Showing posts with label 0.0 survival. Show all posts
Showing posts with label 0.0 survival. Show all posts

Monday, February 7, 2011

Roaming for Destruction...

So this week on chat, a couple of us decided we really needed to see some pretty explosions. So the plan was formed to go roaming in 0.0 in Vagas/Rapiers Destroyers. We put the word out across the loose alliance of pilots we party with, and after much haggling for cooperative time, scheduled a 20:00 start on Saturday night. Our EU friends would be just settling down for a quiet evening, US would be somewhere in the middle of a Saturday. We would start out in losec, go visit the so-called "Pure Blind/Fade Short Bus Crew" and see the newly formed "Eye of Terror" in Cloud Ring. With 3-4 ships each, medical cloning moved to the staging system, and a handful of unfit backup ships, we should get a couple hours of fun.

The unofficial count had us at 6-7 folks, which is kind of small for a destroyer roam, but at formup we finally ended with 10 in fleet, which is just about enough to take on any single ship, BS or smaller, with luck and good planning. Form-up was a bit haphazard, since most of the pilots coming aren't part of a combat crew by nature, so we were far from ready at the 20:00 start time. EVE was busy that evening, with good sized gate camps and fleets moving through losec, rumors of a hot-drop carrier roam in Syndicate, and over 55k pilots logged in overall. Although we didn't lose any ships that night, earlier in the week a couple had been lost moving to the staging system (I personally lost a Thrasher and Pod to a super-sensor-boosted Phobos/Hurricane/Sleipnir gate camp that insta-locked pods two nights earlier). Anyway, so we are forming up around 20:00, and our initial staging system has become a bit active, with a known losec PvP alliance setting up gatecamps on the local travel routes, staging out of the same system. We adjust accordingly, and move a couple jumps to a less-active staging point while the last 4 stragglers travel to the staging system.

Finally, we have 6 of 10 pilots in the main system, and start our roam. First jump into 0.0 Cloud Ring - 3 neuts in local. Nothing on scan, so our scout checks a couple of belts, and we move off to the next gate. Jump into system 2, set up on gate for a minute. As we set up, local starts to climb and we start seeing ships on directional. Vagabond, Vagabond, Rapier, Buzzard, Purifier, Hurricane, Rupture. Any one of them, maybe even two, would be a possible target if our whole fleet were there, but this is an obvious response fleet to our arrival. We scramble into a rolling safe as the Buzzard pops combat probes and starts looking for us. Fortunately the pilot in the Buzzard is not very skilled, and we are able to avoid any warpins as we roll through the system. We decide to stand down back in losec while the defense fleet is up, and work our way back out of Cloud Ring. Jumping simultaneously with both hostile Vagabonds into W-4, we warp to a safe then bounce to the gate into Okagaiken. We scatter or dock in Okagaiken, while the response fleet enters local, starts looking around for us (total group was about 6 hostiles, so 1:1 ratio, except they were all in T2 Recons or BCs at this point, and we are in Destroyers). We hang tight, while the last 4 of our fleet are still working their way to us from Empire, and wait out the hostile fleet. Finally we have all 10 of us within a couple jumps, and the FC decides to try and back-door into Cloud Ring from Placid, through F7C. We work our way to Kehjari and meet up with the rest of the fleet (now 10 destroyers strong) but we are cut off by the hostiles, who are surprisingly effective on hampering our undisputed entry into 0.0.

As they cut us off on the way to Placid, we backtrack to Okagaiken and enter again through W-4. As we jump into 6-4, RL intrudes on my ability to continue the roam, as my 7 month old daughter (in my lap at the time) suddenly goes ballistic, and I have to logoffski while the roam continues. Note to self: trying to PvP with small children on your lap is not a good idea.

...

I was given an update by one of my corpmates later, that they made it into Fade, and were trying to take down a ratting Hyperion when a defense gang (I assume) from Sev3rance spoiled the party and destroyed the whole fleet. Although all ships were lost, it was deemed a successful op as we introduced 4 folks to nullsec in that roam, everyone was in implant-free clones, and ships that cost less than some of our medical clones. Everyone had fun, and (perhaps) next time we will try to organize a more balanced DPS/tackle/scout fleet and have a bit more success on the kill side.

Killboard link here.

The roam ended at that point, apparently the FC and at least 3 other pilots had RL interventions which could not be ignored. I got my ship and pod out unscathed the next night, during the SuperBowl, without seeing another active pilot in local in any of the systems.

Tuesday, June 8, 2010

Entertainment in Nullsec

Summary: TonyCandthejets comes to 0.0 in a Velator. He flies to a POS and loses his ship. He joins our ratting fleet and I pop his pod (poorly) after warping to him at range.

[01:53:09] TonyCandthejets > Hai thar
[01:53:22] TonyCandthejets > Is this where I get free isk?
[01:53:28] TonyCandthejets > lolol
[01:53:29] Jacques Batoche > possibly
[01:54:02] TonyCandthejets > I have come a very long way from the secret world of space horses
[01:54:30] J B > in a velator?
[01:54:36] TonyCandthejets > Yes...
[01:54:43] TonyCandthejets > To my people it is a sacred ship
[01:54:43] J B > lol
[01:55:07] TonyCandthejets > The god of space horses once sat on a metal rock and the result was the very first velator
[01:55:22] J B > i see...
[01:56:04] TonyCandthejets > I represent the Church of the Space Horse, and I would be happy to collect donations
[01:56:41] J B > Well I sent you one.
[01:57:03] TonyCandthejets > thanks
[01:57:10] J B > I hope that will help your sacred church in its mission.
[01:57:44] TonyCandthejets > It will
[02:01:41] TonyCandthejets > Soo.. where you guys at?
[02:01:55] J B > Oh you know, we're around
[02:04:02] TonyCandthejets > Where specifically
[02:04:18] J B > Oh nowhere specifically
[02:04:32] TonyCandthejets > I want to mine with you.
[02:04:35] TonyCandthejets > invite me to your fleet
[02:04:37] SW > that's not true - I am specifically right next to you Jaques!
[02:04:50] J B > Aha I must concede you are correct.
[02:05:09] SW > I could tickle your ships thrusters if I weren't a married man!
[02:05:15] TonyCandthejets > It's not like I have a huge fleet of velators comming to suicide gank you or anything
[02:05:27] TonyCandthejets > Just tell me I wanna be a cool space cow guy
[02:05:31] TonyCandthejets > who isnt a cow
[02:05:45] J B > Alright come to planet 0 moon 00
[02:06:55] TonyCandthejets > ?
[02:07:07] J B > That's where we are

(Tony warps his Velator to a POS)

[02:08:04] TonyCandthejets > Those guns will kill me wont they?
[02:08:20] TonyCandthejets > YIKES
[02:08:22] J B > They shouldn't
[02:08:23] TonyCandthejets > they did
[02:08:28] TonyCandthejets > Mean guns..
[02:08:35] TonyCandthejets > RELIGIOUS INTOILERENCE!
[02:08:37] J B > lol
[02:09:12] TonyCandthejets > why dose it shoost me?
[02:09:24] SW > because you are on the wrong side
[02:09:33] J B > and because you're a retard
[02:10:13] TonyCandthejets > wrong side?
[02:10:22] TonyCandthejets > Heresy
[02:10:30] TonyCandthejets > The space cow is the true path.
[02:11:04] J B > Oh I thought the one true path was that of the space whore.
[02:11:14] TonyCandthejets > same thing
[02:11:25] TonyCandthejets > the cow vagina... very spacious
[02:11:29] TonyCandthejets > like null sec
[02:11:37] TonyCandthejets > concord dont go there
[02:12:30] J B > sometimes i wish they did
[02:12:32] J B > ......
[02:12:51] TonyCandthejets > So are you guys going yo grant me entry to your super special blue treehouse?
[02:13:10] SW > sure. come to belt 1-1
[02:13:29] SW > show the handshake and you can be in
[02:13:40] TonyCandthejets > I have no hands only tendrils
[02:13:50] SW > even better. gooey....
[02:13:53] J B > Well then the special tendril shake
[02:14:47] TonyCandthejets > Sorry I don't touch other peoples tendrils
[02:14:55] SW > it's unclean
[02:16:37] J B > you can come ratting with us dood, we're at belt 7-1 killing battleships
[02:19:21] TonyCandthejets > I want to go inside the blue
[02:19:28] TonyCandthejets > so I can dock
[02:19:54] SW > Flotilla admirmal in 1-2!
[02:19:57] J B > cant dock at a pos
[02:20:31] TonyCandthejets > Why cant you dock at a pos?
[02:20:44] J B > nowhere to do
[02:20:48] TonyCandthejets > can I at least come inside it so I can hide from yoyo
[02:20:49] J B > dock*
[02:22:14] TonyCandthejets > I am hiding from skinnyeric1 and yoyo
[02:22:31] TonyCandthejets > If they cant get to me inside the blue sploog field then thats where I must hide
[02:24:18] TonyCandthejets > What is the password
[02:24:20] TonyCandthejets > LEt me in
[02:24:39] TonyCandthejets > I promise I will do it in the grass

(Tony accepts a fleet invite from J B - and I warp to him, landing inside the POS shields - then I scoot out as quick as I can)

[02:26:22] J B > warp to me at 30km

(sensor booster, web/scram, one shot medium railgun)

[02:28:33] SW > bye!
[02:28:44] TonyCandthejets > friendly fir
[02:28:54] TonyCandthejets > esemper fie
[02:29:44] SW > oops. I think I shot his pod
[02:29:51] J B > dam you!
[02:30:24] SW > I landed in the shields and couldn't target him at first
[02:30:35] J B > haha

Wednesday, May 19, 2010

Cyno Fields 101 (Part 1)

As documented in the EVE Wiki, nearly any pilot can generate a cynosural field. If you don't know what a cyno field is, take a few minutes to go and read the wiki article.

Ok, now that you are back, and you think you understand the basics of cyno generation, let's cover it with a little more detail. First, cyno travel requires a destination ship (the cyno ship) and a traveller. These ships include Carriers, Supercarriers, and Titans, while the black ops group includes Covert Cyno Frigates, Stealth Bombers, Black Ops Battleships, and Force Recons. These ships must be in fleet together for the traveller to jump to the destination. Since you cannot light a cynosural field in hisec space, there is always risk since the ships jumping to a cyno are popular to destroy, as told many places, including this earlier post. There are 5 basic types of cynosural bridges:

  • Deep Safe Cyno: These will not exist after Tyrannis, but the concept here is a cyno so deep out that it takes more than 30 seconds to warp to it from any celestial in the system.

  • POS Cyno: Common in 0.0 systems without stations, the POS cyno is necessary to get materials in and out of your POS farms.

  • Station Cyno: By far the most common cyno (besides the hot drop), bringing carriers in to stations where your corporate offices exist, to move goods between systems.

  • Hot Drop Cyno: Very different from the transit cyno fields, hot drop cynos are combat oriented - to bring carriers onto the field and overwhelm your enemy.

  • Covert Cyno: The last of the cynosural fields, and the most dangerous, a covert cyno does not appear on the overview, and is not visible to anyone unless you are on the combat grid when it is lit. In addition, it is only used to bridge in combat ships like Recons, Stealth Bombers, and Covert Ops Battleships.


Cyno Ships
Let's start with the options for cyno ships. I'm going to group 3 different kinds of ships: Traditional Cyno Ships, Combat Cyno Ships and Covert Cyno Ships.

Traditional Cyno Ships
Traditional Cyno Ships get blown up a lot. Because of this they are usually the cheapest frigate you can afford, with nothing but a Cynosural Field Generator fitted, and only enough fuel in the cargo hold for a single cycle. Personally this is a Navitas, since I own a highly researched BPO:

[Navitas, CynoFish]
[empty low slot]
[empty low slot]

[empty med slot]
[empty med slot]

[empty high slot]
Cynosural Field Generator I

[empty rig slot]
[empty rig slot]
[empty rig slot]

Combat Cyno Ships
This is a more difficult ship to justify. A combat cyno ship is an effective combat vessel, but has a cyno generator fitted as well. That means it needs a gang for remote repair and (or) a killer tank, as it will be a sitting duck for 10 minutes. Battlecruisers are usually a good option here, with a solid mixture of cost, tank and overall flexibility.

[Myrmidon, CynoMrym]
1600mm Reinforced Rolled Tungsten Plates I
1600mm Reinforced Rolled Tungsten Plates I
Reactor Control Unit II
Adaptive Nano Plating II
Adaptive Nano Plating II
Damage Control II

Y-T8 Overcharged Hydrocarbon I Microwarpdrive
Faint Warp Disruptor I
X5 Prototype I Engine Enervator
Monopulse Tracking Mechanism I, Optimal Range
F-90 Positional Sensor Subroutines, Scan Resolution

Cynosural Field Generator I
200mm Prototype I Gauss Gun, Antimatter Charge M
200mm Prototype I Gauss Gun, Antimatter Charge M
200mm Prototype I Gauss Gun, Antimatter Charge M
[empty high slot]
[empty high slot]

Medium Trimark Armor Pump I
Medium Trimark Armor Pump I
Medium Trimark Armor Pump I


Ogre II x3
Hammerhead II x5
Warrior II x5

Covert Cyno Ships
These ships are truly silent terrors, since they represent a double threat - they can warp cloaked, and the ability to bridge in a covert ops fleet. The scout ship (Covert Ops Frigate) is the less expensive of the two, while the Combat Recon is the battlefield version.
[Helios, CovertCyno]
Nanofiber Internal Structure II
Micro Auxiliary Power Core I
Damage Control II

1MN MicroWarpdrive II
Low Frequency Sensor Suppressor I, Scan Resolution Dampening
Low Frequency Sensor Suppressor I, Scan Resolution Dampening
Balmer Series Tracking Disruptor I, Tracking Speed Disruption
Balmer Series Tracking Disruptor I, Tracking Speed Disruption

Covert Cynosural Field Generator I
Covert Ops Cloaking Device II

[empty rig slot]
[empty rig slot]

The Covert Cyno Recon has a complex job - get in place, hold tackle, and light the covert cyno. This is the heart of a black ops fleet.

[Arazu, CynoRecon]
Damage Control II
Adaptive Nano Plating II
Medium Armor Repairer II
800mm Reinforced Rolled Tungsten Plates I

Warp Scrambler II
Warp Disruptor II
10MN MicroWarpdrive II
Large Shield Extender I
Phased Muon Sensor Disruptor I, Scan Resolution Dampening
Phased Muon Sensor Disruptor I, Scan Resolution Dampening

Covert Ops Cloaking Device II
Covert Cynosural Field Generator I
Dual 150mm Railgun II, Spike M
Dual 150mm Railgun II, Spike M

Medium Trimark Armor Pump I
Medium Trimark Armor Pump I


Hammerhead II x4

Although traditionally the backbone (and sitting safe at a POS) in a covert hot-drop fleet, the Sin is also a battlefield menace, although often primaried in combat.

[Sin, Black Ops Leader]
Large Armor Repairer II
1600mm Reinforced Rolled Tungsten Plates I
Reactor Control Unit II
Armor Explosive Hardener II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II

Heavy Electrochemical Capacitor Booster I, Cap Booster 800
Sensor Booster II, Scan Resolution
Warp Scrambler II
ECM - Multispectral Jammer II
ECM Burst II
ECCM - Magnetometric II

Covert Jump Portal Generator I
Covert Cynosural Field Generator I
Improved Cloaking Device II
Neutron Blaster Cannon II, Void L
Neutron Blaster Cannon II, Void L
Neutron Blaster Cannon II, Void L
Neutron Blaster Cannon II, Void L

Large Ancillary Current Router I
Large Ancillary Current Router I


Bouncer II x5
Ogre II x5


This covers the introduction to Cynsural Fields, specifically the ships involved. In part 2 I will talk about actual use of the fields, in both transit and combat concepts.

Friday, May 14, 2010

Commitment is a four letter word...

As an individual pilot, I'm not new to 0.0 overall, although I will admit my life in 0.0 (now approaching a year straight) has been mostly in NPC 0.0. Our alliance has recently sided with the SC in the current "great war" in hopes of gaining some decent sov systems and the benefits that come with it. We successfully have sovereignty in 4 systems, but no station systems. That was on the agenda to change last night, but sadly, did not work out in our favor.

Shortly before 00:00 EST in RL, I heard crickets. That's my "quiet" alarm on my iPhone, the one I use for alarm-clock ops so I don't wake the wife. I get up, bio and settle in to my desk, EVE has been logged in all day in anticipation of an ugly fight for sovereignty in FIO. When I went to bed (two hours earlier) there were only a dozen or so people in local, and half of them were alliance. After an unopposed takedown on a Tech moon the night before, I wondered if MH and the NC would just roll over for this backwater system with station. I didn't expect them to, but I wondered...

I'd been idle in FIO all day, sitting cloaked at a fairly deep (but within Tyrannis bounds) safe in my light dictor. It was the best ship I'd had available when we started this fight, although when I get back to station I can put together some LR battleships and HICs finally since my gear has arrived in 0.0. I watched local hover in the teens, mostly neuts and reds when I checked, so when I went to prep for the final battle I was mildly surprised to find local over 250 with only 20 blues in that count. What I wasn't surprised with was the crappy local spam that is part of current lag-based warfare. Note to CCP - an option to ignore a pilot in local (and have their local broadcasts blocked) would be a godsend in the current game. Anyway, I fire up vent and look for the fleet, join up and am immediately dismayed. Our fleet numbers 62 pilots, and the station we are attempting to take comes out or RF in 30 minutes. That means the current odds are a little under 6:1 against us. Well, I figure, I'll sit it out and see if we actually can put this together. After all, it's 12:30 AM EST, which means our strong Euro group is just waking up, and the U.S. folks are really pushing into the later night. We've had larger fleets in roams - no reason it wouldn't pick up to around 100 - but then the other shoe drops. The majority of our small fleet is still in our home staging system. They haven't even begun the trip out here, and the road is heavily camped this close to the actual combat timer.

After some up and down discussion, it is determined that we will be able to utilize a Titan bridge courtesy of CH (currently blue to us for the war), and they've got a fleet that could be as large as 100. Things are starting to look up, although now the timer is at 15 minutes and counting... Count in local is now about 300, blues account for 20 +/- pilots. As the fleet is warping to the titan bridge, word comes out that the POS the Titan rests at is set to shoot non-alliance. Pilots should be entering a password before warping, CH is working on the POS settings, it sounds like this could end badly before it begins. Well, as it turns out, things get arranged and folks start bridging in a couple systems from FIO. Of course, the timer is up and the NC is now pounding on our SBUs, ready to end this siege. Our fleet arrives at the E9 gate into FIO, are alerted to the enemy count on gate, and the situation, and they call for all alliance pilots in FIO to get into E9. Most of us warp to 0 on the gate from our various spots and jump into E9. Two neuts follow us, and the fleet fails to pop or stop them, as they (in bombers) are able to warp off successfully.

We sit for a while on gate as intel feeds in from FIO. The bulk of the NC fleet is now on the other side of this gate - so our fleet sets up at optimal ranges. Of course, our FCs aren't thinking Sov warfare - why would they jump out when everything they need is on their side of the gate. They can sit there and end the Sov battle by destroying our SBU while we sit on the other side of the gate debating tactics. Finally a tactic is arranged, the whole fleet warps around to a secondary entry gate in FIO. As we approach that gate, the fleet splits back up and half goes back to the E9 system and gate into FIO. Apparently we will try a two-front assault in hopes of...I guess a good fight. At this point, the SBU is reported destroyed. The battle for FIO is over, NC defended. Our allies have jumped in, are trying to engage the NC fleet but are in HACs/BCs and don't have the firepower and armor to survive an assault from the NC fleet, which has at least 5 guardians on the field. After some brief discussion, our FC decides that we came for a fight, and we were going to do it, if the majority supports it. As most pilots are in T1 Battleships, and insurance still pays a win, we decide to jump in and go down in our true suicide fleet way.

As we jump into FIO, the NC bubbles the gate all to hell. Still cloaked, my overview is full of targets, and the FC starts calling targets. I realize that my little dictor is useless in this unless I can get out, so I align to a celestial and start to MWD out. I'm targeted almost immediately, and with two volleys I'm at 20% armor. I get out (in 80% hull) and am able to regroup and repair my armor - but as I watch and listen our fleet is going down steadily. At the end of the day, our KB shows 53 losses, 8 kills. I'm not going to try and paint a rosy picture, we got wiped off the field. But it is the nature of the beast - this alliance is about the fight, win or lose, as long as everyone (or the majority) supports the decision for a suicide fight. Round 1 of the battle for FIO and Fade goes to the NC.

Just under two hours from the alarm going off, I'm headed back to bed. We'll regroup and reassess in the morning, I expect.