consider your position in relation to the enemies on the tactical view. Select the object for a breakthrough. This can be any object on which you can activate "align to" command: the sun, planet, asteroids belt, station. In the sun, in principle, also sometimes can be hostile camp (usually in nulls, when a lot of people there), or a particularly nimble tacklers can fly there for you. But as a rule it is safe, if you won't sit there and wait. That is, warp to the sun, set spot while flying , has arrived - immediately warp to the spot and there you can relax in cloack, restore your the nervous system. It is desirable that the object was on the opposite side from the enemies. Station isn't good choice, there you can run into someone. At belt can be rats. It's not dangerous, usually you have time for warping to the spot. A planet is the best choice
    2. Do not wait for the end of the timer, select the object with the mouse, then press A-F1-S-S-S-..... Need a little practice, it takes a little (of a second) time to get out of cloack mode before turning micro warp drive. Again, I'm a lazy person, I learned only F1, and the rest do with the mouse. A = Align to, S = Warp to 0
    3. Enemies will be frantically trying to lock you, they'll activate the warp scrambler / disruptor, shoot... but you persistently trying to warp until you do not get it (or you will not stay in the egg). You may notice that scrambler/disruptor was activated, but that is no reason to give up - at this time your speed is large and there are good chances that very soon you'll have gone out of their optimal range.
    4. While you in warp - make a spot and immediately warp there . If lazy, just send your frigate to the empty space, turn on mwd and then cloack device. With high probability that it'll be enough, nothing will happen with you, while you'll polish the scratches on the shield and restore nerves.
    5. If you were expecting something more sophisticated, it's all, enough sunbathing, ladies, fly farther.

How to fly? Null-sec

Here we are waited by additional nulls danger - mobile warp disruptors and heavy interdictor ships (almost same eggs only in profile). There is dangerous not only out from the gate, but also the entrance to it. Therefore require additional precautions.

If it is possible - don't just warp to the next gate, you should use a nearby object (planet), or bookmark. That is, If you're flying this route regularly and there isn't a suitable object near to the gate, you have to spend a bit time, to crawl away from the gate on mwd on distance 400-500 km (go while guns near the gate will have disappeared) and  save location. The direction should be perpendicular to warp. Usually I warp in 100 km, then turn down / up, fly off and make bookmark.

If you are alone in the system, you can disregard it, but suddenly, it may happen that you already  are not alone and there's nothing that can be done (you can stop while warping). Especially hurt when you are not on cheap frigate, but something more valuable.

So, here we will need mode when the camera points on the selected object (C). Chose the next gate, it'll moved to the center of the screen. Direct the mouse and you'll see what we have at that point. If there is a planet - it's great. Select it with the mouse right there (not in the overview), and Warp to it. Ideally - at 70-100 km (rare, but it happens that someone accidentally warp there too). It's time to learn how to use the directional scanner. Once again select the gate, the camera is aimed at it. Scan with an angle of 60, and think, what the hell all these ships are doing there. In fact, we shouldn't care who are there, the main thing that we were ready. Knead your fingers, preparing to press D (Jump) - F1. Well, or refrain from using this route if there really bad.

Since you already outside the mainstream warp direction on the gate, then most likely the prospect of being pulled up by mobil warp disruptor does not threaten you. You can get into bubble of interdictor or mobil (group of mobils), which covered the entire gate. Ie the gate will be at distance 10-20-30 km, unlikely more. if you turn on mwd before hostiles scramble you, you can pass even under the stasis webifiers. If there are 1-3 ships, I would venture without really thinking.

Worse if there isn't a planet around, and no bookmark, and gate is positioned so that it can be reached from one side only and there are no objects from which gate may be accessed by the scanner. Either risk and fly at random, and on the approaching scan to be ready for trouble. Either burn capacitor.

On the jump warp drive consumes capacitor. It is desirable to have an idea about how much warp distance of your ship depends on cap level. Turn on mwd, turn on sb, waste cap and warp to Gate. In flight, press Ctrl-Space to interrupt the automatic warp (if you used a Jump command). If distance is still too much, you need to repeat the operation. As a result warp in a distance from which on-board scanner can work and see, what is there.

If you're too lazy to check, or decided to take a chance and break through, then you can get into the mobil that will pull you at distance 80-100 km from the gate. The principle of passing is the same: D-F1. You can met enemies on the edge of mobile or near the gate, or will be two groups, and there and there. Doesn't matter. Break out of the grip of the first group and promptly pass through the second. If they scrambled your mwd, try to turn it on again. The worst case scenario - if they lined up the chain all the way to the gate and each has a scrambler. Never met :)

After pass through gate - do not fuss. You didn't shoot, but they (who shot you) now have aggro timer  - they can not immediately jump. But do not sit around too much. May be not all of them had enough time to shoot.

If they meet you on the other side, all how in low-sec, except for mobils and dictors. So, if  you jumped and around you is bubble:

  1. Turning off the camera rotation (C), look at the tactical view where the edge of mobile is closer to us.
  2. Select an object in that direction. If there is no suitable, use any.
  3. All other is the same: A-F1-S-S-S... As soon as we extirpate ourselves from bubble, with the song fly away into the forest warp out to selected object.

Mistakes

If you press S and then F1, then may be that capacitor is already empty, and you have no capa for mwd activation . Then you will be scrambled and wake up, Neo, welcome to the cloning compartment. Therefore, always A-F1-S. At the entrance of the gate it's not important , so the D-F1, though there be no mistake to do  A-F1-D

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