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public:dojo:wiki:basic-null-guide [2018/02/22 05:57] Gravan Heg |
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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====== A BRAVE Guide to Surviving Nullsec ====== | ====== A BRAVE Guide to Surviving Nullsec ====== | ||
- | {{INLINETOC: | ||
- | |||
- | ---- | ||
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- | ===== Introduction ===== | ||
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**Nullsec**, | **Nullsec**, | ||
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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. | 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. | ||
+ | < | ||
+ | {{INLINETOC 2-2}} | ||
+ | </ | ||
===== Local Chat ===== | ===== 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. **A properly set up overview can let you immediately distinguish allies from enemies with one glance.** | 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.** | ||
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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/ | ||
+ | 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 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. | ||
- | * https://www.intelmap.xyz/ - The Legacy | + | * **[[https://github.com/Slazanger/ |
- | * **//int.catch//** and **//int.impass//** - In-Game Chat Channel where Intel is provided | + | * You may need to adjust the filters on the initial install of SMT to ensure it is watching the proper channel(s). To do this, open the program and go to **File** -> **Preferences** -> **Intel**. Adjust the **Channel Filters** to match the in-game channel name(s) you want to watch (e.g. " |
+ | |||
+ | * **<fc # | ||
+ | * //System// - //Name Of Pilot// - //Ship Pilot Is Flying | ||
+ | * (if n/a, write ' | ||
+ | for example: | ||
+ | //HED-GP// - //Lychton Kondur// - //Ibis//. | ||
+ | |||
+ | 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. | ||
+ | |||
+ | * Use <fc # | ||
+ | * Use <fc # | ||
+ | |||
+ | |||
+ | ===== Jump Gates, Jump Bridges, and Jump Fatigue ===== | ||
+ | Jump gates have been established throughout Brave space to provide you with a quick means of traversing long distances. However, they have dangers associated with them that could spell disaster for the unaware. | ||
- | ===== Jump Bridges | + | 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. |
- | Jump bridges have been established throughout Brave and Legacy Coalition space to provide | + | |{{ https:// |
+ | |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 | ||
You need to understand the mechanics of **jump fatigue**. Repeated use of jump drives or jump bridges will trigger two cooldowns. | You need to understand the mechanics of **jump fatigue**. Repeated use of jump drives or jump bridges will trigger two cooldowns. | ||
|{{ http:// | |{{ 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 lenght | + | |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 |
- | For more info please read [[https://community.eveonline.com/ | + | For more info please read [[https://www.eveonline.com/ |
- | To calculate your fatigue, you can use [[http:// | + | To calculate your fatigue, you can use [[http:// |
===== Autopilot ===== | ===== 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 | |
- | 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, gently autopiloting toward a gate, and opportunistic neuts will jump on such a ship in a moment' | + | |
===== Insta-dock/ | ===== 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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==== Undocking Procedures ==== | ==== Undocking Procedures ==== | ||
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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. | 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 Bookmarks ===== | ===== Tactical Bookmarks ===== | ||
- | |||
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, " | 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, " | ||
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==== Safe Spot Bookmarks ==== | ==== Safe Spot Bookmarks ==== | ||
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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** 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 ' | ||
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' | ||
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==== Tactical Perch Bookmarks ==== | ==== Tactical Perch Bookmarks ==== | ||
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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. | ||
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===== The 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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===== Aggression Timers ===== | ===== Aggression Timers ===== | ||
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**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 ===== | ===== Avoiding Bubbles ===== | ||
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**Warp disruption fields**, or more commonly **“bubbles”**, | **Warp disruption fields**, or more commonly **“bubbles”**, | ||
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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}} |