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    GUIA de PVP

    Mig
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    Data de inscrição : 12/10/2011

    GUIA de PVP Empty GUIA de PVP

    Mensagem  Mig Qui 27 Out 2011, 16:31

    General Guide to PvP


    Introduction
    First and foremost this guide is largely based on personal experience and my not be the perfect solution for anyone. Furthermore, if you have a problem with some of the strategies provided below trolling the forums won’t make it any better. This is an open document and I invite anyone willing to properly correct the data to do so. Please make sure you reference this original document, not because I spent so much time on it and you respect me. Not because I’m afraid you’ll take all the credit for my work, but simply because whatever you put in here may be completely wrong. Or perhaps whatever you erase from this document might be useful in triggering imagination in someone else that would help them come up with a new useful idea. At any rate, I’ve held a lot of this in for quite some time and I feel it’s time to impart some of my thoughts on the eve public. This guide is a broad overview of how an entire corporation should work to make an effective fighting force in the eve universe, rather than individual player tactics, which vary so much it’s not worth writing for free about them. So without further ado....

    Eve PvP is not NPCing or spawn chaining. It’s not quite like 1v1 either and it takes time and practice to get right.

    All the best skills and the best ships with the best modules won’t help you at all if you haven’t experienced battle.


    More easy kills in eve are due to panic and ignorance rather than a lack of skill points. That said, it’s imperative for any PvP player to understand at their most basic level that

    fighting other players is the only way to get better.

    Practicing on NPCs doesn’t help much at all. There are tricks and tips that you can only learn with practice. To illustrate this point, think about your keyboard controls. In a completely even battle the person who fires the first shot will be sure to win. That’s an advantage that is easy to understand. Key combinations like Ctrl+click in overview help you get the enemy before he gets you.

    Here are some Key combinations to play with:
    Ctrl-Click
    F1-F8 (top weapon row)
    Alt+F1-F8(mid weapon row)
    Ctrl+F1-F8(lowest weapon row) Set an Autopilot key(mine’s Alt-A)
    Ctrl-Tab


    Here are some ideas to keep in mind:

    -KEEP AN UPDATED CLONE. INSURE YOUR SHIPS. KEEP AN UPDATED CLONE. INSURE YOUR SHIPS.

    -Pods warp instantly,

    -It’s likely you’ll never need your clone, but always keep one. It’s not worth the risk.

    -If your ship is into structure get ready to warp to a planet or something.
    Pull up bookmarks or the jump menu.

    -When you’re blown up there will be a brief lag and anything you clicked on previously to warp to will clear. You’ll have to re-click to warp.

    -Try activating weapons BEFORE targeting when gate camping. This will target and fire in one movement.

    -Remember to use overview it’s much quicker.

    -Remember to turn off autotargeting when using the above tip. Escape menu will show you that. If you don’t you’ll fire on the next target that targets you and you will die because of it.

    -Ctrl-Click a player in overview will target that player/object... THIS DOES NOT WORK ON PODS

    -Orbit distance in the Selected Item box (just above overview) can be set to whatever you want by right clicking the button. This is excellent for setting a perfect optimal weapon range, especially on frigs.

    -Get used to clicking objects in space and using their drag menus. Once you start using them regularly things become so much faster. Everything can be done in one simultaneous movement instead of several clicks and drags.



    Keep in mind the above tips and tools take time to get used to.
    If your serious about PvP work on them all the time in everyday eve. This will keep the strongest part of your character, your reaction time, sharp.
    Also get used to your chosen ship setups.
    Being intimately close to how to pilot your own ship really is the difference between 1337 and n00b.

    more...

    http://www.eve-files.com/media/07/evepvp.pdf


    Última edição por Mig em Sáb 09 Jun 2012, 14:22, editado 1 vez(es)
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    GUIA de PVP Empty Gang Tactics Part One: The Basics

    Mensagem  Mig Sex 18 Nov 2011, 13:33

    Gang Tactics Part One: The Basics

    Gang Tactics is a new on-going series in which we explore the fine art of death dealing in small gang warfare. This series is not intended as a technical exploration, but as more of a guide to the fundamental basics involved in small gang warfare in New Eden. And hopefully, one that is enjoyable and educational.

    Small Gang warfare is, in my humble opinion, one of the most enjoyable aspects of playing Eve. Hanging out with your Corp mates, friends, and blowing up enemy ships. It can be very rewarding no matter your skill points or experience level. New players and veterans alike can quickly form up to go on a roam, form a defense, or plunge into the unknown.

    So let’s start with the basics. What I like to call Catch, Hold and Destroy. This is the basic fundamental tenant of any small gang and you only need three ships to get started. For lesson one we’ll start with just these three ships. The great thing about small gang tactics is the expandability of each lesson, once you master the fundamentals, adding more ships becomes easier and easier.

    Catch:
    What good is the hunt unless you can catch your prey? This role is easily filled by a Frigate or Interceptor. The perfect catch ship for your small three man gang depends on where you are, in low sec, null sec or wherever. But there are basic considerations that should be addressed and those mostly concern speed – both in velocity and in locking. A good catch ship has velocity on its side – it is very fast. But it also needs to be able to lock the enemy quickly before he can escape. Two points in the mids are preferred, a long point disruptor to catch the enemy from a distance, and either a Scram or Web to hold him down once you get closer.

    Rifters, Crows, Taranis, Ares, Lachesis, Arazu – there are many, many ships that can fill this role depending on your own skill level and where you are in space.

    Hold:
    Once the enemy is caught, living thru the fight is critical. If you catch him and then explode, this does no one any good. You might think it odd that this is a separate category, once the enemy is caught shouldn’t we skip right to Destroy? That is asking a lot from your Catch ship isn’t it? The role of the Heavy Tackler is something we’ll discuss later on, but for now expecting your Catch ship to survive past the tackle is asking for it to achieve more than its role allows.

    This is a role that needs to be considered. What is the next ship to arrive on the scene? Typically this role is filled by Cruisers/Battlecruisers. For example the Thrasher or the Rupture is a good ship for this role. They can deal damage from a tank that should be able to survive long enough to see the enemy explode. The Drake or Hurricane also fill this role exceptionally well for the more advanced pilot.

    Destroy:
    The Destroy role can be filled by the Hold ships, you could have a Catch ship and two Canes for example. But it would be wrong to not consider the Destroy ship its own category, because “destroy” can take on many different meanings. For example, the role of the Destroy ship could be filled by a Falcon or Curse. In that example the destroy ship arrives on the scene last and is the tipping point of the battle. Let’s say your Catch ship has tackled a Dominix in a belt. He is holding him down, but his cap is drained and he won’t last long. The Cane arrives and starts delivering the DPS, but not fast enough against the tank of the Domi. The Catch ship warps off and now it is the Cane Vs. Domi. The Cane, if he can stay out of neut range and destroy the Domi’s drones, might eventually win. But he might not. This is when the Destroy ship arrives. Certainly another Drake or Cane would help tip the balance, but the arrival of a Falcon or Curse (or other role player) would do the job as well.

    The CHD is a thought-process that helps you determine the basic make-up of your Small Gang. If you have three Canes available, applying CHD would make you think that at least one of those Canes should probably have a Sensor Booster in his mids, for faster locking speed. It might also make you canvas your pilots regarding the types of points they have, to make sure you have the bases covered. At the very least the SeBo Cane should have a long point.

    So it isn’t always about the types of ships, but more about the roles each of those ships will be playing in your three man gang. This is the basic underlying logic behind ALL gangs and fleets in New Eden. From three to three-hundred, once you start thinking CHD the rest becomes only a matter of scalability.

    So, now that we’ve mastered the basics, let’s add one more ship:

    Hunt:
    While you are forming up another Corp mate logs on and wants to join your gang. You already have your CHD bases covered, you have a Taranis, an Arty Nano Cane and a young player in a Blaster Harpy. So what role do you still need to fill? You need a Hunter. Now the Hunter/Scout role is one that can be filled by a lot of different ships and depends on the skill level of the individual pilot. It could be as basic as yet another Frigate or as complex as a cloaking T3 Cruiser. The perfect Hunter for your small gang would be a cloaking ship with Probes. But beggars can’t be choosers and your Corp mate can’t fly T3 yet, but he does have a Buzzard. And he’d like to learn to Probe better. How better to learn than on the field of battle?

    Now we’re talking. Our small gang is starting to be pretty awesome. With just FOUR ships your gang can take on just about anything New Eden has to offer, by being smart and picking your targets carefully, you should be able to kill just about any one or two man gangs you happen upon. And brawl with anything your own size. No matter your skill level.

    So good three man or four man gang set-ups:
    1x Frigate (long point, scram or web, maybe Sensor Boosted or Nano fit for speed)
    1x Cruiser (DPS but good solid tank)
    1x Cruiser 2 (DPS, with surprise – like a sensor damper, or ECM, or EC Drones, etc.)

    + Tipper = Electronic Frigate, Neut fitted Cruiser, Falcon, Curse, Blaster Thorax, anything that can specifically fill a role that tips the battle to your favor.

    For more experienced pilots a good fleet comp could be:
    1x Interceptor (Fast speed and lock, long point or Scram depending on how fast)
    1x Battlecruiser (DPS and tank)
    1x Falcon
    (This is a nasty three man gang set-up. Make sure your BC is nano fit or at the very least is carrying EC Drones. In case he gets caught the Falcon is his escape clause.)

    The role of the Falcon can be played by many ships, including an additional BC class or even Cruiser. The Falcon choice right now is the obvious one, but choosing something that isn’t obvious (or a Falcon!) will probably get you more good fights.

    Next time we’ll cover small gang DPS, making the most of various types of DPS delivery in a small gang setting.


    Fly safe. But not too safe.

    http://eveoganda.blogspot.com/2011/11/gang-tactics-part-one-basics.html


    Part Two: DPS

    Part Three: Travel

    Part Four: Track & Kill


    Última edição por Mig em Dom 20 Nov 2011, 19:14, editado 2 vez(es)
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    GUIA de PVP Empty Being On Gate

    Mensagem  Mig Sex 18 Nov 2011, 13:40

    Being On Gate

    There are a tremendous amount of really great, detailed, technical guides available about Eve Online… this isn’t one of them. This is another installment of the famous Idiot’s Guide series that is specifically written for those that just want to know how to do stuff in Eve. Without all the detailed, technical stuff. This is what works. I don’t always know why it works and I’m ok with that.

    Let’s face it, no matter who you are in-game, you are going to spend a lot of time on Gates. Either running, holding, waiting, dreading, anticipatin’, or otherwise wondering what horrible blob is on the other side. So basic understanding of gates might be nice.

    So let’s take a quick tour of some of the basic things you might be doing on a Gate, with the primary focus being on:

    Tackling something with the intent to explode them dead.

    No matter how many of you there are on the Gate, there is only one of you in your ship. Your job is to tackle the incoming gate fire thingie, get point, and hold it, kill it, or otherwise stop it from escaping.

    The first thing to remember is that those idiot’s in your gang that are orbiting the gate are idiots. Orbiting the gate is the first sign that the people doing so have no idea what they are doing, they’ve never been to zero space and have certainly never successfully tackled anything on a Gate before. There is only ONE situation when orbiting the Gate makes any sense (and even that is a bit of a stretch in my opinion) and that is when you know a cloaky ship is jumping into you. In that case, every one orbits at different ranges, drones out and hopes the enemy just happens to land near someone.

    So why is orbiting bad? It isn’t that it is bad per se, it just doesn’t make sense. There is this huge thing called a Gate. The enemy jumping into you is going to land randomly about 12k from that Gate. So yes, there is a slight chance you will be on the right side of the Gate when that happens, but it is also just as likely you’ll be going in the wrong direction! More likely he’ll land on the OTHER SIDE of the Gate or at an angle that puts the Gate between you and him. You’ll never catch anything.

    If you have at least two tacklers in your gang one of you is above the Gate and one of you is below the Gate, each about 10k off. Sitting still. When the gate fire comes turn on your prop mod. There is an honest argument about what to do next, there are two ways of doing this and I have my own method. I have an overview setting that only shows bad guys and nothing else, so when that ship appears on that overview I immediately double click it. This has the effect of shooting my ship off like a bullet towards the enemy. Now here is the tricky part if he cloaks. Once you start off in his direction, swing your view towards him in space and DOUBLE CLICK right next to him. ( Not right on him! ) This is critical, because when he disappears your ship will stop moving and you’ll lose him, but not if you’ve clicked in space next to him.

    The other way is to double click in space next to him first. I don’t like this method because it assumes you are looking at that place in space already. The overview double click doesn’t need that, he could be anywhere.

    Believe me, I’ve done this hundreds of times and it works like a charm. You won’t get them all, especially the cloakers, but you’ll get more of them than will get away.

    What’s the Point?

    Disrupters, Scrams and Webs. In that order. On a gate.

    Stop them from warping first, turn off their prop mod second, and then slow them down so they can’t get back to the gate. Depending on what you have, depends on where on that list you start. Except for webs of course, starting there will only allow the enemy to warp away faster.

    From an FC standpoint the important thing is to immediately determine and let your gang know, if you can kill the ship BEFORE it gets back to the gate. If you don’t believe you can, you have to tell some of your gang not to shoot. They need to get back to the Gate and be prepared to jump after him. To tackle him on the other side and hold him.

    Once caught, the enemy really only has two choices. Burn back to the gate or stand and fight, but they can’t do both. Burning back requires that they not aggro anyone, so you’ll know pretty much right away what they intend on doing. Once they aggro everyone can join in on killing them before help arrives.

    Gate Guns

    Gate guns in High/Low-Sec reach out to 150k from the gate. The number of guns on a gate is directly related to the sec status of the system you are in. Each gun can only shoot at one ship at a time. Typically anything less than a Cruiser cannot stand Gate fire for more than one shot.

    Now, if the ship you’ve tackled is of low sec status, say a Pirate, then the gate guns will not fire on you. Nice huh? That’s because these people are criminals and of low moral fibre.

    There is a whole other guide on how to survive gate guns and this isn’t it. Just know that they will explode you unless you are tough, or have Logi on the gate with you.

    So there ya go, the three most important bits about being on Gate. Be prepared to tackle, get point and watch out for Gate guns. You should also be keeping an eye on your d-scan, have a scout in the system on the other side, and generally be prepared to get blobbed if you stay there much longer.

    http://www.evenews24.com/2011/11/09/rixx-javix-killing-on-gates/
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    GUIA de PVP Empty SOLO PVP TALK

    Mensagem  Mig Sáb 10 Dez 2011, 16:10

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    GUIA de PVP Empty COMO SER UM BOM FLEET COMMANDER

    Mensagem  Mig Seg 16 Jan 2012, 22:27

    HOW TO FLEET COMMAND













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    GUIA de PVP Empty Know Your Enemy

    Mensagem  Mig Sex 08 Jun 2012, 13:51

    Know Your Enemy

    The Know Your Enemy series is designed to help aspiring PVPers understand more about the various ships they might encounter in a small gang or solo PVP environment. In particular, these articles focus on what each ship is capable of, how they tend to be fit, and how you might go about fighting one.



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