Advertisement
Guest User

Untitled

a guest
Aug 19th, 2012
102
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 7.39 KB | None | 0 0
  1. This guide was written by a Darkside pilot for my former alliance forums.
  2.  
  3. DS are very efficient at <100 drake gangs, and even thou there are now several other counters to drake gangs I thought this guide might be helpful for Waffle FC's and pilots as it offers some good tips. Once graduating into PL, there will prolly be other requirements for ships and tactics, but for Waffles this type of gang can be good enough if we want to engage bigger numbers.
  4.  
  5.  
  6. "DS regularly takes on gangs 2-3 times their size and wins. It does however require:
  7.  
  8. * Having the right ships in the right amounts.
  9. * Fitting the ships correctly.
  10. * Flying in formation.
  11. * Doing your job.
  12. * Competent FCing.
  13.  
  14.  
  15. Gang Composition
  16.  
  17. Small Gang (Less than 10 people)
  18.  
  19. * Lachesis
  20. * Huginn
  21. * Zealot (optional)
  22. * Interdictor (optional, but preferred)
  23. * Scout
  24. * Drakes
  25.  
  26.  
  27. Medium Gang (About 15 people)
  28.  
  29. * Vulture in FC position
  30. * Claymore in WC position
  31. * Lachesis
  32. * Huginn
  33. * Zealot
  34. * Interdictor
  35. * Scout
  36. * 2-3 Scimitars
  37. * Drakes
  38.  
  39.  
  40. Large Gang (25-40 people)
  41.  
  42. * Vulture in FC position
  43. * Claymore in WC position
  44. * 2*Lachesis
  45. * 2*Huginn
  46. * 2*Zealot
  47. * Interdictor
  48. * 2*Scout
  49. * 4-5 Scimitars
  50. * Drakes
  51.  
  52. Formation
  53.  
  54. See attachment pic.
  55.  
  56. * The alignment target is usually (but not always) the sun. Make sure you add it to your overview.
  57.  
  58. * An interceptor provides the rewarp target and writes "REWARP TARGET" in the fleet channel. Write it again and again if the channel gets full with other chat.
  59.  
  60. * If we jump into the hostile's gang, it is critical to quickly get into formation (after the FC orders you to decloak, obviously). Overheat your MWD to do it, if you have to.
  61.  
  62. * Do not run your MWD all the time. Once you're in your preferred range, turn it off. Keep aligning towards the alignment target. If you drift too far, turn back, run your MWD once to return to range and re-align.
  63.  
  64. * It is recommended to sort the overview by range during a fight. This is your easiest way to make sure you're at the appropriate range. If you're having trouble finding the primary, re-sort the overview by name or ship type until you find it and then sort it back by range.
  65.  
  66. * Zoom the camera out during a fight. This will let you see where you are relative to the rest of the gang and the hostiles, and help you stay at your proper position.
  67.  
  68. * If you're inexperienced, add a few experienced pilots in your range-group to your watchlist. If you find yourself disoriented, select and approach one of them with MWD on. Once you're back in the right position, re-align towards the alignment target.
  69.  
  70. * If there is more than one Lachesis pilot in the gang, work out between yourselves who will point the primary and who will point the secondary. If the Lachesis pointing the primary has to warp out, the other one replaces him in the meanwhile (for this, you need to have each other in your watchlists, and pay attention).
  71.  
  72. * The Zealots' job is to shred any light ships that come within tackle range of the gang. Make sure to pay attention and shoot them when they're still 50km away and not already on top of you. Once there is no tackle on the field, you can help with shooting the primary.
  73.  
  74. * The Huginns have several jobs, and it's up to the pilot to prioritize:
  75. o Assist the Zealots with killing light ships by webbing them as they approach.
  76. o Holding the primary so that he doesn't burn outside the Lachesis's range.
  77. o Webbing down any fast hostiles that are approaching us. If there's a mass of Hurricanes (that are faster than out Drakes) approaching faster than we can shoot them down, pick two and put a web on each one. Once they've slowed down and got left behind, pick new ones. Rinse and repeat.
  78.  
  79. * Vulture and Claymore's job is to survive, stay on grid, and keep running the links. The Vulture pilot can focus on target painting the primary. The Claymore pilot can help with shooting down frigates that get too close. The Vulture pilot is in the FC position and should be attentive to the FC and be ready to gang-warp the fleet as soon he's instructed to. It's preferable for the Vulture pilot to be the actual FC, but not strictly necessary.
  80.  
  81. * If you are in a Drake - relax. Your ship costs 5-10 times less than the other ships in the gang. Stay calm, find the primary on the overview, lock it, and shoot it. Don't shoot something else just because you've locked the wrong target, can't find the primary, he's outside your range or for any other reason. Just focus on your task.
  82. If you are being shot - enjoy it. Think of the hostile FC's frustration at having to primary a drake with so many other tasty targets on the field. Think of how desperate he must be to do that. It is your job to soak up damage so that other, more fragile ships, don't take it.
  83.  
  84. * Drakes should not be more than 40-50km away from the nearest hostile. The closer you are, the more damage you do (because if the target dies before your missile hits, you just wasted a volley; even if it hits it, but could've hit it earlier, you may have wasted someone else's volley).
  85.  
  86. * Interceptors do not engage during the fight. Once interceptor provides the rewarp target. Other interceptors scout neighboring systems and report if the enemy is getting reinforcements.
  87.  
  88. * Heavy and light interdictors stay cloaked during the fight, unless told otherwise. Preferably position yourself somewhere on grid so that you can decloak and quickly warp in and bubble the hostiles if they're attempting to warp away.
  89.  
  90. * Scimitars should have the following ships in their watchlists:
  91. 1. Other Scimitars.
  92. 2. Fragile ships (Zealot, Huginn, Lachesis).
  93. 3. Other important ships (FC, Vulture, Claymore).
  94. 4. Leave a slot empty for a situational target (scout tackled something and needs reps as soon as you land).
  95.  
  96. * If you're in a drake, burning towards the alignment target and the hostiles are still catching up, point one of them (but keep burning). This is obviously more effective if you have a scrambler.
  97.  
  98. * Your actions when you are being primaried and are not paper-thin (only Huginns, Zealots and Scimitars are paper-thin):
  99. 1. Broadcast for shields. Add this action to a keyboard shortcut and press it once. If you are a recon, broadcast as soon as you see you're being mass-locked. If you are a drake, wait until you're actually being shot.
  100. 2. Make sure you're aligned towards the alignment target.
  101. 3. If you are pointed, turn on, and maybe even overheat your MWD.
  102. 4. Overheat your hardeners
  103. 5. Select the celestial you're going to warp away to (this can be the sun, but it's better if it's something other than the sun, but in the same direction) and hover your mouse over the warp button.
  104. 6. When your shield hits about 20%, warp away. Then warp back to the rewarp target, assess the situation and return to the fight by warping to one of the recons. Broadcast again for shields once to let the scimitar pilots know you need reps.
  105. 7. Return to your proper range.
  106. Your actions if you're being primaried and are paper-thin:
  107. 1. Broadcast for shields once as soon as you see mass-lock.
  108. 2. Align towards the alignment target and burn outside the range of any tackle.
  109. 3. If you're being shot and are taking damage that isn't being repped right away, warp off. Then warp back to the rewarp target, assess the situation and return to the fight by warping to one of the scimitars. Broadcast for shields once to let the scimitar pilots know you need reps.
  110.  
  111. * Above all, enjoy the fight and your contribution to it.
  112.  
  113. http://imgur.com/wRTX2
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement