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Thread: [TMA] (solo) camping Jump Bridge

  1. #1

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    [TMA] (solo) camping Jump Bridge

    How to do this kind of camping? AFAIK it is done in a stealth bomber or a light dictor.

    Things I don't quite get is how to avoid POS guns if in a stealth bomber when you actually decloak to shoot shit.
    Also with a DIC I'm assuming you don't sit on the JB but rather in stop or drag bubble poisition, put a scout on the gate and bubble up as he jumps in (assuming he will warp to the JB)?

    Thanks for any info

  2. #2
    Helen's Avatar
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    Pos guns don't insta lock so you got some time depending on the pos config to shoot lightly tanked ships before fucking off.
    Best way to do it is with cloaky dic and Nyx can kill quite a bit then.
    If you were a superhero you'd be The Incredible Fucktard with your ever-ready sidekick Douchetard Boy. Together, you fight intelligence and common sense where you go.

  3. #3
    Girt's Avatar
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    Quote Originally Posted by Spazny View Post
    How to do this kind of camping? AFAIK it is done in a stealth bomber or a light dictor.

    Things I don't quite get is how to avoid POS guns if in a stealth bomber when you actually decloak to shoot shit.
    Also with a DIC I'm assuming you don't sit on the JB but rather in stop or drag bubble poisition, put a scout on the gate and bubble up as he jumps in (assuming he will warp to the JB)?

    Thanks for any info
    Don't think its a good idea to camp a bridge with a dictor solo.

    Do it in a bomber and go for soft targets, you should get a few vollies off before the guns lock you up. If you have friends, bring a cloaked dictor just off the bridge. Warp in rapiers and bombers out of bubble range, drop the bubble and mwd out to an offgrid spot when something jumps in.

  4. #4
    Raz's Avatar
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    I've had a lot of success camping jump bridges solo or with small groups using grid fu in the past. Set up a grid wall along the path of alignment between the bridge and a gate or the like (did this when two bridges could still be in one system and it made sense to set up between them). Using a dictor and a scout of some sort, wait off the POS grid in a pocket grid (or cloaked) and drop a bubble on the POS grid when you have an incoming target. Then burn back across the grid wall. Because of the way people decelerate out of warp, they land off grid from the POS and you can engage them without worrying about the defenses. The advantage to this technique is that it really confuses most people, and if something goes awry you can move back across the grid wall onto the POS grid to break locks and warp off.

    A simpler method is just to extend the POS grid out past the 330km activation range of any defenses and bubble there.

  5. #5

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    At first I was like "damn what sorcery is this..." but then I found the old gridfumanual2.pdf and was like "holyshit that's ingenious". Specifically the bubble stopping thing which would stop the perpetrator inside the off-POS grid.
    I'll have to try that out and see how much of a hassle it is to make it work.

    You mention 330km off POS - is that the general max locking/module reach distance?

    Aynways thank for good info, will keep me busy a while :thumbsup:

  6. #6
    Raz's Avatar
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    Yeah, it was basically a random idea I had after reading the gridfu manual. The initial idea was simply to use the gridwall to stage behind so that incoming traffic from the jump bridge didn't see you there and report in intel what you were doing. The first time we bubbled on the POS grid we had a hard time figuring out what happened to the guy we were trying to catch until I tuned my dscan down to 50kms and realized he was right over the grid wall. Amusingly, I think he was so confused that even though this took us a good 20 seconds, we still caught him.

    If you feel like putting a lot of setup in, you can actually anchor a bubble on the pocket grid to keep fast stuff from warping off immediately, and lay out decloaking cans and whatnot like you would for a traditional drag bubble camp.

    As for the 330km range, that's the furthest activation proximity of any POS module. Activation proximity is the range within which a POS module will auto-aggress. If there's a POS gunner manning the POS, the effective range can be much further. It's important to note that this is the range from the individual modules, not the tower. So be careful of that. Only long range mods reach the full 330km, small guns for instance are only 90kms if I recall correctly.

    As far as difficulty of set up, it varies moon to moon. Some grids manipulate differently than others, but there is always a fair bit of groundwork. The technique I used was to find the bridge you wanted to camp via dscan using a covops. If you don't have intel on where the bridge leads (and this can be useful for picking a bridge worth camping), you can warp to 0 on the bridge and right click to find out. In any case, bookmark the bridge module and then warp back to it at 100kms from the point you want to intercept traffic from. At this point align back to your origination point and travel till you drop off grid from the POS, which is normally 270kms from the tower. That is the natural grid boundary.

    On the easiest of POS grids, you can now drop a jetcan on the new grid and align back to the jump bridge. In the easy situations, the POS grid is not able to shrink from that direction and you have already set up a grid wall that can be traversed back and forth. Often, the POS grid will have collapsed and you will have to find the new grid boundary and repeat the procedure. The best attribute of collapsing the POS grid in to create a wall, is that you leave no objects on the POS grid to orient incoming traffic to your presence or position.

    In some cases, we had to create a pocket grid ~500kms from the POS grid boundary, and then expand the POS grid out to create a gridwall further in. But this was tedious and caused a lot of issues. To clarify, a grid wall is created when you can drop an object at the edge of the POS grid without causing the grid to expand. If you just burned out to the grid boundary and dropped a bubble, you would expand the grid out another 250kms. While this would be fine for engaging targets so long as it is outside the activation range of the POS, it lacks much of the elegance of creating and using a grid wall.

    It's worth mentioning that when I did this about a year ago, it was against ev0ke when they still held sov in Cloud Ring. They caught on very fast and formed rapid response fleets. That being said, I imagine most organizations with bridge networks are more likely to be confused and slow to respond.

    Sorry for the text wall.

  7. #7
    Raz's Avatar
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    While we're on the subject, one thing we always wanted to accomplish but never had the opportunity for, was to use this technique with bombers to obliterate a battleship fleet. One of the issues was having intel on a staging fleet in time, another was bomber pilot availability, and the real kicker was the lack of BS heavy fleets before the alpha doctrine really took off. At least amongst available targets when I was in a shitty NC alliance

    Anyway, the idea was to set up a grid wall on a bridge as stated above, and do it in preparation of a reinforcement or other large sov warfare fleet that was almost certainly going to move via the bridge. Then take advantage of the fact that a) bombs cross gridwalls prior to detonating, b) most sov scrubs don't turn on things like damage controls, hardeners, and warfare links are inactive while being fleetwarped to jump bridges, and c) catching a BS fleet in such a manner that they are all clumped together in a predetermined spot.

    Since bombs travel across gridwalls, the target fleet wouldn't have the full 10s to even notice the presence of the bombs before they exploded and the bombers themselves would never be exposed since they'd launch from off grid. Ideally a double bubble (or two dictors) dictor would be able to bubble both on the POS grid and on the pocket grid for added hilarity.

    This would also only require the smallest number of bomber pilots to accomplish, making it more likely to guarantee that the enemy fleet wouldn't have intel on what you were doing beforehand.

    Anyway, slightly off topic but it's never something I had the opportunity to set up and I'd love for someone to do it successfully. For the lulz.

  8. #8

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    Quote Originally Posted by Raz View Post
    Massive wall of text
    Omg. You win Eve tbh.

  9. #9
    HEY LOOK AT ME I HAVE A TITAN LordsServant's Avatar
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    Figured I'd throw out my own personal tips on jump bridge camping now that I plan on getting back into it.

    Before you start you'll need 3 things.

    1. A stealthbomber
    2. A set of bookmarks
    3. A thorough understanding of the hostile alliance, preferably JB passwords, locations, and a spy in their intel channel

    I will elaborate on all the above now.

    --------------------------------------------

    1. - Fits

    Any of the 4 stealthbombers will work for this, althought the purifier and hound are the better of the 4.

    [Hound, jb gank]
    Ballistic Control System II
    Ballistic Control System II
    Co-Processor II

    Medium Azeotropic Ward Salubrity I
    1MN Afterburner II
    Warp Disruptor II

    'Arbalest' Siege Missile Launcher, Caldari Navy Bane Torpedo
    'Arbalest' Siege Missile Launcher, Caldari Navy Bane Torpedo
    'Arbalest' Siege Missile Launcher, Caldari Navy Bane Torpedo
    Covert Ops Cloaking Device II
    [empty high slot]

    Small Warhead Calefaction Catalyst I
    Small Ancillary Current Router I


    [Purifier, gank on JB]
    Ballistic Control System II
    Ballistic Control System II
    Co-Processor II

    1MN Afterburner II
    Medium Azeotropic Ward Salubrity I
    Warp Disruptor II

    'Arbalest' Siege Missile Launcher, Caldari Navy Mjolnir Torpedo
    'Arbalest' Siege Missile Launcher, Caldari Navy Mjolnir Torpedo
    'Arbalest' Siege Missile Launcher, Caldari Navy Mjolnir Torpedo
    Covert Ops Cloaking Device II
    125mm Gatling AutoCannon II, Barrage S

    Small Bay Loading Accelerator I
    Small Warhead Calefaction Catalyst I

    --------------------

    You will notice that none of those 2 have bomb launchers on them.

    I consider bombs a complete waste for JB camping

    A) anything you can instapop with a bomb you can probably kill with torps, or it isn't worth your time.
    B) you can only carry a few bombs, and will quickly be out of ammo
    C) your target selection is much lower as you sacrifice dps, tank, or both to fit it.

    My above two fits are designed for maximum dps on a single target.

    With the above fits you can engage anything from another covops up to a battleship. Cruisers are much more situational, and in general stay away from HACs or most t2 midsized ships as they will FUCK. YOU. UP.

    I will elaborate more on the actual usage at the end.

    -------------------------------------

    2. - Bookmarks

    You will require 3-5 bookmarks per JB you plan on camping.

    The first should be of the POS itself. You can use this as a general reference point, a safepoint(you have the PW right?), and an easy bowling warpin point if you see someone afk inside =)

    The second and third should be locations between the POS itself and the JB. They should be no more than 20 or so km from the JB, and should be as close to the edge of the shields as possible. It is adviseable to have as many of these as possible as after several hours of gankage I've had entire fleets trawl around dramiels with drones trying to catch me-dont use the same spot all the time.

    The 4th should be a spot above or below the POS and at least 150-200km from the jump bridge itself. I have had hostiles rapecage their own pos many times hoping to land me in a bubble and uncloak me. Use this spot to check for bubbles, and if it's clear, warp down to one of your safes on the JB.

    The 5th is somewhat optional - the JB itself. If you're absolutely nuts like me, you may want to go back and scoop the lewtz. A bookmark of the JB itself is handy as you can warp out and come back to the JB at zero easily and scoop/destroy wrecks.

    ----------------------------------

    3. - Meta

    After selecting an alliance, you should know what will be going through this jump bridge. Know which alliances to engage, and which not to.

    If I see a drake coming through that's from a main sov-holding pvp alliance, I will hesitate to engage it. If it's a drake coming through from a renter alliance, I'll engage it in a heartbeat (with the usual precautions ofc).

    ALWAYS ALWAYS ALWAYS know the password to the JB pos. This is extremely important as outlined below.

    A spy in their intel channel also helps out a ton. I don't know how many times I was saved by my spy last time I did this. Listen in the intel channel for "I'm going through in a bait tanked xxx specifically tanked against his dmg, yyy"(stealthbombers are VERY easily tanked if you know what you're looking for....one dmg type ftl).

    -------------------------

    4. - Application

    Sit cloaked in one of your spots around the JB, if possible move around so when u uncloak it's not exactly on your warpin.

    Wait for stuff to come in, if it looks engageable, shoot it.

    I typically engage any t1/t2 hauler, t1/t2 mining barge, or covops without worry.

    Battlecruisers can be engaged, but be EXTREMELY wary of them. Hurricanes will generally fuck you up unless theyre a nub pilot from a renter alliance(know thine enemy alliances). Drakes take full dmg, but can sometimes out tank you unless you're in a purifier. Ferox's are generally an easy kill, as are blaster brutixes(blaster range still sucks). Avoid laser ships like THE DEVIL. Harbingers not only melt your buffer, but typically have a solid enough tank and low enough sig that you won't be able to gank them before you die/have to gtfo.

    The same applies to BS, engage at will but know when to draw the line. I have solo'd and almost solo'd many BS, including a nightmare(one of the one's I solo'd). Your damage is very solid for your size, and almost noone expects their BS to be in any danger on a JB.

    Cruisers in general are a mixed bag. Shield tanked ones(Caracal, Blackbird) are typically easy kills and/or can't do much dps to you at the range you're at(beware the AM Caracal if it starts burning at you and you start taking dmg). Omens - See harbinger, but if it looks nubby engage at will. Arbitrators and Vexors will generally have a low enough sig that you do shit dmg, and their drones will eat you alive. Pretty much if it's armor tanked and has any way of hitting you at 20km, do not engage.

    Interceptors and faction frigs depend on how high their sig is, and if they look stupid enough to run their MWD straight at you.

    When you uncloak to engage, the first thing you need to do is turn your afterburner on, and start burning parallel to the shields (preferably keeping the target within point range) you may have to tack back and forth or up and down the shields. This both increases transversal for the POS guns(which generally can't hit you as long as you're moving) and increases transversal against your target should it turn out to be capable of raping you.

    If the target somehow manages to start dealing DPS high enough to kill you, simply spam approach on the POS, have the PW pre-entered, and laugh as they accuse you of HAX in local. Once you're inside the shield, wait til nothing is pointing you, and then warp out. Warp back cloaked to one of your safes(preferably the 200+ one incase they bubble up) and then back down to the bridge. Beware - do not delay too long as CCP doesnt really like fixing bugs in their game - I've died up to 10km inside a POS's shields to pos guns and other players outside. It's pretty much a tossup as to when ppl lose their locks once ur inside the shield. In general if you start taking dmg and the target isnt already/almost dead, gtfo.

    For longer fights don't be afraid to dip in and out of the POS shields to have them/pos jammers lose lock.

    I'm sure I forgot something as its now 3:15 AM my time and I just got off a 10+ hour shift at work, but you get the general idea. I have a shitton of fraps I should probably release sometime(~my pvp vid backbone~) that includes most of my POS ganking that I did, including some nice footage of some epic kills.

    In general, don't worry about losing bombers as it can and will happen. Your epic kills will easily make up for it and depending on what you kill 1-2haulers or any targets in general will make up for your loss efficiency wise.

    -Lords

  10. #10
    Girt's Avatar
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    +1

    Very nice, will try some of this out. All i'd add to that is try and use T2 launchers so stuff drops faster-

    [Hound, Podcat]
    Shadow Serpentis Co-Processor
    Ballistic Control System II
    Ballistic Control System II

    Medium F-S9 Regolith Shield Induction
    Cold-Gas I Arcjet Thrusters
    Warp Disruptor II

    Salvager II
    Covert Ops Cloaking Device II
    Siege Missile Launcher II,Caldari Navy Bane Torpedo
    Siege Missile Launcher II,Caldari Navy Bane Torpedo
    Siege Missile Launcher II,Caldari Navy Bane Torpedo

    Small Ancillary Current Router I
    Small Bay Loading Accelerator II

    Or if your a jew-

    [Hound, Podcat]
    Co-Processor II
    Ballistic Control System II
    Ballistic Control System II

    1MN Afterburner II
    Medium F-S9 Regolith Shield Induction
    Faint Warp Disruptor I

    Covert Ops Cloaking Device II
    Salvager II
    Siege Missile Launcher II, Bane Rage Torpedo
    Siege Missile Launcher II, Bane Rage Torpedo
    Siege Missile Launcher II, Bane Rage Torpedo

    Small Ancillary Current Router I
    Small Bay Loading Accelerator II

  11. #11
    HEY LOOK AT ME I HAVE A TITAN LordsServant's Avatar
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    Rage torpedo's dont work well vs much, and in your second fit you have a named disruptor. A t2 disruptor is key as it allows you to maintain your range between shields and jump bridge. A faction co-pro cranks your losses value up as you can and will lose bombers. The key is maintaining your kills and minimizing their victories as they see you as this mythical being camping their gate destroying BS and indy alike..when they finally kill you, you show them only t2 mods for their "victory".

    Ofc with my next idea/ship I'm totally breaking that idea but.... :P

    -LS

  12. #12
    Girt's Avatar
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    Quote Originally Posted by LordsServant View Post
    Rage torpedo's dont work well vs much, and in your second fit you have a named disruptor. A t2 disruptor is key as it allows you to maintain your range between shields and jump bridge. A faction co-pro cranks your losses value up as you can and will lose bombers. The key is maintaining your kills and minimizing their victories as they see you as this mythical being camping their gate destroying BS and indy alike..when they finally kill you, you show them only t2 mods for their "victory".

    Ofc with my next idea/ship I'm totally breaking that idea but.... :P

    -LS
    Rage ammo is just because I copy pasted from the hound thread, bane ftw. Agree about the named point but I think you could still pull it off.

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