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public:dojo:wiki:basic-null-guide [2018/01/14 03:57] Jinx De'Caire [Additional Tips] |
public:dojo:wiki:basic-null-guide [2023/12/13 04:51] (current) Sirius Res [Intel Channels] noting filter adjustment as something new users may need to do and updating examples to be more current. |
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- | ====== | + | ====== |
- | {{INLINETOC: | + | **Nullsec**, |
- | Nowhere | + | |
+ | As long as you are undocked, you are always in danger of having your ship destroyed and your pod obliterated. | ||
- | ===== Local Chat ===== | + | Brave finds itself constantly at war. Even in the farthest-flung systems in Eve at 4 a.m., there is still a chance that a lurking enemy went unreported in intel. With players from around the world ingame, what would be odd hours for you could be primetime elsewhere. Despite the dangers, there are essential skills you can develop and use to both increase your odds of survival and frustrate your enemies. |
- | The most important tool to gauge your surroundings is the Local chat channel. This channel will show you everyone currently in your solar system. A properly set up overview can let you immediately distinguish allies from enemies with one glance. | + | < |
+ | {{INLINETOC 2-2}} | ||
+ | </ | ||
+ | |||
+ | ===== Local Chat ===== | ||
+ | The most important tool to gauge your surroundings is the **Local Chat channel**. This channel will show you everyone currently in your solar system. | ||
Effectively using Local Chat requires little set up. Simply drag the local window out giving it a separate pane and stretch the window lengthwise. Click " | Effectively using Local Chat requires little set up. Simply drag the local window out giving it a separate pane and stretch the window lengthwise. Click " | ||
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A common window layout technique is to position your Local Chat window behind and to the side of your other chat windows, so that only the total player count and list of names is visible: | A common window layout technique is to position your Local Chat window behind and to the side of your other chat windows, so that only the total player count and list of names is visible: | ||
- | {{ http://i.imgur.com/ | + | |{{ https://raw.githubusercontent.com/ |
- | This allows you to keep an eye on how many neutrals/ | + | This allows you to keep an eye on how many neutrals/ |
- | Please remember that in null sec everything that is not blue or green (depending on your overview settings) is to be considered hostile. | + | |
+ | You can keep an eye on who is entering the system you are in by highlighting the list of individuals in local and pressing CTRL+A. This will highlight the list as it currently stands. Anyone who enters local will not have their name highlighted, | ||
===== Intel Channels ===== | ===== Intel Channels ===== | ||
+ | Paired with Local chat, **intel channels** will give you a good idea of any enemies in the area. It is important to remember intel channels are only effective if people are reporting intel! If you see hostiles or neutrals in your system it is imperative you report them to the proper channel. | ||
- | Paired with Local chat, intel channels will give you a good idea of any enemies | + | * **[[https:// |
+ | * You may need to adjust the filters on the initial install of SMT to ensure | ||
- | * http:// | + | * **<fc # |
- | | + | * //System// - //Name Of Pilot// - //Ship Pilot Is Flying |
+ | * (if n/a, write ' | ||
+ | for example: | ||
+ | //HED-GP// - //Lychton Kondur// - //Ibis//. | ||
- | ===== Jump Bridges & Fatigue ===== | + | Lastly, if someone asks for the status of a system, it generally means whether there are neutrals or reds in the system, or in a specific place in system, so if you can safely answer the question for them by quickly checking or already know, do so in the Intel channel. |
- | DON'T USE A JUMP BRIDGE OR GET JUMPED (when your fatigue timer is above 10 minutes) WITHOUT UNDERSTANDING THIS. | + | * Use <fc # |
+ | * Use <fc # | ||
- | Repeated use of jump drives or jump bridges will trigger two cooldowns. | ||
- | |{{ http:// | + | ===== Jump Gates, Jump Bridges, |
- | |The two timers at the top tell you if you can jump at all (the orange one)\\ | + | Jump gates have been established throughout Brave space to provide |
- | For more info please read [[https://community.eveonline.com/news/dev-blogs/phoebe-travel-change-update/|CCP' | + | There are jump bridges **and** jump gates; they are not the same. Titans and Black Ops ships can make jump bridges, while The Ansiblex Jump Gate is a POS (player owned structure). Also the Jump Gates do not have any jump fatigue while the jump bridges still have jump fatigue. |
+ | |||
+ | |{{ https://raw.githubusercontent.com/bravecollective/wiki-files/main/imgur/ | ||
+ | |There is a fee associated with the jump gates to cover their cost. This pays for the ozone usage of the gate and you will no longer be prompted to pay the gate fee each time you use a gate. Please head to your wallet and under the Automatic Pay Settings click the box and have it set to 300 ISK. Also you will be charged 300 ISK per volume of your ship not 300 ISK for a single trip. Don't worry a cruiser only costs 63,900 ISK per jump. | | ||
+ | |||
+ | You need to understand the mechanics of **jump fatigue**. Repeated use of jump drives or jump bridges will trigger two cooldowns. | ||
+ | |||
+ | |{{ http:// | ||
+ | |The two timers at the top tell you if you can jump at all (the orange one)\\ and how long the next red timer will be (the blueish one)|The higher the Jump Fatigue Timer is, the longer the next Reactivation Timer will be.\\ The exact length will be shown if you hover over it.|If you have a Jump Reactivation Timer, you can't use a jump bridge, jump your capital or blops or JF or be jumped by a titan or blops.\\ **You can however use Stargates and jump gates.**| | ||
- | To calculate your fatigue, you can use [[http://fatigue.501gu.de/|Kiu' | + | For more info please read [[https://www.eveonline.com/article/ |
- | ===== Autopilot (Never) ===== | + | To calculate your fatigue, |
- | <fc # | + | |
- | Under no circumstance should | + | |
- | ===== Insta-dock/ | + | ===== Autopilot |
+ | Under **no circumstances** should you **ever** use autopilot. Brave is constantly at war with highsec corporations that do nothing other than lurk on gates, seeking to destroy you. Brave is constantly at war with nullsec corporations that will obliterate a hapless capsuleer who is gently autopiloting toward a gate, and opportunistic neuts will jump on such a ship in a moment' | ||
+ | ===== Insta-dock/ | ||
Stations are large. Often, right clicking a station and selecting warp to 0 still won't put you quite within range of the station dock. It can put you as far as 10km out, which is plenty of time for someone to lock onto you and blow you up. Similarly, when you undock and select "Warp to...", | Stations are large. Often, right clicking a station and selecting warp to 0 still won't put you quite within range of the station dock. It can put you as far as 10km out, which is plenty of time for someone to lock onto you and blow you up. Similarly, when you undock and select "Warp to...", | ||
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* [[public: | * [[public: | ||
* [[public: | * [[public: | ||
- | ==== Undocking ==== | ||
- | 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' | + | ==== Undocking Procedures ==== |
+ | 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. | ||
- | |{{http://i.imgur.com/ | + | |{{https://raw.githubusercontent.com/ |
|If you are in a bubble immune ship, you can ignore the bubble, ofc. ;)| | |If you are in a bubble immune ship, you can ignore the bubble, ofc. ;)| | ||
- | + | ===== Tactical | |
- | ===== Tactical | + | Aside from setting up your overview, |
- | + | ||
- | 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, " | + | |
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. | 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. | ||
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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. | 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. | ||
- | ==== How to create a ' | + | ==== Safe Spot Bookmarks |
- | + | To create a **safe spot** bookmark in a system, open your People & Places menu. Warp between two fairly wide-spaced celestials, e.g. a stargate and the sun, then while you are in warp click press CTRL+B and ' | |
- | To create a 'safe spot' | + | |
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' | 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' | ||
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. | 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. | ||
- | ==== How to create a ' | + | ==== Tactical Perch Bookmarks |
- | + | 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. | |
- | 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 100km 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). When you have reached around 200-250km distance, open your People & Places menu and create a new bookmark. Name it something like "250km off HED-GP gate". | 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 100km 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). When you have reached around 200-250km distance, open your People & Places menu and create a new bookmark. Name it something like "250km off HED-GP gate". | ||
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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. | 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. | ||
- | ==== Directional Scanner ==== | + | ===== The Directional Scanner ===== |
- | + | An often underused utility by newbros is the **directional scanner, or " | |
- | An often underused utility by newbros is the directional scanner, or " | + | |
There are many excellent YouTube tutorials demonstrating how and why to d-scan. | There are many excellent YouTube tutorials demonstrating how and why to d-scan. | ||
- | When scouting for a fleet, it is also helpful to be able to show your FC what you have found on D-Scan. There are many third party tools that allow you to do this, like [[https://dscan.me/]] | + | When scouting for a fleet, it is also helpful to be able to show your FC what you have found on D-Scan. There are many third party tools that allow you to do this, like [[https://intel.bravecollective.com/dscan/|The Brave D-Scan Tool]]. |
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Note: After the [[http:// | Note: After the [[http:// | ||
+ | |||
===== Aggression Timers ===== | ===== Aggression Timers ===== | ||
- | + | **Aggression timers** are small countdown clocks that appear in the top-left of your screen. Since CONCORD are not active in null-sec, the main concern with aggression timers is that they can prevent you from using a stargate or docking at a station for 60 seconds following combat with another player. | |
- | Aggression timers are small countdown clocks that appear in the top-left of your screen. Since CONCORD are not active in null-sec, the main concern with aggression timers is that they can prevent you from using a stargate or docking at a station for 60 seconds following combat with another player. | + | |
This can sometimes cause problems for fleets, since if some players have timers and some don't, the fleet can become separated by jumping through a gate. On fleets you will often hear the FC say "Do not aggress" | This can sometimes cause problems for fleets, since if some players have timers and some don't, the fleet can become separated by jumping through a gate. On fleets you will often hear the FC say "Do not aggress" | ||
- | + | < | |
- | | {{https:// | + | |
| **Non-Capsuleer Log-Off Timer** (5 Minutes) | | | **Non-Capsuleer Log-Off Timer** (5 Minutes) | | ||
+ | | {{https:// | ||
+ | </ | ||
Also known as //NPC Flag//, this flag becomes active when you activate any offensive module against an NPC vessel of any kind, or when an NPC vessel activates an offensive module on you. This flag lasts for five minutes, and will cause ships to remain in space for a full 5 minutes after logging off. This 5 minute timer is not extended even if NPCs continue their aggression after the player logs off (unlike the capsuleer timer). | Also known as //NPC Flag//, this flag becomes active when you activate any offensive module against an NPC vessel of any kind, or when an NPC vessel activates an offensive module on you. This flag lasts for five minutes, and will cause ships to remain in space for a full 5 minutes after logging off. This 5 minute timer is not extended even if NPCs continue their aggression after the player logs off (unlike the capsuleer timer). | ||
+ | </ | ||
- | | {{https:// | + | < |
| **Capsuleer Log-Off Timer** (15 Minutes) | | | **Capsuleer Log-Off Timer** (15 Minutes) | | ||
+ | | {{https:// | ||
+ | </ | ||
Also known as //PVP Flag// is similar to the NPC flag, this flag is activated when you use an offensive module on another player (including non-targeted weapons like Smartbombs) or another player uses such an effect on you. This flag lasts for fifteen minutes, and affected ships will remain in space after logging off for a full 15 minutes. If the ship is aggressed by another player while this timer is active, the timer will reset, potentially keeping the ship in space indefinitely. | Also known as //PVP Flag// is similar to the NPC flag, this flag is activated when you use an offensive module on another player (including non-targeted weapons like Smartbombs) or another player uses such an effect on you. This flag lasts for fifteen minutes, and affected ships will remain in space after logging off for a full 15 minutes. If the ship is aggressed by another player while this timer is active, the timer will reset, potentially keeping the ship in space indefinitely. | ||
+ | </ | ||
- | | {{https:// | + | < |
| **Weapons Timer** (60 Seconds) | | | **Weapons Timer** (60 Seconds) | | ||
+ | | {{https:// | ||
+ | </ | ||
Also known as //Weapons Flag//, this flag becomes active when you activate any offensive module (weapons, stasis webifier etc) upon another player or NPC entity, including non-targeted modules such as Smartbombs. Regardless of the Security status of the solar system, having an active Weapons flag will prevent you from docking in any station, jumping through a stargate, ejecting from or boarding another ship while in space, and storing a ship in a corporation or fleet hangar. This flag lasts for 60 seconds, starting from the moment you open fire, and will renew each time you take further offensive action – meaning that you will have to wait a full 60 seconds after the last offensive action before being able to dock, jump etc (even if you lose your ship). | Also known as //Weapons Flag//, this flag becomes active when you activate any offensive module (weapons, stasis webifier etc) upon another player or NPC entity, including non-targeted modules such as Smartbombs. Regardless of the Security status of the solar system, having an active Weapons flag will prevent you from docking in any station, jumping through a stargate, ejecting from or boarding another ship while in space, and storing a ship in a corporation or fleet hangar. This flag lasts for 60 seconds, starting from the moment you open fire, and will renew each time you take further offensive action – meaning that you will have to wait a full 60 seconds after the last offensive action before being able to dock, jump etc (even if you lose your ship). | ||
+ | </ | ||
- | | {{https:// | + | < |
| **Suspect Timer** (15 Minutes) | | | **Suspect Timer** (15 Minutes) | | ||
+ | | {{https:// | ||
+ | </ | ||
Only applicable in Empire-owned space (0.1 to 1.0), the //Suspect Flag// allows any other player to attack you without penalty for the duration of the timer. CONCORD and gate guns will not defend you, and the attacker will not receive a reduction in Security Standings. The Suspect flag lasts for 15 minutes, and actions that will activate the flag differ depending on the Security Status of the solar system. Pod killing a capsuleer with an active Suspect Timer will not result in security status loss or CONCORD response. | Only applicable in Empire-owned space (0.1 to 1.0), the //Suspect Flag// allows any other player to attack you without penalty for the duration of the timer. CONCORD and gate guns will not defend you, and the attacker will not receive a reduction in Security Standings. The Suspect flag lasts for 15 minutes, and actions that will activate the flag differ depending on the Security Status of the solar system. Pod killing a capsuleer with an active Suspect Timer will not result in security status loss or CONCORD response. | ||
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In **low-security space**, targeting a player' | In **low-security space**, targeting a player' | ||
+ | </ | ||
- | + | < | |
- | | {{https:// | + | |
| **Criminal Timer** (15 Minutes) | | | **Criminal Timer** (15 Minutes) | | ||
+ | | {{https:// | ||
+ | </ | ||
Like the Suspect flag, the //Criminal flag// only applies in Empire space. The Criminal flag, if triggered, will always override a Suspect flag, and any further actions that would ordinarily provoke a Suspect flag will be extend the Criminal timer by the same amount. As with the Suspect flag, the Security Status of the star system will affect the actions that provoke the flag. | Like the Suspect flag, the //Criminal flag// only applies in Empire space. The Criminal flag, if triggered, will always override a Suspect flag, and any further actions that would ordinarily provoke a Suspect flag will be extend the Criminal timer by the same amount. As with the Suspect flag, the Security Status of the star system will affect the actions that provoke the flag. | ||
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While in **low security space**, you will acquire a Criminal flag for activating any offensive module against a player' | While in **low security space**, you will acquire a Criminal flag for activating any offensive module against a player' | ||
+ | </ | ||
- | | {{https:// | + | < |
| **Limited Engagement Timer** (5 Minutes) | | | **Limited Engagement Timer** (5 Minutes) | | ||
+ | | {{https:// | ||
+ | </ | ||
//Limited Engagements// | //Limited Engagements// | ||
- | ===== Avoiding Bubbles ===== | + | </ |
- | Warp disruption fields, or more commonly “bubbles”, | + | ===== Avoiding Bubbles ===== |
+ | **Warp disruption fields**, or more commonly | ||
It is a good idea to get into the mindset that nearly every gate in nullsec is bubbled, as carelessness can often get you killed. Common areas to bubble include stations, gates, jump bridges, or any high traffic celestials. The number of bubbles and their placement will be dictated by how much your enemies want to kill you. A five man gate camp might have one or two bubbles on a gate on a vector from a station, while a dedicated operation might have upwards of twenty bubbles strategically placed around the system. | It is a good idea to get into the mindset that nearly every gate in nullsec is bubbled, as carelessness can often get you killed. Common areas to bubble include stations, gates, jump bridges, or any high traffic celestials. The number of bubbles and their placement will be dictated by how much your enemies want to kill you. A five man gate camp might have one or two bubbles on a gate on a vector from a station, while a dedicated operation might have upwards of twenty bubbles strategically placed around the system. | ||
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You can avoid most bubbles by simply not warping directly from a high traffic area (such as a station) to a gate. Simply bouncing from a planet on the outer edge of a solar system can save your life. | You can avoid most bubbles by simply not warping directly from a high traffic area (such as a station) to a gate. Simply bouncing from a planet on the outer edge of a solar system can save your life. | ||
- | To better understand how bubbles work, watch Jonny Pew's video on drag bubbles: | ||
- | {{youtube> | ||
- | ...and read [[http:// | ||
+ | ...you can read this too: [[http:// | ||
===== Escaping Gate Camps ===== | ===== Escaping Gate Camps ===== | ||
- | |||
|{{http:// | |{{http:// | ||
|The most important thing about surviving gate camps: **STAY CALM!**| | |The most important thing about surviving gate camps: **STAY CALM!**| | ||
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When local is up press CTRL+A this will mark all who is in local if someone enters the eye will catch it. | When local is up press CTRL+A this will mark all who is in local if someone enters the eye will catch it. | ||
- | If you end up travelling in your ratting ship fit full stack of Warp Core Stabilizers | + | If you end up travelling in your ratting ship fit Warp Core Stabilizer |
If you travel and find local has neutrals and you dont have ping bookmarks press alt+shift+x to add moons in space not overview find a moon that is close to the gate you want to travel to and activate tracking camera narrow the dscan and you can now check for bubble camp,this also allows you to warp from not being inline to drag bubbels. | If you travel and find local has neutrals and you dont have ping bookmarks press alt+shift+x to add moons in space not overview find a moon that is close to the gate you want to travel to and activate tracking camera narrow the dscan and you can now check for bubble camp,this also allows you to warp from not being inline to drag bubbels. | ||
Note that moons can have pos towers on it it so only use it in a pinch. | Note that moons can have pos towers on it it so only use it in a pinch. | ||
- | {{tag>General Guide Intro english}} | + | {{tag>general guide firstweek all english}} |