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Rohnann Varr
Minmatar
Posted - 2011.09.07 08:35:00 - [1]
 

Edited by: Rohnann Varr on 07/09/2011 08:49:28
(This thread can also be found in the new forum)

Hey there,

I wondered. If I were ever to conduct business outside of highsec, which I want to in the near future, I was pondering about what I can expect from enemies I meet there, specifically tackle strength.

I'm still alone, I don't feel comfortable joining a corporation yet and I sure as hell don't feel like paying for protection once a week (since it'll probably be not only involving monetary loss but also unaffordable in the first place). So, the only way for me to conduct business, that doesn't involve blazing guns (which is preferable in an industrial) is not to get caught.

Now, most basic preparations, like checking the star map for activities on path and destination, are already in my books, but what I am wondering is: If I were to encounter a single pirate (I probably wouldn't survive a small gang without a blockade runner and proper procedure either way) how much tackling strength can I expect?

Now, if I were to keep myself away from general celestial object warp-ins and maybe fly in in a frigate first to set custom warp points, keep a good eye on the Taq-tab (tab only showing things with guns that shoot) and distances of objects, I should be safer already, but still. As soon as my indy does get tackled i'd be toast.

So, there are two flavors of warp jammers. The warp disruptor that does 20km with ease, but eats capacitor, doesn't hinder MWDs and only grants 1 scramble strength. Then there's the warp scrambler, which only performs at 7,5km, but is low on cap drain, disables MWDs and grants double the scrambling power of a disruptor. Alright, so much I found out.

Now the things I ask myself are:

- how many and which ones of these do pirates generally fit?
- How about small pirate gangs? Dedicated tackler or one per ship?
- How would YOU deem the survival chances of a "well, it's still better than nothing"-fitted T1 indy that can/can't be tackled.
- What are viable options of escaping a tackle in a T1 indy (no cloak/MWD for me). Is targetting disruption a viable option?
- Should I just forget all this and grind missions and make money and learn skills until I can buy and fit an ACTUAL blockade runner?

Looking foward to ALL answers :3

Khanh'rhh
Sudden Buggery
Situation: Normal
Posted - 2011.09.07 09:36:00 - [2]
 

If you're moving an industrial, you need to scout. As for points of jamming, assume 2 per ship (one scram each).

The long answer, is it varies enormously. Different camps do different things. A remote sensor boosted HIC, for example, will lock you near instantly with an INFINITE jam strength. That interceptor on the gate with the Sebo running? He might look like a threat, but the gate guns would chew him up, so he's looking for red flashies to be shooting.

TBH, either do the MWD+Cloak trick (scouted) or use a blockade runner. Anything else and the honest reality is you'd be better off sticking to highsec.

Cloaking does not take long to train.

Rohnann Varr
Minmatar
Posted - 2011.09.07 10:05:00 - [3]
 

Edited by: Rohnann Varr on 07/09/2011 10:26:27
Edited by: Rohnann Varr on 07/09/2011 10:12:43
Edited by: Rohnann Varr on 07/09/2011 10:06:10
Originally by: Khanh'rhh
If you're moving an industrial, you need to scout. As for points of jamming, assume 2 per ship (one scram each).

The long answer, is it varies enormously. Different camps do different things. A remote sensor boosted HIC, for example, will lock you near instantly with an INFINITE jam strength. That interceptor on the gate with the Sebo running? He might look like a threat, but the gate guns would chew him up, so he's looking for red flashies to be shooting.

TBH, either do the MWD+Cloak trick (scouted) or use a blockade runner. Anything else and the honest reality is you'd be better off sticking to highsec.

Cloaking does not take long to train.


Well, sooner or later i'll have to look into the skills for T2 indys if I really want to do a career that involves moving stuff from one place to another. So, that's already covered. I just need to check training times and ship cost. As of now a, let's say, Prowler, should be out of my financial range <.<

The Cloak+MWD trick OR use a blockade runner? I thought T1 haulers cannot fit the necessary cloaks. In fact I thought ONLY blockade runners can fit it. :I


ANYWAYS:
I decided to just pin my plans for now and go for 1. A solid ISK income, so I can actually afford a blockade runner (+replacement if necessary) and the necessary skills for it.

Thanks much :3

Khanh'rhh
Sudden Buggery
Situation: Normal
Posted - 2011.09.07 14:21:00 - [4]
 

You can fit this for less than 10mil, and it will do the MWD&Cloak trick


[Mammoth, MWD Mammoth]
Micro Auxiliary Power Core I
Micro Auxiliary Power Core I
Micro Auxiliary Power Core I
Micro Auxiliary Power Core I

Y-T8 Overcharged Hydrocarbon I Microwarpdrive
[empty med slot]
[empty med slot]
[empty med slot]
[empty med slot]

Improved Cloaking Device II
[empty high slot]

Medium Low Friction Nozzle Joints I
Medium Low Friction Nozzle Joints I
Medium Low Friction Nozzle Joints I

Needs a 1% PG implant to fit. Mids to taste. Adding anything into the mids will mean a 3% implant.

Will carry about 7km3.

The basic principle of the MWD&Cloak trick is here

Slade Trillgon
Endless Possibilities Inc.
Posted - 2011.09.07 16:04:00 - [5]
 

Edited by: Slade Trillgon on 07/09/2011 16:11:01
A mammoth with 3-4 warp core stabilizers will make most gate campers upset.

Also, if you jump through a low sec gate and there is a player on the overview, sit there till your session timer is over. There is a good chance that the pilot will warp out. That is if said pilot does not have eyes in the previous system to tell them that you do not have any backup.

EDIT: The above fitting is also a very good option as well. The main thing is for hauling in low sec is the more trips you make the less you lose if/when you lose a hauler.


Slade


 

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