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EVE solo pvp guideline

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  1. Since I wrote this truely gigantic reply to a [newbro with a lot of questions](https://www.reddit.com/r/Eve/comments/4hzfql/as_a_relatively_new_player_i_was_wondering_if/) and got a lot of positive feedback in return from many people after it turned out way more detailed and better than I expected, despiete beeing very long, way longer than I myself thought it would end up. Finally I decided to repost it here, so possibly some other new players with interest can see this.
  2.  
  3. Just to make this clear: **[PVP can be done sucessfully from day 1 on](https://www.youtube.com/watch?v=BvOB4KXYk-o)!** However solo pvp is harsh and unforgiving, so increasing skills sure helps and getting in fleet with friends obviously as well, [however is not necessary](https://www.youtube.com/watch?v=de1hwoFYA_k). Please don't let yourself get discouraged by the length of this post! The hours that went into this were invested to bring you the fun that is EVEs PVP closer to you!
  4.  
  5. Original reply:
  6. ---------------------
  7. In eve everything is a matter of information. So i will provide said information as clear and as structured as I can get it across. Ffeel free to write me questions as well. For clarity this will be a huge list of pros and cons.
  8.  
  9. #Solo vs Gang PVP
  10.  
  11. Solo:
  12. + indipendent (time, ship, etc)
  13. + highly honorable
  14. + extremly rewarding if sucessfull
  15. - often against the ods with 1vsMany
  16. - can get frustrating
  17. - high knowledge and SP requirements often need
  18. .
  19.  
  20.  
  21. Fleet:
  22. + easy to get in even with low SP
  23. + a social way to play eve
  24. + somewhat big brawls are really cool
  25. + Help from experienced members
  26. + Often Free ships for new people
  27. - IF really many people: TIDI (slowmo mode for servers to catch up)
  28. - Can get boring if noone is there to fight
  29. - Need to adapt to the group
  30. .
  31.  
  32.  
  33. ----------------------------------
  34. #Motivation
  35. Thats the biggest point about solo pvp, beacuse if you can't get yourself motivated, you will stop doing it:
  36. Thats why I really like to watch and observe how other perform, fail and have their highest moments.
  37. My favorites are:
  38.  
  39. - [Cold blood and his pimp Vindicator](https://www.youtube.com/watch?v=InzJ6YetQmo)
  40. - [Everything from that guy](https://www.youtube.com/user/EveOnDemand/videos)
  41. - [Especially this very helpfull video](https://www.youtube.com/watch?v=ikxC9nuXBZM)
  42. - [This legendary video: fly free] (https://www.youtube.com/watch?v=kpyy6-eg2y0)
  43. - [This competition about the best solo pvp videos: the winners of one Man Crew](https://www.youtube.com/watch?v=iM5Zblp9UHc)
  44. - [This awsome solo talos roam](https://www.youtube.com/watch?v=YF_naOAjcz8)
  45. - [This Sleipnier fight](https://www.youtube.com/watch?v=DyFB03FMc7g)
  46. - [Mr Hydes videos (you watched his youtube recording allready in the vid before)](https://www.youtube.com/channel/UCWO7IYqalSFLl_qElaeqoxQ)
  47. - [And Zarvox Torals Twitch his infinite optimism](https://www.twitch.tv/zarvoxtoral)
  48. - [Plus his youtube recordings](https://www.youtube.com/channel/UC7Z3X_4C6VoT_7im9tpE1qw)
  49. - [And this dope shit, 14 vs 150 Lowsec, Carrier/Logistic POV](https://www.youtube.com/watch?v=ZfytXBjC-nk&index=16&list=FLqQH1-ILGgp5vMYnaElxiNA)
  50.  
  51.  
  52. ------------------------------
  53.  
  54.  
  55. #Locations for PVP:
  56.  
  57. Highsec (Duels)
  58. + often unexperienced enemys,
  59. + near trade hubs for cheap supply
  60. - pimped enemys if challenging Merchenary corp members and other nolifers who are still in highsec after years (pods, ships, mods, Links)
  61. - Third party neutral Logi (not engageble until it reps, which happens from save distance)
  62. - Drugs are illegal (they offer a cheap methode to increase your ship drastically, like 20% bonus to reps, etc.)
  63. .
  64.  
  65.  
  66. Faction warfare Lowsec regions (relevant for solo)
  67. + many small ships, easy fights
  68. + Pod death avoidable
  69. - Lots of gangs that will try to catch you.
  70. - Often Pimped enemys with expansive ships
  71. .
  72.  
  73.  
  74. Normal lowsec
  75. + Fewer fast responding groups
  76. + Chance to find victims doing carebearbusiness
  77. + Gateg- Stationguns shooting an aggressor, adding ~350 super tracking omni dps to a victims dps
  78. + Pod death avoidable
  79. - Bigger ships required to tank Gateguns/Conter the bigger ships around
  80. - Not suitable for anything solo below a Cruiser
  81. .
  82.  
  83.  
  84. Nullsec
  85. +- No gateguns
  86. +- Frigate pvp is possible
  87. + alliances used to agress people= fights
  88. - big alliances will be used to defend their space and blob
  89. - bubbles = Pods die very often
  90. .
  91.  
  92.  
  93.  
  94. --------------------------------------------
  95.  
  96. #What ships class?
  97.  
  98. Frigate 1-14m/death
  99. + cheap
  100. + fast to train
  101. + percieved as "easy targets"= fights
  102. + can get under bigger ships guns and "signature tank"= not getting hit because to small for opponent
  103. - often thin and fast to lose
  104. == most comon pvp starter class in FW low or nullsec
  105. *Faction frigs are better t1 frigs, t2 frigs are specialized and pimped. (25-40m/death)
  106. .
  107.  
  108. Destroyers 5-15m/death
  109. + high dps
  110. - slower than Frigs
  111. - more expansive then frig
  112. == Often a nice way to compensate for low skills in engagements against frigs, harder to run away with
  113. *No Faction. T2 Destroyers specialze in dps, surviability and catching others. T3 Destroyers are extremly high performers as generall combat ships, one of the most used ships in game. (60-90m/death)
  114. .
  115.  
  116.  
  117.  
  118. Cruiser 16-40m/death
  119. + able to tank gateguns
  120. + optimum bewteen movement and combat ability
  121. + relativly cheap
  122. - sometimes to less tank/dps
  123. ==One of the Favorite Class in game of most players. T1 Hulls are one of the most used solo hulls. t2 and t3 most used in big scale fleet fights.
  124. *Faction are better t1 hulls (80-100m/death), t2 specialize again (200-300m/death) and t3 can be fit do to anything (not all at once tho) and that extremly well (400m-1.2B/loss)
  125. .
  126.  
  127.  
  128.  
  129. Battlecruisers 80-120m/death
  130. + stronger than cruisers (tank dps)
  131. + very comon class in lowsec
  132. + can use MJD to teleport 100km in a direction
  133. - slower and easier to hit
  134. == Basicly a cruiser on Steroids or a Battleship with an inferiority complex
  135. *Faction BCs offer increased damage application bonuses. t2 are specialized as combat or fleet boosting ships
  136. .
  137.  
  138. Battleships 220-300m/death
  139. + biggest subcap weapon platfrom
  140. + can use Stasis Grapler (super webifire with low effective range, makes it easier to hit small shit)
  141. + can use MJDs
  142. - slow. (even if there are mainiacs actually kiting (~~see furhter below~~klick here) in these)
  143. == Battleships are the main line for big support fleets for capitals but slow and without good support skills worthless and just a big target.
  144. *faction battleships do the same thing but better again (400-800m/death), t2 Battleships are either super combat monsters or Black ops ships capable of jumping like capitals to ambush people with a lot of dps
  145. .
  146.  
  147. -------------------
  148. #Insurance:
  149. If you plan to lose your pvp ship: insure it: especially t1 hulls. This will pay for about 80% and more of your Hull costs! (t1 works best, faction counts as t1, t2 is only 40%+- and t3 is shit anyways because of an additional skill loss and because t3s are normally fitted to the max and pimped)
  150. -------------
  151. #In Generall:
  152. *1. A ship is only as good as you personally pilot it.*
  153. *2. bringing the counter fit for a 1v1 engagement will let you win even in lower classes*
  154. *3. Bigger is not allways better (aim for cruisers max for now!)*
  155. *4. Start small with Frigates to learn how pvp works*
  156. *5. There are mixed Faction ships called Pirate Faction ships, Those cost about as much as t2 versions and offer* something unique. Like a super strong web or incredible energy neuting power.*
  157. *6. t1 is allways the base, t2 is doing something advanced, t3 is a generalization, faction/pirate offers something* new
  158. *7. prices step up with every class, so does training time.*
  159. .
  160.  
  161. -------------------------------------------
  162.  
  163.  
  164.  
  165.  
  166. #Ship Suggestion:
  167. I personally like gallente very much as they are really strong. *Tristan* for example is an incredibly diversive platform to start with. Armor/shield, blaster/rail, brawling(close range)/Kiting(orbiting out of range to catch in a fast ship). Especially since nearly every ship uses drones, these are super helpfull skills to have.
  168.  
  169. Also this allows you to continue to work your way up to a [Vexor](https://zkillboard.com/br/76219/) Cruiser and later a [Myrmidon](https://zkillboard.com/br/76218/). Both known and feared for extrem power for what you pay for it in solo pvp and able to punch way above their own weight(look at the links). Even PVE is done often in a Vexor navy (more fitting, tank and dps) or an Ishtar(t2 vexor).
  170.  
  171. PSA: as i start to link dank battle reports now, be warned: solo [pvp](https://zkillboard.com/kill/53720709/) can be [very frustrating](https://zkillboard.com/kill/53721721/) as well, since you [will get blobbed a lot](https://zkillboard.com/kill/51294540/), or just end up with a [little bit too less dps or tank](https://zkillboard.com/kill/53636892/) for the situation!
  172.  
  173. Also: As a personal hint: get yourself 20 frigates of a fit you like and go to lose them all. Make sure you review after each fights, what went right and where you have questions or want to improve. Set a clear, messurable goal when going out to fight. sucess comes only after you are willing to do something for it, so don't wait for someone or something to get it to you while you dwell in your comfort zone.
  174.  
  175. Also write down your points on where to improve and also what went right. If you can, record your fights and watch for mistakes you made, how you could have made it better. Especially at the beginning Adrenalin is huge! You will get tunnelvisioned very often at first and completely forget something. But everyone startet there, so keep it up :D Also make sure to convo the guy who killed you and ask what you can do better. Everyone plays this game because they love it and if you appear interested and willing to learn. Most will be deligted to help! (Just look at me i am writing one of my biggest posts in a non native language for me since 4 or 5 hours now, just because you showed enthusiasm)
  176.  
  177. -----------------------------------------
  178.  
  179.  
  180. ~~That much for overview. Uch. So much writing. Continue reading about weapon systems and race choices (pvp not lore focused) in the comment I replied with to this thread~~ just go on.
  181.  
  182. --------------------------------
  183. #Tanking styles:
  184.  
  185. *SHIELD TANKING:
  186. active (resistances and a shield booster module):
  187. = can be made cap independant of Capacitor with Ancillary boosters
  188. = can be extremly strong on regular ships due to Ancillary boosters
  189. = due to politics and certain npcs beeing very overfarmed, very rare/ strong faction/deadspace are quite affordable
  190. - impossible to continue using Ancillary boosters when out of charges (too high cap use)
  191. - needs active management
  192. + most used methode on solo ships
  193. .
  194.  
  195. passive (using the natural shield recharge and augmenting it):
  196. = only on shield tanks
  197. = cap independent
  198. = no management to do
  199. = infinite tanking if dps is not to high
  200. .
  201.  
  202.  
  203. buffer (build up as as much HP possible with resistances, without (augmented) regeneration):
  204. = used for fleets
  205. = very easy, no managemnt needed
  206. + very fast to train
  207. .
  208.  
  209. Generall things on shield tanking:
  210. = these modules fit in the midslots
  211. => less ewar and talke in fleet setups
  212. => faster than armor buffer setups
  213. => bigger than armor buffer setups signature wise = easier to hit
  214. => more lowslots for damage augmentions (especially on ships designed for armor this gives insande dps!)
  215. .
  216.  
  217.  
  218. *ARMOR TANKING:
  219. active:
  220. + easy to manage due to use of multiple repping modules instead of only one biger one like shield tanks normally do
  221. + very strong on the right ship
  222. - *allways* dependant on cap
  223. #Armor repairs boost the armor at the end of the Module Cycle
  224.  
  225. buffer:
  226. = in generall the best way to achieve the highest buffer tank (some shiled capitals get very strong as well)
  227. = esay to make cap independant
  228. .
  229.  
  230. generall things on armortanking:
  231. =armor tanking happens in the lowslots
  232. => damage and speed upgrades need to be balanced with tanking mods
  233. => armor tanking shield ships is often a bad idea because the base dps will be lower
  234. => because of limited slots for upgrades most ships designed for armor have higher base dps
  235. => armor fleets have a lot of ewar and thus controll over the battlefield
  236. .
  237.  
  238. *HULL TANKING:
  239. Active: NOPE it is too low performing to be of any use
  240. .
  241.  
  242.  
  243. Buffer: (happens in the lowslots as well)
  244. = natural way of tanking freighters
  245. = happens with a Damage controll to add resistances and riggs+ bulkhead modules
  246. = works best on Gallente Hulls like the thorax, Brutix or Megathron
  247. + Extremly high buffer
  248. + no limitations in speed or ewar
  249. + cap independant
  250. + highly honored in the comunity because it used to be not very impractical
  251. + offers extremly high dps output
  252. - can't be repaired in space
  253. - unsuitable for fleets => the real solo tank
  254. .
  255.  
  256.  
  257. -------------------------------
  258.  
  259. #Weapon systems
  260.  
  261. Drones:
  262. + almost every ship has them
  263. + do a lot of dps
  264. + awsome projection of damage
  265. + can be switched for other damage type
  266. + when used as a main weapon system, they free up highslots for utility mods like energy neuts or smartbombs
  267. + don't stop shooting if you lose lock(ecm, damp)
  268. + can agress and follow a target that is not necessarly in your range (kill takle)
  269. - can be shot to literally kill the damage off
  270. - need to be scooped before warping to prevent a loss of your damage source
  271.  
  272. => weapon system of Carriers and Supercarriers (support skills are relevant)
  273.  
  274. Missiles:
  275. + will hit every target (not necessarly for much dps tho) as long as fired within range of it
  276. + can be switched for different damage types
  277. + very good damage projection+ insane range
  278. - dps is delayed through flight time
  279. - long reloads,
  280. - can be destroyed by smartbombs before the impact (firewalling)
  281.  
  282. Turrent Weapons:
  283. Turrent Weapons are generally mounted on a Ship. They have a Optimal range in which they will do their full damage potential, they have a Falloff, which markes how far you can shoot bejond optimal range.[The falloff marks the sphere around your ship, at which your turrents will only do half the damage. Two time falloff after optimal will result in only a 4th of your original dps.] And they have Tracking [how fast your turret can turn to keep pointed on your target]. ( Link to the [Eve University Wiki about Transversal Speed](http://wiki.eveuniversity.org/Velocities#Transversal_Velocity), wich is relevant since you won't track if your target has too high transversal)
  284.  
  285. If your ship is out of optimal and falloff you won't hit it and do no damage.
  286. If your ship can't track your target because it moves (or you move) with too much tranversal speed, you miss. This is a technique to avoid getting hit: fly as close as possible and "get under his guns" by orbiting. What happens, is that your opponent, will be unable to track you because you are too close and thus what little of movement you have is enough to be too much up close for his guns. This works especially well with small ships against bigger ships, as battleship guns track worse than frigates.
  287.  
  288. short range weapons have most of the times more dps than long range ones and track way better. to compensate for the close range brawling. Also short range weapons will have very big falloff numbers and long range weapons very strong optimal ranges. This means that long range weapons should be operated within optimal range while close range weapons are designed to work in falloff.
  289.  
  290. For example an autocannon with only 1km Optimal but 20km falloff will do 500dps (only an example) while an artillery with 400dps has 50km optimal but only falloff of 6km (56km total so to speak)
  291.  
  292. The autocannon will do 500dps at 1km but still 450 at 10km. even 200dps with a bit of luck at 30km
  293. However the Artillery will do 400dps at 30km at 40km and at 50km (assuming a standing target because artys track like shit, so 0 dps at 5km probably if it is only moving with a bit of transversal) however at 58km there will be like no damage left at all.
  294.  
  295.  
  296. And of course there is different ammo to set the range of your guns
  297.  
  298.  
  299. A generall profile of turrents would be:
  300.  
  301.  
  302. *Projectile turrents:*
  303. =Autocannons(short range): best tracking of all turrents, mostly falloff, can chose damage type, high dps, no cap needed
  304. =Artillery(long range): worst tracking of all turrents, mostly optimal, highest alpha damage in game, no cap needed
  305.  
  306. *Hyprid turrents:*
  307. =Blasters(short range): second best tracking, worst range in game, best dps, uses cap
  308. =Railguns(long range): longest range in game, okish traking, good dps, uses cap
  309.  
  310. *Laser turrents:*
  311. =Pulse Lasers(short range): "worst" tracking (special ammo for a lot of optimal range making it extremly high tracking if used as range turret), most optimal on a short range weapon, uses a lot of cap
  312. =Beam Lasers(long range): very high range, high dps, very adaptable in range and that quite fast. uses cap
  313.  
  314. --------------
  315.  
  316. #Races
  317.  
  318. There are 4 main races in eve.
  319.  
  320. *Gallente*
  321. =Use hybrids and Drones, speedy, Armortankers, can be shield tanked
  322.  
  323. *Minmatar*
  324. = Use Projectiles, Missiles, some drones. Speediest, Armor and Shield tankers
  325.  
  326. *Amarr*
  327. =Use Lasers, Drones and some Missiles, most are very bricky (excpetions are there as well tho) armortanks, best capacitors in game
  328.  
  329. *Caldari*
  330. =Use Missiles and Hybrids, some drones (guristas pirate race), use shields not very fast.
  331.  
  332. ------------------------------
  333.  
  334. #KitingVsBrawling
  335. There are fighting "styles" you need to fit your ship to accordingly when solo pvping. (in fleets this is predefined anyways)
  336.  
  337. The main types are: Kiters and Brawlers. Variations are Baits, Scramkiters and Snipers. The first two are the main styles however.
  338.  
  339. *Brawlers:* get in close (within 9km) into scram range, and brawl it out. Once you are in brawling range and scramed, its win or lose, fight and die or live. No escape.
  340. .
  341.  
  342. *Kiters:* Those keep their Micro Warp drives (MWDs) or oversized Afterburners (AB) (Battleship sized on a cruiser for example) on the whole time or pulse it to maintain a safe distance. They use a Warp disrputor or long point or point. To prevent warping their target from warping away. These ships are normally very thin tanked and only to tank what remains of a brawlers dps in drones and guns in tripple falloff. He who kites good, can balance out the odds and fight 1vMany no problem and dissengage all the time should need be. It is thus a good solo way to fit. However needs a [lot of pracitce and experience as well (klick for instruction video by one of the best kiters on how to do)](https://www.youtube.com/watch?v=4UieJcWI-YM&list=FLqQH1-ILGgp5vMYnaElxiNA&index=12).
  343. .
  344.  
  345. *Scramkiter:* This variation occures mostly in FW lowsec and frigate only environments in generall. The idea is that both frigates have a scram and a web, so the idea is to keep mobile by having an AB instead of an MWD and frigate weapons for up to 9km range (blasters without any upgrades dont have that range for example)
  346. .
  347.  
  348. *Bait:* An extremly tanky ship that acts as semingly easy prey for a victim. normally heavy armor tank, takle, and some neuts, ewar in generall. THIS WILL BE FOLLOWED BY BACKUP FORCES.
  349.  
  350. *Snipers:* those ships are designed to lock and shoot over extrem distances (200km+), with no takle and no defense. Those got very rare since you can now just combat probe ships and warp to them. Examples are Sliperey pets, Tengus that are hard to probe with railguns and extrem range.
  351.  
  352.  
  353. *Generally on this matter:* A Kiter who is cought is a dead kiter, A brawler who is kited, a dead brawler (and probably extremly frustrated) since brawling is just trowing ships at people most of the time tho, compared to very hard to master, kiting, most people just brawl.
  354.  
  355. ---------------------------------------
  356. #Common PVP Dangers
  357.  
  358. This shall be a little Point on things to watch out for. [Mean tricks, people use, or things you will sooner or later encounter and think of as unfair](http://2.bp.blogspot.com/-48iRMMNjJms/VPHO3RJLBqI/AAAAAAAAHQY/6Liu29no0PU/s1600/1v1-74.jpg). I am personally for learning these things the hard way, but it won't kill you to know it might happen and thus watch out a bit.
  359.  
  360. - Pod loss: People will shoot your pod when you don't warp it away immediatly after dieing. This can be wanted (podexpress to your clone station) or cost you billions work of implants.
  361.  
  362. - Crimewatch: learn how the [differnt timers work](http://4.bp.blogspot.com/-MX8S9QwAtOc/UolQ5tFttuI/AAAAAAAAAi4/mbV1xZhDjEc/s1600/crimewatch.png). If you attack someone out of the blue in highsec you will get concorded. So you will lose your ship rigth there on the spot for committing a criminal action(red timer, also blocks your ships warpdrive in highsec. So wait it out in station or in Low if you have one). If you steal, every can shoot you now (orange timer). Agression in lowsec triggers a orange timer as well. So once you agressed someone, everyon can shoot back without gateguns, this is also the only way you can fight with frigates or a group of them more likely in normal lowsec: align to the nearest clestial, attack (out of your victims takle range!), warp and come back (bounce) and reagress. now you aggress your one target, without getting two shot by gateguns.
  363.  
  364. - Gateguns: Gateguns and Stationguns are Structures with infinite tracking doing 350dps of the [respective damage](http://i.imgur.com/KDZiwPI.jpg). (laser damage in amarr space for example) if you agress someone that is not criminal or suspect flagged in lowsec, gateguns will shot you. reset those by warping off grid and comeing back. If you do so, you can even aggress your victim (only that one you got the guns for tho!) again without retaking gateguns.
  365.  
  366. - Cynotraps: Normally encountered with a hunter (if you pilot expansive industrials in lowsec for example) or with a bait (something that will draw attention of people wanting to kill it, for example a carrier). Cynos are position beacons enabling ships with teleportation or jumpdrive ability to lock onto it. If you see a cyno go up, someone will come "through it" like a personal stargate. Cyno ships can not move, dock or jump however and will be visbile in your overview from everywhere.
  367.  
  368. - Combat Links: There is a mechanic to increase the maximum amount of people that can engage each other in normal ships: combat links. A special ship with modules designed for it, will increase the attributes of each fleet member in the same system. So a random ship will get way tankier beeing also faster and having more range on scram and web. In summer this will be changed to work only ongrid. For now a second account with a cloaked link ship (decloaked on a save spot in system when needed) is an [extremly effective way to make a huge impact, without risking anything extra](https://www.youtube.com/watch?v=M0cxHQUrjjo) and basicly oneside an egagement. it is like taking a faction ship instead of a t1 one.
  369.  
  370. - Smartbomb camps: people using ships with smartbombs (instand and untargeted damage around said ship) to kill pods and travlers, make sure you travel in a noobship after getting killed and look out for the notorious campers.
  371.  
  372. - Instalock camps: Gatecamps is basicly when a group of people get togehter to sit on a gate and catch everything that comes through. Avoidable with the MWD/Cloak trick or a combination of warp core stabilizers and nanofiber structures (called travel fit)
  373.  
  374. - Combat Probers: If you warp between two objects and you hit ctrl+B you can make a bookmark of your location. Beeing mid warp, you create a so called "Save spot" a spot only you know exactly where it is. You can then warp there an be sure you are save there, unless someone "brings probes" aka a combat prober. A ship designed to use scanner probes, which are also visible on your directional scaner tab if you hit it in the right moment, that will make you appear like an anomaly in his probe window to warp someone directly on top of you. Don't stay at one place for too long when in hostile space! Note, that you can avoid getting scanned out/down by turning on a cloaking device, combat ships should however not have one fitted regularly as it takes fittingslots and a lot of speed when locking targets away from you
  375.  
  376. ------------------
  377.  
  378. #Roles of a ship (in a Fleet)
  379.  
  380. Since this is a post about solo pvp, it is not really fleet stuff I want to talk about. however a brief mention should be appropriate since it might happen quite fast when you team up to kill one bigger group.
  381.  
  382. Since the same process happens in a fleet as in solo but split bewteen people it is actually also quite a summery on what you need to do as a solo pilot, all at the same time.
  383.  
  384. *Tackle:* the easiest role and executable by any newbro at day 0. Normally in frigates. The goal is to stop target from escaping. Often only for a few seconds until someone else in fleet can take over. You can never have too much Takle. Example: a Rifer with MWD and scram+web and unloaded guns
  385.  
  386. *DPS:* the guys with the guns. Normally in charge of dealing with the enemys ships directly (focused by the Fleet Comander through target proadcasts => "focus fire")
  387.  
  388. *Ewar/Controll:* These dudes are responsible for disabling the opposite ships, or enabling the good guys (your own) to apply their dps. Example: Celestis with armor plate and sensor damps, Rapier with cyno and long range webs/targetpainter
  389.  
  390. *Logistics:* The heros of the battlefield. "Healers" as WoW players would say (don't use this term in this community tho!) They repair damage on field while the fight is ongoing. Often people falsely assume this is boring and thus offer the ship for free (SRP) to those who are willing to fly them. After the FC this Role suffers the most pressure in a heated fight and needs to cummunicate a lot!.
  391.  
  392. *The Fleet Comander (FC)* Is the one dude who is coordinating the whole fleet. He has hopefully an overview over the battle and normally just flies a tanky ship to not die during the battle but does not do much himself. He is telling everyone what to do and especially *when* to do it. Note: It is often in bigger groups that people don't want to be resposible for a fleet, since they fear critique in case the lose ships. Don't critisise your FC if he is new or makes a mistake that he allready knows about. More should try it!
  393.  
  394. *Actions in a fleet/ fleet terms:*
  395.  
  396. - anchoring up:
  397. the activity to orbit one specific ship at 1km or lower. this is to organise the fleet and move it controlled by moving that one "anchor". Normally a dude that is beeing watched over by logi specificly and who is not afk during the fight all the time and hopefully with a bit of situational awareness on where to be as well.
  398. .
  399.  
  400. - primary (is XYZ, broadcasted)
  401. Done by the FC or his backup if dead: ctrl+x+click on a target (also possible on a Ewar effect on your UI above your capacitor) this is to get the maximum dps on one target before the enemy logi can rep it.
  402. .
  403.  
  404. - secondary, terchary
  405. gona be primaries. DO NOT SHOT YET. ONLY LOOK THEM UP
  406. .
  407.  
  408. -warping, aligning, jumping
  409.  
  410. To prevent spooking an enemy or dieing alone on the other side, warp discipline is a must. Aligning means only to hit align, warping only to warp and then, ONLY when cleared by the FC, jump a gate. Also keep at range 1,5km if you bridge with a titan. None like getting a 100b vessel bumped away. best done be selecting the next stargate (outgate) and klicking the respective buttons in your "selected items" window
  411. .
  412.  
  413. ---------------------------------------------------------------------
  414.  
  415.  
  416. #Usefull modules in pvp
  417. this is to cover most used or encountered modules in pvp, However there is a shitload of usefull modules and I dont't want to make this any bigger than necessary, so here are the most comon and important ones
  418.  
  419. - Tackle: Warp Scramblers, Warp disprutors, Stasis Webifires, Stasis Graplers but also Warp Disruption Field Generators (hic points) and Warp Disruption Probe Launcher are modules a ship can use to prevent your warp, they are all aggressive. (trigger gateguns or concord in highsec if not in a duel). There are also Structures (so called Bubbles) that build up a sphere of "you no warp", which are only allowed in nullsec. The stats are all assuming t2 modules. Faction ones may cost a fortune but perfrom significantly better!
  420.  
  421. basics on warp disruption strengh: this is 1 for every ship. Every warp core stabilizer increases it by one. so if you fit 4 warp core stabs you get 4+1 warp core strength. So to stop such a ship, you need to lock and apply at least 5 points disruption strengh. aka 3 scrams or 2 scrams and a long point or 5 long points (but lets not get silly) some faction scrams even have a strength of 3! Also the new maulus navy has a bonus to scram strengh. Apperently there are also new carrier modules as the Heavy warp scrambler that have like 6 or more warp core strentgh. (also the new carrier burst scram won't be covert, if you get to experience it you can look it up yourself)
  422.  
  423. *Warp Scramblers (Scrams):*
  424. = 9km range (10km with Overheat)
  425. = warp disruption strength : 2
  426. -short range
  427. +will instantly shut down MJDs and MWDs
  428.  
  429. *Warp Disruptors (Long points, or just point):*
  430. = 24km range (28km w/ OH)
  431. = warp disrupt strenght: 1
  432.  
  433. *Stasis Webifire (Web):*
  434. =10km range (14km w/ OH)
  435. =will slow down the target by 60%. A second one will slow it down further, stacking applies tho, so 60% of the remaining 40% aka only 16% of the original speed remains of a dual webbed target. Not that the serpentis faction ships get a bonus to webs making them 90%!
  436.  
  437. *Heavy Stasis Graplers:*
  438. = battleship plus only
  439. = optimal of 1km
  440. = Falloff of 10km
  441. = will slow down 85% at optimal.
  442. = This is basicly to avoid smaller targets getting onder the guns. The combo of Web, scram and grapler is death to anything small
  443.  
  444.  
  445. *Warp disruption Field Generator:*
  446. = this acts like a Warp disruption bubble centered on the Heavy Interdiction Cruiser
  447. = can be scripted (only way to use this outside of nullsec) to work like a ultra long range scrambler
  448. = only way to point supercapitals (as of now, this will be changed later)
  449. = (practically) *infinite* warp disruption strenght
  450. = When turned on the HIC can't be repped, will be super slow and have a 50% bigger signature ( all wehen used unscripted IIRC),
  451. = Range of 20km
  452. = will shut down MWDs and MJDS as well
  453.  
  454. *Warp Disruption Probe launcher:*
  455. = Can launch 3 Warp disrupt probes (a visbile sphere), (each lasting for 2 minutes )
  456. = 60 Seconds reload
  457. = Spheres can be destroyed with smartbombs
  458. = each sphere having a range of 20km in which you can't activate a warp or jumpdrive
  459. *WARNING: If pressing jump on the next outgate on your route and then beeing "bubbled in" by an Interdictor with this module, your warp will be canceled and if you warp a covert Ops cloaked ship,* **you will get decloaked** *experienced pilotes use this to then instantly lock and kill travlers, who deem themselfs save because :covert cloak:*
  460.  
  461.  
  462. *Mobile [Size] Warp Disruptor: (Bubble)*
  463. = a sphere in a certain size, that prevents warping in its radius
  464. = when warping away to another grid with a bubble on the ingrid in direct line with my warp, i will exit warp not where i wanted but on the edge of the bubble (said edge is often clusterd with abandoned drones or jetcans to decloak covops pilots in camps)
  465. = can be targeted and destroyed
  466.  
  467. - Propulsion modules
  468. there are 3 types: Afterburners, Microwarpdrives and Micro Jump Drives
  469.  
  470. *ABs:*
  471. + work while scrambled
  472. + less fitting than MWD
  473. - slower than MWD
  474.  
  475. *MWDs:*
  476. + fastest Prop mod
  477. - can be shut down with a scram
  478. - eats a lot of cap
  479. - reduces max capacitor when fitted
  480. - can be hard to fit
  481.  
  482. *MJDs:*
  483. =available for Battlescruisers and Battleships (in form of a mobile structure for the rest lol)
  484. = after a spoolup, will teleport you 100km into alignement direction
  485. + ultimate GTFO device for solo BCs, and BS
  486. - can be shut down by scram
  487.  
  488. - Basic ewar
  489. Electronic warfare are (mostly midslot) modules that help control the engagement:
  490.  
  491. *ECM:*
  492. the shitlords joy: breaks your lock and won't let you relock for 20seconds. Chance based Fuck that piece of shit
  493.  
  494. *Tracking Disruptors:*
  495. Will make turrents a nightmare by reducing tracking or range by a huge factor. Have fun hitting shit
  496.  
  497. *Sensor dampeners or damps:*
  498. Decrease your lock range or lock speed. Not chancebase. ultra short range or ultra long locktimes. Used to potentiate surprise target switches in fleets. (logi!) Protip: Blinky nolife nerds in highsec hate getting damped= no sense in a instalock setup if you need 30seconds to lock shit
  499.  
  500. *Scrams and webs placeholder, but we had those allready*
  501.  
  502. *Energy Neutralizers or neuts:*
  503. Will drain your targets capacitor.
  504.  
  505. *Energy Nosferatus or nos*
  506. Will drain your enemies cap and give you something of it. Not as effective as Neuts. only works if your enemy has more cap than you (GJ), thats why Nosing smaller ships is stupid, while nosing bigger almost guarantees a constant cap inflow.
  507.  
  508. *Target Painters:*
  509. Increase the targets Signature radius and makes them easier to hit.
  510.  
  511. Note that every race has a specialized ship for its ewar. (amarr = neuts/nos, minmatar = webs/targtpaints, caldari = ecm, gallente = sensor damps/scrams)
  512.  
  513. Every ewar has a counter module, either local or remote. (cap boosters, tracking computers, propmods, sensor boosters, etc.)
  514.  
  515. basic ewar (tD, ecm, nos, neut, damp, sebo), tanking mods, riggs tank fitting, damage mods, application enhancers.
  516.  
  517.  
  518. #How to fucking fund this shit (newbro edition)
  519.  
  520. - Loot after someone elses missions:
  521. Possible in highsec, (ask in local in a mission hub), lowsec (those core military beacons, get in, make a bookmark and loot later when the site is gone, the boss drops good loot). Most people will don't even think about it, because they don't loot or salvage themself because it is better isk to just run one mission more.
  522.  
  523. - Looting player wrecks:
  524. During a fight noone is watching the one frig, getting close and stealing a fortune in loot. Also stealing from the wrecks of highsec duels can easly fund a newbro with a bit of luck for a long time(fit warp core scramblers and set safty to yellow, have some shield tank).
  525.  
  526. - Industry
  527. You can allways just run a few production jobs to make the isk you burn. Concentrate on items that are used in pvp, for example tanking riggs, especially t2 ones sell for a good margin.
  528.  
  529. - Buy a Plex with RL money
  530. Not what everyone likes, but take it that way, its one extra hour at work that pays for days of fun in eve.
  531.  
  532. - Scanning for sites
  533. Either hacking sites (nullsec sansha relics!) or DED combat sites; get a quiet corner with a few nice sites and get rich (be carefull of hunters tho as well), can be done in highsec too for less profit.
  534.  
  535. - Combat scanning for Drones in FW areas
  536. One of my favorites because everyone can do it: pack a t1 scanner frig like an imicus, attach a cloak and a expanded probe launcher. Check via dscan for drones in system. Due to the nature of [left behind drones](http://2.bp.blogspot.com/-Dqvkytgq9xM/UVLixwrzSII/AAAAAAAAEZc/WU7iKkKaUAY/s1600/1v1-57.jpg) after fights, and since drones won't vanish away as soon as wrecks or jetcans, often a big pile of t1 and sometimes faction drones is just waiting in space for you!
  537.  
  538. - Planetary Interaction
  539. Eves economy life from input. With PI you just need to set up a "farm" on a few planets and every week collect and reset it. Easy and good cash if you know what things you build (POS fuel components are allways needed and now also the citadel parts)
  540.  
  541. - Siphoning
  542. There is a mobile structure that will steal expansive resources out of moon mining towers. This can be extremly profitable. However you won't make friends with that. Also its an expireing model as moon mining will be changed soonTM.
  543.  
  544. - Trading
  545. There is a YT challenge where someone stars with just the beginning 5k isk and no skills. He makes it 15m isk in 2 weeks. If this dude can do it, you can make isk with it as well. Buy low sell high (and take things with enough volume for the sake of your own sanity)
  546.  
  547. - Smuggle Drugs
  548. Drugs are illegal in highsec and kill your standings, but shiping them from cheap sell locations to hot pvp places (take lowsec routes only) and selling them there, can be a quite good income. With time you can build up and also seed ammo, nanite paste etc. People will even thank you, because more fun, instead of shoping trip.
  549.  
  550. - Beeing yourself
  551. Normally people would say this is a shitty advice. However beeing a euphoric newbro and amazed and interested in how things work will get you the "look how cute that newbro is" look. Be nice and interested. Convo the guy who just killed you and ask for advice, how you did. This will often result in a very pleasent conversation and more often than not in a new friend and isk donations. As opposed to [beeing made fun of and taunted](http://2.bp.blogspot.com/-y-6PiGxOaHY/Uk7NlFsxaRI/AAAAAAAAA18/N5nLE78MPo0/s1600/eve+ccp+butthurt+form.gif).
  552.  
  553.  
  554. #Boosters
  555. Shit I run out of space: this will be ultra TLDR:
  556. Drugs are good (one time boost until timer ends or poded, possibly negative side effect) and may increase armor rep, shield boost, tracking, speed, falloff, optimal, explosion velocity (missile hit quality). There are skills/implants to make drugs have less side effects or last longer. They are illegal in highsec. (except for 3% snyth drugs and the new drifter drugs) Most Solo Pilots use drugs. *Warning:* they do make addictive once you realize how much they help you won't go without them;)
  557.  
  558. #CurrentMeta
  559.  
  560. like above.
  561. FW: garmur is cancer, svipul is Aids, comet is strong, gallente OP. T3 cruiser rock, t3 destroyers are awsome, if you have them on your side at least.
  562.  
  563. -------------------
  564. EDIT:
  565.  
  566. Since making this all one post saves up some space: i have room now for
  567.  
  568. #Fittings I'd like to share
  569. Eft nerded by myself or blatantly stolen these are fittings i like and want to share:
  570. [High skills, Deimos, Brawler](https://zkillboard.com/kill/44332235/)
  571. [High skills, Brutix Brawler](https://zkillboard.com/kill/53721721/)
  572. [High skills, Myrmidon, Brawler](https://zkillboard.com/kill/53744705/)
  573. [High skills, Vexor, Brawler](https://zkillboard.com/kill/47931772/)
  574. [High skills, Thorax, Brawler](https://zkillboard.com/kill/49408357/)
  575. [High skills, Omen, Kiter](https://zkillboard.com/kill/47914131/)
  576. [High skills, Caracal, Kiter](https://zkillboard.com/kill/49631950/)
  577. [High skills, Stabber, Kiter](https://zkillboard.com/kill/40954312/)
  578. [High skills, Fed Navy Comet, Scram kiter](https://zkillboard.com/kill/53720709/)
  579. [High skills, Algos, Scarm kiter(10mn)](https://zkillboard.com/kill/49411076/)
  580. [High skills, Tristan, scram kite/ brawler](https://zkillboard.com/kill/48055217/)
  581. [High skills, Punsiher, Brawler 10mn](https://zkillboard.com/kill/48054893/)
  582. [High skills, Crucifire, Brawler](https://zkillboard.com/kill/47895721/)
  583. [Medium skills, Incursus, Brawler ](https://zkillboard.com/kill/47938643/)
  584. [Medium skills, Tristan, Brawler neuts!](https://zkillboard.com/kill/47000505/)
  585. [Low skills, Tristan, Brawler](https://zkillboard.com/kill/37836954/)
  586.  
  587.  
  588.  
  589. Note that every ship can be fit with meta or t1 equipment as well, often with even easier fitting while still remaining quite powerfull
  590.  
  591. --------------------
  592.  
  593. Hope this was helpfull and you enjoyed reading what was relevant to you.
  594.  
  595. [Here is a pastbin of this since I was asked for it](http://pastebin.com/aMDYCr38)
  596. Fly Dangerous, Serenit Adoulin
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