Gate Camp

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Gate camping is the act of focused area denial; specifically, using ships on one or both sides of a stargate to either prey on unsuspecting pilots jumping through the gate or to ransom the pilot. High-security gate camps are often difficult to achieve unless the two sides are at war, as warp disruptor bubbles cannot be onlined there and the camp must rely on tacklers. Pirates and 0.0 alliances are the two main users of gate camping as a tactic.

Tactics

Escaping

One of the best ways to avoid being caught in a gate camp after jumping into one is to have a fast ship equipped with an afterburner or micro warp drive. These allow your ship to move more quickly and especially in frigates will permit you to escape any warp disruption bubbles; however this does not prevent you being warp scrambled or jammed with a conventional device. Ships equipped with a covert ops cloaking device are difficult to catch if the device is activated quickly enough after losing the initial jump cloak, and ships combining these two elements are nearly impossible to catch with a skilled pilot at the helm.

Equipping warp core stabilizers will help neutralize the effect of a warp disruptor, but it will not counter an interdiction sphere or warp disruption bubble.

If there is no bubble or tackle at the gate, warping off is probably the most effective counter. However, this is a rare situation. For most ships the most effective tactic is to avoid aggressing any pilots, wait for the cloak on your ship to drop in time (thus confirming the end of your session change timer), move back to the gate and jump back through.

Avoiding

Fleets and high-value ships will typically use scouts in covert ops or interceptors to jump through ahead of them to confirm the safety of the route.

Map statistics modes to show pilots in space or pilots destroyed in space can be good indicators of gate camps. High values for these statistics on a system with no real significance is a good indication that a gang may be waiting in that system.

Execution

Gate camps are typically performed by fleets or gangs. Sniper ships and damage dealers will sit at optimal range off the gate, while tacklers will usually be on the gate orbiting at 12km. By orbiting at this distance there is a chance that they will fly close enough to a cloaked ship that has just jumped through to actually decloak that ship. In larger camps this makes it difficult for new targets to stay hidden.

ECM is often used on gate camps to neutralise damage output of hostile ships; in particular electronic attack ships are ideal for this role, as they have a fast locking time.

The lock time on ships is crucial in gate camps, as the target must be engaged as soon as possible after they jump in; if they are not locked rapidly then they will not be destroyed rapidly enough to prevent them either warping off or reapproaching the gate.

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