Can you pod war targets in high sec
You lose. According to the dev blog:. If either the attacker or defender of an existing war loses their war eligibility due to their final structure being destroyed or scooped, the war will end 24 hours later.
If one side of a war loses their last structure during the hour warm up period before a new war allows legal combat, the war will end 24 hours after the end of the warmup period so combat will be legal for 24 hours total. If a war is declared mutual, it will continue even if one or both sides lose their structures in space as long as it remains mutual.
After a month, there have been a few issues discovered. In the fighting going on over Lore events in Thebeka, this became obvious with the war experience of Aegis Militia :. Aegis declared war on December They filed these war declarations immediately after launching an Astrahus in Thebeka. And 24 hours later, the war decs went live… before the Astrahus even entered its end-of-anchoring vulnerability timer. And it died —the only structure Aegis had anchored anywhere. As the image shows, however, the wars did not end 24 hours later.
Instead, they lasted out their full week-long interval. Ok, so the other guy can shoot back. The defenders are certainly free to—and indeed, should—try to set up situations where they can effectively fight back. For example: Goonswarm Federation declares war on our earlier example of Aegis Milita.
The inevitable structure bash is going to go one way. But those 33 characters could form a fleet of perhaps , and go ganking solo Goon miners or ratters. The overall war might be a foregone conclusion, but asymmetric warfare could still let a much, much smaller group punch well above its weight. Neutral logi, on the other hand, avoids all that risk. Put a dozen DPS alts into an alt-corp to declare war. The rest of your group flies logistics, or boosters. The majority of your strength is happily kicking back on the very same characters they bring to the fights … and perfectly safe.
The interim system fails that goal in other ways, too. Consider this paragraph from the dev blog:. At the moment far too many wars are lacking actual combat for either side, and we hope to start refocusing the war system with an aim to generate the types of wars that provide real value to players. Actual combat, and real value for players are laudable goals. We love the new changes! CCP made it way easier to see who are the poor and rich people.
Never had so much ISK in wallet. Not even when Gevlon was paying us. The number of kills have only gone up. One down side, markets gone terrible as predicted and ice miners are becoming a plague.
They have structures, so they must have money. The cheapest structure to put up, a Raitaru, costs over half a billion ISK before fittings. That might be peanuts to many folks in null-sec, but high-sec groups, especially groups just getting started, take a very different view of the value of their money. One example was given in the original feedback thread: Moon ore thieves.
A mining corporation in high-sec decides to up their profits in the long term. So they find themselves a moon in a 0. Then the corp sets up for its first frack. The frack comes out, the corp members login to mine and a dozen Hulks with Orca boosts descend on the ore field less than 10 minutes later. And what can they do about that?
They can declare wa-Oh. Oh, wait. To access the menu, just right click on an empty area of space. It is advisable to make your own insta-dock and undock bookmarks as well; often, people will know where our corporate undock bookmarks are set and wait there for you. Be sure to dock at the station as soon as you land at the insta-dock bookmark - if it is camped, hold the D key and spam-click on the station to dock as fast as possible.
The undock of any station is one of the areas pilots have the greatest false sense of security. You are not safe on the station undock even if there is only one hostile in system. It is important to note that immediately after undocking you are invulnerable and unable to be locked for 30 seconds. Any action taken by you will remove this effect save for completely stopping your ship. If you need to undock with hostiles in system, immediately stop your ship and check your surroundings.
If the undock looks clear you are fine to continue, but if the undock is red you can redock after your session timer expires. Currently the session change timer is set for 10 seconds meaning that you will be unable to redock with a station for the first 10 seconds in space.
It is imperative that you do not try to redock with a station in these 10 seconds or you will become vulnerable. More advanced undocking techniques are covered in the intermediate section. Aside from setting up your overview, tactical bookmarks are one of the most strategically important steps a pilot can take to prevent death. Tactical bookmarks can provide instant undocks, "safe" spots in systems, and perches for celestials.
Your first task in any new friendly system is to make an instant undock bookmark for the station. If the undock is being camped without bubbles this will give you the chance to escape.
Instant undocks are especially useful in high traffic systems, like our staging system or Jita. In highsec systems it's usually a better idea to use a neutral alt to make these bookmarks then contract them to your main character. Safe spots and tactical perches are more useful in gathering intel on a system than helping you escape.
A safe spot works by putting your ship outside of normal vectors between celestials, hopefully limiting the chance of you being scanned.
It is important to note that if you're not cloaked you will be found. Tactical perches, on the other hand, serve to let you avoid bubbles as well as allow you to scan gates before you land on them. Warp between two fairly wide-spaced celestials, e. Rename it to "Safe". Now when you right-click in open space the new bookmark will appear in your destinations list and you can warp to it.
This creates a very unsafe safe, since it will be in line between the two celestials. To make it harder to find, you can create two of those safes use different celestials to make them and then create another one by warping between the two safes That's the recommended way to make a safe.
Note that even though nobody else will be able to warp to your personal safe spot, a ship with Combat Probes will still be able to find you unless you are cloaked. A tactical perch is simply a bookmark in space that is on-grid with a stargate, station, or other celestial object that you want to get a look at without getting too close.
Since it is not usually possible to create these in the heat of battle, it is a good idea to make your own perches in systems you expect to be active in. Let's say you want to create a perch on a stargate. After checking local to make sure there are no enemies around, warp to the gate at km range, then turn around and burn away from the gate in a random direction it's a good idea to have a ship equipped with a MWD at this point.
Now when you are active in this system and want to look at the gate without the risk of landing on top of someone, you can warp to your new perch. An often underused utility by newbros is the directional scanner, or "d-scan".
This tool allows you to know what is around you in space up to 14AU away. The scanner is most useful when used in conjunction with tactical bookmarks allowing pilots to safely navigate around hostiles. With proper overview settings, you can detect bubbles this way. Gabriel Lioncourt. I found it easy enough to pod people when their ships went pop, either because they were lagging or for some reason wanted to hang around to watch the fight.
Remember that is conflicts where your opponent is likely to fight you again eg wars, or FW you will be in a greater danger of podding cause they want to knock out your implants and stuff. Personally I would never pod outside of a war dec or FW. Its just bad manners I think.
Anyone else will get concorded. It is, however, possible to suicide kill your pod if you are sitting in space and someone comes along who is willing to sacrifice their ship. Pod killing can occur anywhere else. In low sec it causes a severe sec status penalty but in zero sec it is fair game. In empire wars I have pod killed quite a few targets. Most of the time when you pvp your target will be spamming the warp button when he knows his ship is dying.
Sometimes they will even eject from the ship early to avoid getting podded. Some folks, however, do not realize they can be killed and will not warp off immediately. Some will lag out or are slow hitting the warp out button.
In zero sec you can get caught by warp disruption bubbles as mentioned earlier and this virtually guarantees you will lose your pod. This is a PVP activity so if you learn how to fit your ship effectively for PVP then that will give you a solid basis on which to start. There are some differences to the conventional PVP wisdom however that you need to be aware of.
A lot of these ships are quite slippery and quick to align and warp, you will need to be similarly quick if you want to catch targets en route in pods, shuttles, noobships, frigates etc. This means you need to maximise your ship's Sensor Resolution whilst not losing its basic integrity as a PVP ship.
There are a number of important modules to consider;. For a full explanation of how Scan resolution affects lock time, check out the Targeting article on the Wiki. For our purposes there are some values we can aim for. The Server's internal simulation ticks i. You can use EFT to show the lock time of a fit on a preset to give you an idea of how fast your lock time will be.
As a rule of thumb, you need to get over nm scan resolution if possible. If you have trained Signature Analysis V then you. This is the insta-locking Thrasher that you can use to sit outside trade hubs and kill people all day long. Simply find a spot around the station where the incoming ships are within your optimal range and wait for targets to warp in or try to leave.
Be aware that this ship has ZERO tank so dock up at the first sign of trouble. Note that you may need to drop one Scan Resolution script in order to get enough targeting range to cover the whole station from your chosen spot. You also really need the Tech 2 guns so that you can use Tremor ammo and get the much larger optimal range. This is my standard ship for catching people anywhere other than on stations. Because its an interceptor you can usually catch somebody who crosses over on a gate with you since you are fast enough to get back to the gate, jump through and then use D-Scan to find where they went and chase them down.
The SeBo is important for catching pods, shuttles and fast warping frigates. Sometimes they are incredibly efficient and you only have a couple of seconds to lock and shoot before the target is dead.
Tactics are to orbit outside of scram range and whittle them down with Javelin rockets. You can also disengage fairly easily from 1v1s in belts if things start going badly. The high warp speed also means that you can cover a lot of systems when roaming between trade hubs. This is a cheap and fun fit that works really well against Artilliery ships like the artilliery thrasher, Tornadoes etc. You can get in close, orbit with both tracking disruptors running and they won't hit you.
Be careful with Vexors if they are carrying Warriors or Hobgoblins, they will chew you up really quickly. You can also scale down the T2 mods to the Meta 3 equivalents and get something incredibly cheap that is remarkably effective when orbiting Artilliery and Railgun ships at close range. This section has some fits that you can expect to encounter taken from actual killmails. The notes section for each fit has some suggestions on how to engage them safely.
You will see these a lot. Note the double scram in the mids, this is quite typical, designed to overcome hauler fits that have Warp core Stabilisers. Its a short range blaster fit that maximises DPS but has incredibly short range and usually no tank to speak of.
Just orbit at range in one of the stand-off fits and you will be fine. Even if you do get caught and your MWD is shut off, it will die so quickly that you will probably be fine. You will see this type of fit a lot. Sometimes with a point but often its fitted for pure alpha strike. When flown by permaflashies they often bounce between gates just looking for somebody to alpha for the fun of it. Any ship that creates high transversal is great here - either an inty at 16km or a frigate of some sort orbiting much closer will work.
This, or a variation on it, is the kind of fit you see a lot. They usually have Railguns so they can be a threat if you have low traversal as you engage. If they kill their target and are still alive they will try to take something else with them. That could be you! They don't usually have webs so you can go in close and orbit to get under the guns. The Venture is generally used by new players it will be usually fitted in a completely haphazard way this example is actually reasonably well fitted by players who generally don't really understand what they should or shouldn't fit.
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