As many aspiring space buccaneers learn rather soon after picking up The Business, piracy is feast or famine. Exhilarating fights, big ransom payments or shiny loot can be scarce. There may be several days between any of that which makes the life in lowsec so very worthwhile.
However risk averse and cost efficient I may usually fly, at some point I'm starving for a fight. This is where I disregard many of the things I've learned; like, say, not flinging my Rifter in front of any decently flown cruiser. Neutralizers, drones, many times the tank - any of that can easily deal with a frigate.
But screw that, I want to shoot stuff and that Bellicose is probably a clueless oaf anyway and oh cripes here come the Warriors shit shit not the webs, spiral out, repaaiir warp warp warp warp oh cool I'm out. What a clumsy chump.
With my hull patched up again, not even an hour later I spot another cruiser. Well, I've shot something, but hell, I still gotta make something explode! I can always disengage anyway, that Vexor got nothing on me.
Except a Vexor's drones are much more dangerous, and there's a lot of them. Not to mention a neutralizer and 1600mm of rolled tungsten. Long story short, I pop one drone and fail to keep enough distance. With no more cap, my Rifter is done for. At least some Pilgrim appreciates the point and gobbles up the Vexor soon thereafter.
So I contributed to a total of three explosions of various magnitude. I still don't know what I was thinking and wasn't all that pleased with my display of reckless idiocy. Always an effective reminder I should maybe go back to applying all of my skillset, that goes beyond "scan, warp at 0, orbit, shoot stuff". Fighting on my own terms, gathering intel, reading hands, watching local and all that good jazz.
And luckily, I got an opportunity to do just that. Twas a Dramiel, merrily ratting in Jovainnon without a care in the world; its pilot didn't seem to care much about me passing by. Dramiels can always run away anyway, right? Right.
After checking his combat record, I can safely assume that his Dramiel is rather specialized in running away. His disregard of whoever is in system may be almost warranted. With a micro warp drive, he's likely buzzing around far away from any initial warp-in.
I decide to put this disregard to the test. Once in my Harpy (proven by corp mate Tsubutai kill Dramiels rather reliably), I jump back into Jovainnon. I check the belts; the Dramiel pilot is still shooting rats. Warping to his belt would be pointless, I need to jump on top of him. Actually no, he needs to jump on top of me.
I check the belt that below his current one in the list for wrecks. There are none, so I warp there at 0. I ponder to move maybe 50km towards his current belt, but figure that if he's careless enough not to scan ahead, he's certainly careless enough to warp in at 0, too.
Watching, waiting, I see local increasing by one. It's another Tusker in a Taranis, who I quickly urge to look as harmless as possible and not to warp in on that Dramiel. Crisis averted, the friendly Taranis moves on. I'm amazed at how oblivious that Dramiel guy actually is, as he still hasn't moved.
Three wrecks now on scan towards his belt; shouldn't be too much longer. Some silly Serpentis cruiser is pestering me however and I decide to take care of it. Right this instant my overview informs me of the Dramiel warping in. I cycle all the tackling gear I've got and lo and behold, the Dramiel lands within 5km of my Harpy. Just according to keikaku*.
I barely get a lock on it in time. Not even ten volleys later it's dead. Thanks to my dear friends shock and awe, I'm able to point the pod as well. Unfortunately, my customer has no interest in my services and choses death by antimatter.
There, order restored. Let's hope that the next time I get bored I can pull myself together and stick with considering any engagement and preparing properly for it. Would save me the trouble of kicking myself.
* Capsuleer's note: "keikaku" means "plan".
8/10/2011
7/26/2011
"Go Lose Some Ships"
Many young capsuleers are eager for a life of combat, but rarely know how, where or when to get started. Some might join EVE University or take classes held by Agony Unleashed. Plenty seem to get discouraged before even their first trek to low sec, what with the hordes of seasoned pirates roaming New Eden's outback.
A few however are drawn to the outlaw lifestyle and are determined to set out on their own, mere weeks after acquiring their pilot license. Still, it's not a bad idea to ask for some guidance, which many experienced pilots gladly provide.
Besides recommendations for reading material, ships and fittings or good hunting grounds, their advice often revolves around one principle: "Go lose some ships and learn from your mistakes."
This just doesn't sit right with me.
It surely isn't the part about learning from mistakes. It's that you may not learn how to pick your fights from the start and how to engage on your own terms. "Go lose ships" sounds like you don't need to bother much about gathering intel, keeping an eye on your surroundings or to be brief: staying alive.
A rookie of two months flying a Rifter won't learn much from engaging my own Rifter. He can do everything right and will lose his ship regardless. It's likely that he does make a few mistakes, but none of them will ultimately affect the outcome.
The one mistake that cost him his ship may completely elude him. "Well, I guess I should've loaded Barrage instead." - no, you could've run from the guy with 30 times your experience, had you monitored local and bothered to check his combat record or even security status and corporation (besides, choice of ammo is not rarely a gamble in Rifter duels).
Pilots who go into combat without weighing the odds sufficiently lack survival skill. I don't see the benefit in neglecting that skill from your first day in low sec. Sure, losing a Rifter isn't a big deal; but when you move up to bigger and more expensive ships, you'll either keep dying needlessly or will have a hard time improving your chances of survival.
And instead of working on a whole set of stunted skills later on, more than a few pilots might instead start relying on a second source of income, dedicated scouts and/or other supporting ships. Or, like, Dramiels; those are pretty good and can always run away, right? Riiight.
So my advice boils down to this: Go kill some ships and stay alive. Avoid that veteran's frigate and move on. A few jumps ahead you might find a badly flown destroyer and get to score a kill. Fair chance you'll make mistakes doing so. Oh hey, you avoided dying, killed something and still got to identify some flaws - win, win, win.
Losing is a bad strategy, son. I hope this was helpful.
A few however are drawn to the outlaw lifestyle and are determined to set out on their own, mere weeks after acquiring their pilot license. Still, it's not a bad idea to ask for some guidance, which many experienced pilots gladly provide.
Besides recommendations for reading material, ships and fittings or good hunting grounds, their advice often revolves around one principle: "Go lose some ships and learn from your mistakes."
This just doesn't sit right with me.
It surely isn't the part about learning from mistakes. It's that you may not learn how to pick your fights from the start and how to engage on your own terms. "Go lose ships" sounds like you don't need to bother much about gathering intel, keeping an eye on your surroundings or to be brief: staying alive.
A rookie of two months flying a Rifter won't learn much from engaging my own Rifter. He can do everything right and will lose his ship regardless. It's likely that he does make a few mistakes, but none of them will ultimately affect the outcome.
The one mistake that cost him his ship may completely elude him. "Well, I guess I should've loaded Barrage instead." - no, you could've run from the guy with 30 times your experience, had you monitored local and bothered to check his combat record or even security status and corporation (besides, choice of ammo is not rarely a gamble in Rifter duels).
Pilots who go into combat without weighing the odds sufficiently lack survival skill. I don't see the benefit in neglecting that skill from your first day in low sec. Sure, losing a Rifter isn't a big deal; but when you move up to bigger and more expensive ships, you'll either keep dying needlessly or will have a hard time improving your chances of survival.
And instead of working on a whole set of stunted skills later on, more than a few pilots might instead start relying on a second source of income, dedicated scouts and/or other supporting ships. Or, like, Dramiels; those are pretty good and can always run away, right? Riiight.
So my advice boils down to this: Go kill some ships and stay alive. Avoid that veteran's frigate and move on. A few jumps ahead you might find a badly flown destroyer and get to score a kill. Fair chance you'll make mistakes doing so. Oh hey, you avoided dying, killed something and still got to identify some flaws - win, win, win.
Losing is a bad strategy, son. I hope this was helpful.
7/12/2011
Outgunned
"Hm, I wonder if my Puni can take a Taranis."
Talk about famous last words.
Said Taranis was sitting at a planet, to which it had warped right before my nose in a rather provocative manner. The guy didn't even bother to ask formally for a duel - probably because he was sure I wouldn't bother myself and just jump out of the system.
Then again I knew this bloke, who goes by the name of Jonas Christifori. Not uncommon to see him around these parts looking for some 1v1. Given that I had fought him before, I couldn't hope for some dual propulsion Taranis or any sort of imbecilic piloting. Actually, this could turn out to become yet another pretty good fight against him.
At least I knew he had blasters fitted (and I made sure to check properly, unlike last time). I therefore assumed that he'd want to get close. Good. As counter-intuitive as it is (much like fighting a Taranis with a Punisher in the first place), my autocannons had to apply as much pressure as possible up close. My only advantage was being able to absorb much more damage than the Taranis over a short period of time.
Aligning to the planet, I went through the fight in my head once more: overheat everything, start the fight from a distance, get that repair unit running too soon rather than too late, squirm around for every inch that lowers our angular velocity and pray he doesn't have Null loaded.
So much for the plan to go down a bit less embarrassingly than otherwise. "Warp drive active."
I landed 10km off Jonas and immediately turned around while locking him, afterburner cranked up to 11. Some valuable hits neutralized his shields before the drones and shortly thereafter the interceptor caught up. Time for the tough part.
Poof went my own shields. Luckily, I was on the ball, activating my repair module before the first volley tore out a chunk of my armor. So some of the gaping holes got patched up again immediately. Jonas' armor didn't take it quite as well, which was to be expected and didn't matter as much. Digging through the hull itself would prove to be much more trouble.
Speaking of trouble: a webbed Punisher is painfully slow and has no webifier of its own. Nevertheless, I managed to escape the blasters' optimal range for some vital seconds every now and then. A simple orbiting course didn't do here. Good old manual flight was the name of the game - straight lines, tight angles without losing much more speed in the process.
While I was working on my opponent's structural integrity, my main layer of defense went through a constant decline itself. At least I didn't have to manage capacitor energy while making this brick house dance. Giving the nanobots a rest was out of the question anyway, no matter how much heat they were building up.
At some point I was wondering how I was still in this. We're talking about a Taranis fighting a Punisher here; unimpeded range control, much harder hitting, faster tracking turrets. Still, somehow things were as close as they could pretty much get.
My Punisher's hull was taking heavy blows now, softened by merely small patches of tungsten steel creeping back up here and there; only to be violently torn off yet again. The Taranis didn't fare much better, so I had no way of telling whose ship would remain in a few seconds.
A faint explosion notified me of my repair unit finally going bust - shortly followed by a considerably more prominent explosion. Good fight.
I'm thinking about retiring this Punisher. Then again, why should I keep a hero boat like this from tearing it up some more out there? That would just be criminal.
Talk about famous last words.
Said Taranis was sitting at a planet, to which it had warped right before my nose in a rather provocative manner. The guy didn't even bother to ask formally for a duel - probably because he was sure I wouldn't bother myself and just jump out of the system.
Then again I knew this bloke, who goes by the name of Jonas Christifori. Not uncommon to see him around these parts looking for some 1v1. Given that I had fought him before, I couldn't hope for some dual propulsion Taranis or any sort of imbecilic piloting. Actually, this could turn out to become yet another pretty good fight against him.
At least I knew he had blasters fitted (and I made sure to check properly, unlike last time). I therefore assumed that he'd want to get close. Good. As counter-intuitive as it is (much like fighting a Taranis with a Punisher in the first place), my autocannons had to apply as much pressure as possible up close. My only advantage was being able to absorb much more damage than the Taranis over a short period of time.
Aligning to the planet, I went through the fight in my head once more: overheat everything, start the fight from a distance, get that repair unit running too soon rather than too late, squirm around for every inch that lowers our angular velocity and pray he doesn't have Null loaded.
So much for the plan to go down a bit less embarrassingly than otherwise. "Warp drive active."
I landed 10km off Jonas and immediately turned around while locking him, afterburner cranked up to 11. Some valuable hits neutralized his shields before the drones and shortly thereafter the interceptor caught up. Time for the tough part.
Poof went my own shields. Luckily, I was on the ball, activating my repair module before the first volley tore out a chunk of my armor. So some of the gaping holes got patched up again immediately. Jonas' armor didn't take it quite as well, which was to be expected and didn't matter as much. Digging through the hull itself would prove to be much more trouble.
Speaking of trouble: a webbed Punisher is painfully slow and has no webifier of its own. Nevertheless, I managed to escape the blasters' optimal range for some vital seconds every now and then. A simple orbiting course didn't do here. Good old manual flight was the name of the game - straight lines, tight angles without losing much more speed in the process.
While I was working on my opponent's structural integrity, my main layer of defense went through a constant decline itself. At least I didn't have to manage capacitor energy while making this brick house dance. Giving the nanobots a rest was out of the question anyway, no matter how much heat they were building up.
At some point I was wondering how I was still in this. We're talking about a Taranis fighting a Punisher here; unimpeded range control, much harder hitting, faster tracking turrets. Still, somehow things were as close as they could pretty much get.
My Punisher's hull was taking heavy blows now, softened by merely small patches of tungsten steel creeping back up here and there; only to be violently torn off yet again. The Taranis didn't fare much better, so I had no way of telling whose ship would remain in a few seconds.
A faint explosion notified me of my repair unit finally going bust - shortly followed by a considerably more prominent explosion. Good fight.
I'm thinking about retiring this Punisher. Then again, why should I keep a hero boat like this from tearing it up some more out there? That would just be criminal.
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