15 August 2011

Review of Recent Ship Losses

Starwalker sipped some Quafe and sat down at the Neocom console. It was time to consider recent losses and what could be learnt from them. The current tally was 20 ships lost and 7 pods:

Type
Total Losses
10Aug11
Solo
Small Gang
2-5
Gang
6-20
Gate Camp
Sentry Guns
Ship Losses
20
4
5
0
3
8
Capsule
7
3

1
3

Losses
27





Frigate
Rifter
4
4

2
2

Probe




1
Battlecruiser
Drake



1


Before R1FTA

1


5


In looking through the loss record Starwalker noted some observations:
·         In general solo combat, there was only one real loss – when fighting against a Myrmidon battlecruiser in Arnon (0.6) using a Rifter. That was probably being too ambitious but also showed that Starwalker:
o   Did not focus on prior intelligence i.e. gathering information before engaging the target
o   Did not focus on drones when in combat
·         Two solo Rifter losses were during a war declaration
o   Taking on a Thrasher was simply too ambitious
o   Getting caught travelling back to the warzone by a Merlin and the same Thrasher

·          The 2 Rifters and 1 Drake killed in gate camp losses reflect life in lowsec. It is dangerous and gate camps can appear anywhere with pipes having an obvious appeal for easy kills. However, Starwalker tended to freeze and react poorly to the situation, so there was an insight:
o   Use the gate timer to decide whether to warp away to nearest alignment point or burn back to gate to jump back through after the gate timer has expired
o   Remain aligned and if the ship does not escape try to get the pod away (spam warp liberally if needed)
o   Turn down graphic settings to avoid the lag associated with ship destruction

·         The POS and Sentry Gun losses were ridiculous mistakes – lesson learned

·         The small gang losses are characterised by acting as a tackler to a Taranis and Rupture and consequently taking a high risk when the ship is not fitted as a tackler with a good tank. However, there were other possible outcomes in both cases:
o   Keep point until the rest of the gang arrive and if the ship is in trouble then burn away rather than stay until the bitter end
o   Be much more flexible and respond to the situation such as use of changing range or even ammunition type
·         The fight against the two Tuskers in their Rifters resulted in a loss during the first combat with the pair of Rifters and a second 1v1 duel was a straight loss with an easy win for the Tusker. The duel in particular highlighted that micro management of modules and reacting to the situation is not a strength
·         The last small gang loss was responding to a call for backup. Responding to a call for help is no problem, it was not reacting fast enough to the situation i.e. no fight in progress – get out fast

Starwalker realised that he was risk averse when solo and reckless when in a gang or at a minimum showed poor judgement about when to try and leave a fight. Equally, Starwalker was slow to react to a situation, new information or changes such as when ganked in Amamake or the duel. Experience would help but Starwalker also needed to sharpen up, use information and realise that in many situations there were only seconds for a decision. Those seconds would be the difference between having a ship to fly, leaving in a pod or worse still waking in a clone vat.

1 comment:

  1. Interesting review. I think it all comes down to "experience". Part of getting more experience will be reacting correctly in a quicker manner to situations.

    I'm having the same problem (though with me it's even more basic - "What? Why aren't my guns shooting? I hit the gun button! Oh! I need to target something?"

    I'm sure that 6 months from now these problems will all be forgotten and you'll be making entirely new (but better) mistakes!

    ReplyDelete