Long experience, including a more recent Daredevil, had burned in some lessons and he now seemed to be generally surviving the simpler or more ad-hoc gate camps. His general approach was:
- On entry to a system with a gate camp or ships at the gate - hold cloak
- Just because ships were on the star gate it was not always a gate camp. It could be a fleet waiting at a gate or ships about to jump through or warp away
- Take time to check the type and position of the gate camp ships
- Usually it would be 12km back to the star gate
- One or more ships would be less than 20km away
- After about twenty seconds align to the entry star gate and burn back, using overheated propulsion
- One key reason to wait is to let the session timer expire to be able to jump back through the gate
- If locked, turn on defensive modules (damage control, boosters or repairers...)
- It might be a gate camp but they want a bigger or shinier ship.
- If not locked, when at the gate, align to the out gate and warp away
- Watch distance to gate and hit jump when less than 2.5km from it
Even so, crashing the gate was not guaranteed to work, in particular:
- Insta-locking ships with high alpha or simply a single volley destroying the ship
- Stasis webifiers being applied very quickly and preventing the timely to return to the gate
- Neutralisers removing the capacitor charge and completely disabling the ship
- Ships on both sides of the star gate that are part of the same gate camp
Security status tags offered Starwalker an alternate approach to surviving a gate camp - raise his security status above -5. It was also a treadmill to maintain it above -5. However, Starwalker was contemplating it again as he now had another reason to want his security status above -5. He had recently bought shinier ships (Deimos, Stabber Fleet Issue, Megathron and Hyperion) and he did not want to lose them to gate camps. Losing them in a fight - no problem. Losing them to a gate camp - no fun.
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