Difference between revisions of "Gatecamp"

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m (Protected "Gatecamp" [edit=sysop:move=sysop])
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A 0.0 gatecamp needs:
 
A 0.0 gatecamp needs:
  
- 2x Heavy [[Interdictor|interdictor]] (the more the better)<br>
+
- at least two [[Item_Database:Ships:Heavy_Interdictors|heavy interdictors]] (the more the better)<br>
 
- a sizeable amount of [[Interceptors|interceptors]] for decloaking and [[Tackling|tackling]]<br>
 
- a sizeable amount of [[Interceptors|interceptors]] for decloaking and [[Tackling|tackling]]<br>
- Covert-ops scout on the other side of the [[Gate|gate]]<br>
+
- one covert-ops scout on the other side of the [[Gate|gate]]<br>
 
- patience<br>
 
- patience<br>
 
- ships with a high damage output<br>
 
- ships with a high damage output<br>

Revision as of 13:32, 8 August 2010

The term "Gatecamp" refers to a fleet whose purpose it is to intercept incoming and outgoing traffic through a gate.

A 0.0 gatecamp needs:

- at least two heavy interdictors (the more the better)
- a sizeable amount of interceptors for decloaking and tackling
- one covert-ops scout on the other side of the gate
- patience
- ships with a high damage output

This is the most basic setup. The more recon ships/interdictors you add to this basic setup the more success you'll have. The heavy interdictors might be replaced by mobile warpdisruptors but in doing so you sacrifice tactical flexibility.

Lowsec and highsec gatecamps need to rely on interceptors and heavy interdictors with the "focused warpdisruption" skript since they are not allowed to use mobile warpdisruptors or warpdisruptprobes of any kind.

Highsec gatecamps usually consist out of a scanner scout, who searches for suitable targets, and a pack of insured BSs with high alpha damage. This tactic, among others, is also know as a suicide gank.

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