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EVE Online: PvP Guide Part One

MMORPG.com EVE Online Correspondent Andrew Wallace has written part one of a basic guide to PvP in EVE Online, giving players not familiar with the system a few tips and poinnters for survival.

I may claim to be a deity of many things, but PVP is not one of them. Despite that, I've picked up a lot of useful information in my time and decided to put together a selection of PVP tips for this article. It's not a definitive list, but some of the main things that I think are important to know for running a PVP gang, and mostly centred on the small scale warfare I've been involved with in the last few years. Let's open with another one of the golden rules of EVE:

Fly what you can afford

Not just a PVP tip; it's difficult enough to make money from your victories, and flying ships and fittings that you can easily replace will help you PVP for much longer.

The Scanner

Quite possibly the most useful feature available to every pilot in the game. Everyone in your gang should have at least a basic idea of how it works and be able to scan targets down. For those of you not in the know, here's a brief guide: If you click on your ship that little white square is the very centre and you can use that to aim the scanner more accurately. Now, a 360 scan will give you an idea of what's nearby, but what you really want to do is reduce the scan radius down while changing the direction in order to work out where your target is sitting. The best thing to do is practice scanning down other corp members until you are comfortable with how it works. Being able to use the scanner lets you track targets as they warp about the system and is great for scanning a gate/station/etc as you can have a good idea of what ships you want to call as the first targets before your fleet has even dropped out of warp. Consider yourself half-blind without it.

EVE Online Screenshot

Fleet Composition

Essentially, the kind of ships and pilots that are useful to have in your fleet. Specialisation is very important; having pilots covering a variety of roles makes the fleet much more flexible in regards as to what it can engage.

Fleet Commander (FC)

Having a specific member of the fleet directing all of the action is the most efficient way of running a gang; they tell the scouts where to go and gang warp the fleet into position. After moving the fleet into an engagement their main responsibility is the calling of primary targets, and ones that can keep a cool head and are able direct the fleet's firepower efficiently are an incredible boon to their corporation. It's also worth having a second and even a third FC, to take over primary calling in the event of the main FC being taken out of the fight, having to warp off, or disconnecting.

Tackler

A tackler's role is to keep the primary target held down with a warp scrambler while the bulk of your force tears it to shreds. It doesn't matter how big your battleship fleet is, if the enemy decides to disengage and run tacklers are your best hope for pinning down targets. Light frigates and interceptors are the main choice of ship for the job, with the tackling interceptors in particular excelling at this role as they are stupidly fast and can also warp scramble a target from outside web, warp scramble, and energy neutralizer range. Webs are optional, but worth it for engaging fast targets and stopping ships from reaching the safety of a jump gate.

EVE Online Screenshot

Scouts

You there! Yes, you in the cheap cruiser, I have a job for you. You are going to jump in there and take a look around, die horribly, or both. Information is power; if I wanted to sound really fancy I'd dig out a Sun Tzu quote right about now to emphasize the point, but anyway. The scout is usually a fast frigate, or failing that the poor bugger in the most disposable ship in the fleet. Utterly indispensable, as they are usually your fast tacklers as well they serve the dual purpose of reporting enemy sightings and being able to pin them down until the rest of the fleet catches up.

Electronic Warfare (EW)

Having at least one electronic warfare ship in your fleet can give you an incredible advantage over your opponent. Even shutting down, or reducing the effectiveness of only a couple of ships can easily swing a small engagement in your favor. Let's look at the four main EW modules:

Tracking Disruptors

Effects the falloff/optimal and tracking of turrets; any gunship hit by one of these is going to have almost no chance of hitting other ships at all.

ECM

Those familiar with the four basic types of EW will know that ECM is king; where the others have varying levels of effectiveness on certain targets, ECM is a universal nightmare for all pilots. The only major downside is that anyone in an ECM ship instantly becomes a priority target for the opposing fleet and they will try to take it out a s quickly as possible.

Target Painters

Multiplies the signature radius of the target ship an makes it easier to hit. Seemingly neglected in combat at the moment, rumblings from the test server seem to suggest that Painters may be making a comeback.

Sensor Dampeners

Increases the locking time and reduces the locking distance of targets. Suddenly finding out your lock time just rocketed from a few seconds to almost a minute is just no fun at all.

EVE Online Screenshot

Tackling a subject like PVP in EVE is a mammoth task, and with the possibility of jarring changes in the way combat works with the Quantum Rise expansion this article could go on forever. With that in mind, in-between other articles I'll be taking the time to focus on more areas of PVP, with the intention of enlightening new pilots in this vast, dangerous universe.

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MMO-Rogue writes:

Nice basic intro - straight forward and concise.

A complete guide to the directional scanner would be nice or maybe I just need more practice - ranging seems to be my big tripping block with the scanner.

New Post Quote
11/18/08 2:57:16 PM
 
Styij writes:
Originally posted by MMO-Rogue

Nice basic intro - straight forward and concise.

A complete guide to the directional scanner would be nice or maybe I just need more practice - ranging seems to be my big tripping block with the scanner.


 

Scanner can be pretty versitile. You need to setup your over view states first...you know like WAR and travel ect. So you can use the "use overview sttings" check box. Now unless Im probing poor suckers down I leave the scan range at max (14.4au) by filling it with 9's and it will default to max setting. Then you just have to use the scan angle for what your doing. For example when warpping between gates or any grid load really I use 60 degrees looking straight through my ship. This tells my what Im about to land on from 14.4 au away...this allows you some seconds to determine fight or flight. I also use 360 degree when sitting at a gate, for whatever reason, or if Im safespotted to see 14.4 au in all directions. You should always be using the scanner.

New Post Quote
11/18/08 3:14:34 PM
 
Bumer/goga writes:

Nice basic info on EW. Was thinking of going either EA frigs or covert ops after assault ships.

Cheers.

New Post Quote
11/18/08 3:24:29 PM
 
Styij writes:

If you are going to go EW then go all the way for best results. The Kitsune I have used extensivly in 0.0 roaming/small gang stuff and it is an excellent EAS. They cost about as much as a Ferox and if you kit them with best named and T2 mods it costs alot more. This is why I say if you are going to go with EW go all the way in skills so you can be uber at it. Otherwise your going to be going through alot of isk cause if you don't get the jam your toast as you will be primary. A little trick to remember is to not warp with fleet if you can help it. Warp and land on grid about 3 to 4 seconds after the fleet lands so the opposing side has already picked the primary/secondaries and you may even go unnoticed.

Additionally there is the Blackbird(cruiser), Scorpion(Battleship) and the king of all EW ships IMO the Falcon(recon-I think). These different levels will provide you an increase in jam range and lock speed(with sensor booster mods) as well as more slots for different jammers. Low slots on these can be used to increase jam power but these can be used on the Kitsune as well. One would think each ship would provide you with an increase in defense but the reality is once you are detected you will be called primary and then no amount of armor tank will standup to a whole gang/fleet. There have been exceptions indeed but 90% of the time if you dont warp you pop and pop fast.

If you need info on the other races I am not the guy to talk to. I know enough about damps, disrupters and painting to defeat them but I don't really have any experience using them. Good luck and fly deadly.

New Post Quote
11/18/08 5:09:49 PM
 
androidMKII writes:

Nice general intro to fleet PVP, it may serve for the buddying pilot to choose which role he would like to start with, keeping in mind that specialization is always important for good results.

It may help to point out that "traditional" fleet PVP is quite different in various respects from small gang PVP and from solo PVP, as much as to notice that there are various ways to build a "specialized" fleet which possibly won't use all the roles listed, but this kind of info may come with the next parts of your article OC and it's maybe a bit too confusing for a starter.

I only have a small note to do on scouting and scanning... the covops and recon ships are the kings in this area, and a good covop/recon pilot is a very worthy asset to a fleet, maybe as much as a good FC I'd dare say...

A covop with a scan probe launcer can point out the exact location of enemy fleets and ships anywhere in a system (even in safesposts) within a few minutes, and recons can do the same with added EW potential that allows them to tackle good targets long enough for the flet to catch up and even to act as anti-tackle if need be.

New Post Quote
11/21/08 7:08:07 AM
 
SporkWitch writes:

To expand on covops and go beyond what you've already said, the most fun about them is that they're the ultimate ambush tool.  Once you've probed out your target, you can safely warp to them STILL CLOAKED, and suddenly your entire fleet just warped in at 0km from the opposing fleet.  This is particularly devastating against snipers, and even moreso if you're in a blaster-heavy fleet (there are few things I'd like to run into less than a Blaster-Megathron at close range, maybe a Thorax but that's because I fly a lot of Interceptors, lol).  Do this in 0.0 with an Interdictor or Heavy Interdictor and they're doubly screwed.

New Post Quote
11/25/08 4:22:41 PM
 
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