Monday, April 2, 2012

Brawler Canes

Your primary goals as a brawler hurricane pilot is as follows:

I) DPS the primary
II) Spread tackle to potential secondaries/expensive ships
III) Stay alive.

1). When the primary is called get within 10km as quickly as possible. Reduce transversal by turning off your Mwd but continue moving. I hit "orbit at 500". Make sure you are shooting the right damage type. Typically this means EM/Thermal against Drakes and any shield ships, Fusion against armor tankers and T2 Minmatar.

2). If someone calls "tackle on the primary" your next job is to spread your tackle to another likely target.

Excellent examples:

A nano HAC (Vagabond/Cynabal) burns within 10km of you. Overheat your scram (don't forget to take heat off), turn on mwd, tackle/neut him and make sure you stay approaching him/monitor your cap usage. In this situation calling "XXXX Tackled" would be a good idea. Only call "tackled" if you are going to be able to hold the target for sure. If he gets away, it's on you.

High DPS/Fast ships. T3 Battlecruisers (Tornados, etc). Brawler canes rely on everything clumping together. Tackle glass cannons before they get away and crush us.

Expensive ships: Anything that would potentially be a juicy kill mail should be tackled especially if we will likely win the fight. T2, Faction ships especially.

Fast tackle that will quickly die: If an interceptor, dramiel, light dictor, or anything that you can basically 2 shot comes within neut/scram range and you aren't tackling more important things, go ahead and neut/scram kill them.

3). If you are not approaching a target, align out. If you are primary immediately overheat your MWD/Invuln and align out. Check for tackle. If you are not scrammed, webbed, GTFO. If you are tackled, overheat your guns (if you die it won't matter if they burn out) and do as much damage as you can before you go down. Do not flood comms with "immmm dyinggggg!!! immm in armorrrr!!! neeeddd reps!!! Finally, if the fleet is shooting something you have tackled but you are about to go down, call for secondary tackle.

Broadcast for reps. If you do not hit "need shields" on the bottom of the fleet window you will not receive shields.
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These fleets work by tackling enemy gangs close together and applying high amounts of DPS.


Friday, January 20, 2012

Skill in Eve? (Part I)

My concept of PvP in Eve has changed. Our loss on "Pearl Harbor" was a crippling blow in the short term to our corp but it did serve to separate the boys from the men. It also set me thinking about what parts of eve I was really drawn to.

I have come across many approaches to Eve game play; specifically that which involves PvP.

The central question seems to be this: What is the definition of a good PvPer?

Or to be more precise: What constitutes skill in PvP?

When I first looked at the mechanics to eve there did not appear to be much "skill" other than set orbit, fire guns, etc. The skill appeared to be based in who had the most encyclopedia-like knowledge of every ship/mod and could put themselves in situations that they would win. That being said, there are certainly players I want on my side rather than against me. If any monkey could PvP in eve, why do certain players stand out for consistently terrible play and others for the opposite?

After spending time can flipping I started to see how there is very much a psychological aspect to eve. Skill with can flipping is a measure of judging your target's actions to determine if they are best coaxed into aggression via acting weak, intimidating, trolling, etc. Once a target has committed, you can minimize risk by looking them up on battleclinic, watching local, and flying well. Knowledge of high sec aggro rules is essential as well as patience and creativity. 0,0 bro's might scoff at can flipping, but some of my most satisfying kills have come out of it.

Highsec wardecs are another ball game. A common trend seems to involve one large fight at the beginning of the weak where corps measure each other up. Nine times out of ten, one corp will be overwhelmingly superior and the rest of the week it will hunt down careless members of the lesser corp. Skill in the first battle involves masking forces, especially neutral remote reps, and winning a decisive victory. Wardecs are measured predominantly on kill board isk ratios. To a lesser extent, it is a measure of which corp can maintain "space superiority" and force the opposing corporation's members to stay docked up, and likely logged off for the duration of the week. Scouting, intel, and baiting are all incredibly important here.

My criticism of wardecs is that it encourages conservative play style.

When we were previously in the Gank Bears corporation (8-10 Active players) war decced by the 200 man Devils Warrior Alliance we resorted to gorilla warfare. The pinnacle of this play style can be seen when they were baiting with a Bhaalgorn and Navy Domi off our station in Grinacanne. I undocked in a typhoon with a proteus as back up, we scouted a jump in each direction but didn't seen any of them. I noticed the Navy Domi was approaching me so I burned off station. When he got 8ish Km off the station, we undocked a gank BS fleet behind him and scrammed/webbed him. We blew him up and warped away as their 20+ man gang landed (it had been waiting 2 jumps out). We had a fun couple of minutes smack talking then all logged off to play some other game because we couldn't possibly fight them. The rest of the week we didn't want to fly anything expensive and risk losing our kill board lead.

Worm hole PvP is one of my personal favorites. It requires a good deal of work finding good targets, but the unique game play dynamics of worm holes makes it all worth it. A kill in a worm hole is all the more satisfying because you know that it is possible to restrict enemy supply lines. Kill enough of the enemy and prevent them from moving new ships in, and soon the worm hole will become untenable for them. I imagine this is how Sov 0,0 leaders feel but on a more manageable scale. The skill of the hunt is one major aspect, but the fights can be just as varied and intense as 0,0 without gates, stations, or local to hide behind. You never know when a pair of carriers is going to emerge from that carebear POS you have under siege.

Next up:

Recent experiences in NPC 0.0, the answer to what skill in eve is, and limited battle reports on three engagements.