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Tracking Is Only Half The Story

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Everyone in EVE Online understands the basic idea of Tracking. The basic idea that turrets must be able to spin fast enough to keep up with the target to maintain an accurate aim on that target.

Ex: A Battleship cannot track a frigate orbiting it at 500m.

But that’s only half the story…

Two other stats called Signature Radius and Signature Resolution decide how much damage your turrets do to an opponent.

Signature Radius is the size of a ship. Picture this as a bubble the size of your ship.

Signature Resolution is how precise the aim of a gun is. For example, imagine a rifle shooting a target. The rifle is setup so that the aim is exactly the same every time it fires. Yet when you look at the target there is more than one hole. instead there is a “grouping” of holes.  This “margin of error” is kinda like the Signature Resolution.

Things get interesting when the target is smaller than the resolution and only a percentage of the shots hit the target.

In this video I will teach you all about signature resolution and even show you some of my expert artwork as I explain it.

Remember to watch full screen in 720p

 

Note: I made a mistake in this video when I said “even sitting still with neither target moving, after seeing a youtube comment I went and checked to be sure and this “hit chance” modifies the tracking stat in such a way that if transversal is low or zero signature Radius has no effect on turrets. Once their is movement, however it works as described.

Equation:

Top Secret Leak: This video was cut out of a larger video in my upcoming Wolf Guide which will be released in the next week!

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Tanking as a Solo PVP Tactic

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Moments ago I was replying to post over at the EVE Online Forum asking if it was possible to learn PVP in Big ships like Battleships and Battlecruisers.

You probably know that my typical advice to those wanting to learn is to start with Frigates. The stuff you learn in them will help you with every ship in the game and they are cheap so you can afford lots of “lessons.”

This guy however has a few billion ISK to spare and doesn’t care for frigates, so I told him how to solo PVP with Battleships fairly cheaply using tank as the disengage tactic.

The Ability to Disengage is CRUCIAL to solo PVP. Chances are you will be blobbed in most fights and you need to be able to escape when it’s unfavorable.

Frigates do this with speed, dual propulsion, kiting, and by isolating very well. But for most big ships that’s not an option because unless you’re in a Macherial, you’ll likely be one of the slowest ships of the field.

That’s where tanking comes in…

There are two basic tanking strategies:

  1. Buffer Tank – This is where you increase your ships EHP (Effective Hit Points) to very large numbers (typically 100,000 to 300,000). Doing this makes it very slow for anyone to kill you, which gives you time to de-aggro and jump or dock to escape.
  2. Active Tank – An active tank uses either a Shield Booster or Armor Repairer to repair damage, hopefully more damage than you are receiving. This requires more effort, management, skill, and experience to do well, but it can be a VERY good way to go.

Alone these strategies do well in many types of encounters, however to be able to disengage you MUST fight on a Gate or Station!

To be successful in Solo PVP you need to always expect to be blobbed (you will be right 90% of the time). Therefor you must plan for it and have a counter.

The one used here is docking or  jumping through a gate after the Aggro Timer has expired.

What is the Aggro Timer? It’s a hidden timer in the game that starts counting 1 minute every time you commit an aggressive act on another player. This includes warp scrambling, webbing, ewar, shooting, drones, etc. Each time you aggro your timer is reset to 1 minute. During that minute you cannot jump or dock.

So the trick here is knowing when to “De-Aggro” (stop aggressing) in order to have time to allow the timer to expire and escape. You really need to think about this ahead of time and throughout the fight because it is your most important decision.

Ideally a fight would go down like this…

You warp to a gate with 3 Battlecruisers in your Buffer Tanked Abaddon (200,000+ EHP) and begin engaging them. They think they can win because they have 3 times as many ships as you and shoot back. Moments later you destroy one BC and move to the next.

BUT then Directional Scan shows incoming. It looks like 8 more BC’s are on the way. You immediately stop aggroing and orbit the gate at 500m (to avoid being bumped).

The hostile fleet lands and you spam jump as your Armor begins to melt… 90%, 80%, 50%, 30% then you finally jump and escape on the other side because they focused everything on one side instead of covering both sides.

The key here is knowing when to disengage, which takes some practice and planning.

Go out and give this a try and see how you like it, it can be very fun and in many cases the fact that fights happen slower than with frigates means you will have more time to make decisions.


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Quick Directional Scanning Example

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Face it, you can’t PVP if you can’t find targets…

Which is why I’ve been focusing on Scanning Videos more recently. However in the past videos, some of my example footage wasn’t as clear and easy to understand as I wanted it to be, so I wanted to do another quick example for you to make sure you got it.

In this video I show you how I scan out a Drake and Maelstrom in a Anomaly at high speed and warp in on them. You will learn how you can do this quickly as well. (I highly recommend my other scanning videos too, just search for “scanning”)

 

Remember to watch full screen at 720p

 


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It’s an Ambush!

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EVE Online Elite PVP Guide

Most of my EVE Career has been spent fighting outnumbered. First as a PVPer in an Industrial Alliance fighting off a large Pirate Alliance, then as a small group of PVPers living in IT (BOB) Space outnumbered 100 to 1 most the time, and finally against Test and Goons 10k members.

To survive against massive numbers like this you have to find ways to leverage what you have. One fun way to do that is with “Ambush Tactics.”

At it’s most simple this is something like we would do when Test would camp our Station with 20-50 pilots. Usually we only had 5-10 players online so we had to be creative.

The solution was Bombs! We would get one of our guys to undock and get them aggroed, then we would use some creative bookmarks to do a bombing run while they were all aggroed.

We would let the bombs loose, our bait would dock, and then we would watch as the enemy fleet melted to our bombs.

You can see some footage I took of this in my video Timebomb

You can take this a step further by luring a enemy fleet into a trap.

Think about it, if you’re a blob chasing an easy kill (a non cloaky Tengu or something) and it makes a obvious warp to a planet, would you have your fleet follow it?

Of course!

Now what if that Tengu actually warped to a Safe Spot 300km off the warp in to the planet and there was a Mobile Warp Disruptor Bubble anchored at Zero?

The Tengu bait would land safely off bubble while the entire enemy fleet would land in the bubble (even if they warp to 100).

Now what if there were 8 Bombers sitting there ready to bomb? And they released bombs the moment the first enemy came out of warp?

BOOOOOM!!! is what will happen!

You would have forced a very large fleet of “fish” into a tight little barrel and then blown it up with dynamite. Much better than shooting fish in a barrel!

In this example, the larger your enemies fleet, the better, because more ships mean more kills for you.

This is just one of the many ways you can fight out numbered and still embarrass large blobs!

Learn more about fighting out numbered and getting Crazy Solo Kills in The Frigate PRO PVP Guide

 


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Overloading Video Guide

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“Give it some heat!”

I’ve found my self saying that many times in fleets. Maybe I’m the only FC that talks like that, I’m not sure. What I mean by “heat” is for the fleet to overload their guns.

Whether Solo or in Fleet, using your overload properly could easily mean the difference between winning and losing.

The reason is because it allows you to increase your effectiveness by 15% or more depending on what you’re doing.

Most Guns and Missiles will get a 15% boost to Damage Output. Shield Boosters and Armor Repairs get a 10% boost and Microwarpdrives get a 50% bonus to speed!

Here’s a secret that the Super PRO PVPers don’t talk about: The secret to pulling off insane victories is often just a few percent.

The more effective your modules are the more likely you are to win your fights. Think of it as increasing your probability. Loading the dice.

Every little bit of extra performance, whether it’s more damage output, better tank, or whatever, increases your probability of victory and loads the dice a little more in your favor.

This is why so many of the Super Elite PVPers use implants, drugs, command link bonus alts, etc. They know that to fight at a insane level they need to load their dice as much as possible.

This doesn’t mean you can discount skill though, because a bad PVPer with every possible advantage will still make bad choices and perform badly. These things simply magnify the skills you do have.

Overloading can load your dice heavily and it doesn’t cost you a billion ISK in implants.

In this Video Guide you will learn not just how to overload, but more importantly when to overload and how to get the biggest possible advantage from your overloading.

Remember to watch in 720p on Full Screen

If you want more even cooler PVP Lessons and Guides, you can get them here: http://www.eveproguides.com/free-pvp-video-series/


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