Structure Combat Part I

The most common type of fleet PVP in Eve is definitely structure bashing. There are so many citadels anchored across New Eden that it sometimes feels like there is hardly any space for ships left. Especially in low and null security space, citadels are the main conflict driver for major fleet PVP, but also in high security space citadels are commonly attacked by wardec corporations that are hired by wealthy traders.

A couple of years back Player Owned Starbases (short POSes) were the most common structure in the game, but since the introduction of citadels these are now mostly irrelevant. CCP is in the process of removing POSes from the game and most of their functionality  is already replaced by similar citadel features. Since POSes will go away soon, I will not explain POS bash mechanics which are bit different to citadel mechanics.

POS Tower

Types of Structures

There is a great number of different structures in the game. However there are only a few types that you can destroy by shooting them and that are set up by players.  

The most important ones are commonly referred to as Citadels, which is actually only the first type that has been released in the Citadel expansion. With later expansions CCP also introduced  Engineering Complexes and Refineries. The main game mechanics for all three types are similar, with only the ability to fit special modules and hull bonuses making them distinct.

The three types come in up to three different sizes: M, L and XL. These are the Astrahus (M), Fortizar (L) and Keepstar (XL) for Citadels, the Raitaru (M), Azbel (L) and Sotiyo (XL) for Engineering Complexes and Athanor (M) and Tatara (L) for Refineries.

Raitaru Engineering Complex

A common feature of all three types is the ability to dock capital ships. The medium sized ones are open for all non combat capitals (freighters and jump freighters). The large ones also allow combat capitals to dock, while titans and supercarriers can only dock in the extra large versions. By this, the large and extra large versions are valuable assets in null security space to safely dock your capital fleet in your home systems or in hostile territory to stage from.

Keepstar Citadel, home of Titans and Supers

The second structure type, which can be destroyed by simply shooting it, are Player owned Customs Offices (short POCOs). POCOs are anchored close to planets and provide a way to get PI (Planetary Interaction) products from a planet into space. For all transfered goods, the player has to pay a transfer tax to the owner of the POCO.  POCOs cannot fit any modules like citadels and you cannot dock any ships in them. However, since the taxes earned by POCOs can be significant, they can also be a conflict driver.

The final structure types that are only used in null security space are the Ansiplex Jump Gate, the Pharolux Cyno Beacon and the Tenebrew Cyno Jammer.  These are also known as FLEX structures and share the same game mechanics.

The Ansiplex Jump Gate is used to set up an alliance owned jump bridge network. These function very similar to regular stargates, but can only connect to a second Ansiplex Jump Gate in a close by system. By putting up pairs of two, you can create a new connection between two systems. They are used similar to regular jump gates by clicking them in space and select the jump option of the Ansiplex.  The alliance can configure the Ansiplex that a fee must be paid for using them and that they are only usable for the own alliance members or also friendly alliances. Only one Ansiplex can be placed in a system.

 

The Pharolux Cyno Beacon can be used as beacon to jump your capital ships to. It is used like a regular cyno given by a cyno ship and is activated from the fleet menu or right clicking your capacitor in a jump capable capital ship and choosing the option Jump To

The Tenebrew Cyno Jammer prevents any ship from lighting a cyno in system.  This effect last 5 minutes after activating the structure.  This one is handy to deploy during big fights to prevent the opposing side to bring in new capital ships by lighting a cyno. 

Citadel Timers

To destroy a citadel you simply need to shoot it until it’s shield, armor and structure hitpoints run out.  The shield HP of a citadel can be attacked at any given time by any number of ships. Citadels have a significant amount of shield HP and also quite a big shield regeneration. To run down the shield HP of even a medium sized citadel in a timely fashion, you should at least have 1000 dps on the field. A medium sized Astrahus has 4.8 million shield HP, which comes to at least 80 minutes of shooting it without counting in shield regeneration with 1k dps.  All citadels have an upper damage limit for shield, armor and structure HP. For example an Astrahus citadel can only lose 5000 HP per second. This limits the minimum time a fleet can run down the shield HP of an Astrahus to about 25 minutes. The larger citadels have more HP but also have a bigger damage cap, which roughly results in a minimum time of 25 minutes to run down shield HP with max dps.

Once the shield HP are gone, the citadel enters a reinforcement mode and you cannot further apply damage until the reinforcement timer is over. The shield reinforcement timer is between 24 to 48 hours and the time of the day it runs out can be  roughly specified by the owner of the citadel.

Once the shield timer runs out, you can hit the armor HP of the citadel, after which you reach the armor reinforcement timer, which is up to one week depending on the space it is anchored in (high, low, null sec or wormhole space). The rough time of the day it runs out can again be specified by the owner of the citadel.  After the armor timer runs out,  you can hit the citadels structure HP. If the structure HP are gone too, the citadel will explode in a pretty explosion.

Azbel in Armor Timer

If a timer runs out and nobody applies damage to the structure, a repair timer between 15 to 60 minutes depending on the security status and military indexes of the system is started. If the repair timer runs out, the citadel becomes invulnerable again and regenerates all HP lost on the previous timers. If somebody shoots the citadel, the timer is stopped as long as you apply 10% of the maximum allowed damage.  A citadel has actually be fueled to be fully operational. If the citadel runs out of fuel, it enters a so called low power mode. By this, it loses parts of its shield and armor HP and you can hit until armor HP runs out for the armor timer to start.

Another special case, when a Citadel is quite vulnerable, is directly after the anchoring process. A Citadels needs about 6 days to be anchored, after which it is vulnerable for 15 minutes without any shield or armor HP. So, if you hit the Citadel in this time window, it can be destroyed directly without any timers.

When a Citadel is destroyed it will not automatically drop any items that are stored inside. It will only drop fuel from its fuel bay and the raw materials or products from any currently running industry job that has been started in the citadel. Items stored inside the citadel will miraculously be teleported to another citadel or station when it is destroyed. This process as called asset safety.

To get to the items stored in a Citadel, it first needs to go into abandoned state. This state is reached if the structure has been in low power mode for 7 days. If an abandoned structure is destroyed, it drops all items that were inside into space. An abandoned structure also has no timers anymore, so you can destroy it from shield into hull in one go. 

The mechanics for FLEX structure are very similar. They also need fuel to operate properly but go into a single timer once the shield and armor  hit points are gone.  FLEX structures only have this one timer that can be up to 24 hours long. If a FLEX structure goes into low power mode, you can destroy it in one go.  Once the structure starts the timer, it cannot be used anymore e.g. Ansiplexes won’t let you jump anymore.

POCO Timers

POCO bashing works very similar to citadel bashing. However,  POCOs only have one timer. Initially you can hit the shield HP and bring it down to 25%. After that the POCO enters reinforce mode reaching from 24 to 48 hours. After the shield timer runs out, it becomes vulnerable again but with 0% shield left. From that point on, you can hit armor and structure HP until it explodes. POCOs regenerate shield HP after the shield timer runs and if nobody shoots it the shield is repaired until it reaches 25% again. After that point the timer is reset and you need to push shield down to 25% to enter another shield reinforcement timer.

Reinforced POCOs are still fully functional and players can export PI products from and to the planet.

There is no maximum amount of damage you can apply to  a POCO, so bring plenty of dps to finish it off quickly. A POCO has 10 million shield HP, 2.5 million armor HP and 2 million structure HP, so a lot less than even a medium sized citadel.

POCO in Reinforcement Timer

After this very brief summary of structure bashing mechanics, I will explain  how structure weapons work and some of my personal experiences bashing them in the next part of this guide. So stay tuned for part II.

Public Fleet Communities: Bombers Bar

One of the most casual PVP activities in EVE is probably joining a public fleet for an afternoon to earn some nice killmails. There are a couple of communities for this in the game, with  – as far as I know – the oldest being Bombers Bar. As the name suggests, Bombers Bar is specialized on everything related to cloaky ships: hot dropping, cloaky gate camps and whaling fleets. They organize their operations by an in-game chat channel also called Bomber Bar, which contains the upcoming fleet schedule, resources for suggested fittings, a link to the Bombers Bar Discord channel and a selection of killmails from past fleets.

Bombers bar operates under a NPSI ( not purple shoot it) mode, which means they don’t have any allies or standings to other entities. If you are in a fleet, everybody apart from your fleet members are fair game to shoot if the FC calls for it. By this, you basically have the biggest potential target pool you can have in the game. However, you are not expected to shoot members of your own corp or alliance or any other party that has blue standing to you. In these cases, you simply don’t shoot the target.

How to join a fleet

Joining a fleet is very simple. Just check the fleet schedule in the Bombers Bar channel and wait until the time has come. The FC will then ping the fleet on the Bombers Bar Discord channel and link a formup channel in the main Bombers Bar chat. Simply join the formup channel and you will get a fleet invite for the fleet. On many fleets, you can even join when the fleet already started a while ago. Just type an X in the formup channel and you will sooner or later get an invite to the fleet.

Once you joined a fleet, the fleet MOTD will contain a password to one of the Bombers Bar Teamspeak channels. Bombers Bar operates their own Teamspeak server under voice.bombersbar.org, which everybody can join. To join one of the sub-channels that are used for fleets, you will need the password that you can find in the fleet MOTD.

The fleet MOTD will also contain instructions where the fleet will form or how to catch up if the fleet already left. Some fleets take place from a wormhole location and you will need to travel to a system where you can enter the wormhole. In that case just ask in fleet for somebody to pick you up and show you the way to the fleet location.  Otherwise just travel to the system and follow the instructions the FC will give on Teamspeak for the formup.

Cloaky Ships

There are five different classes of cloaky ships that are used for fleet PVP and additionally some support ships that fulfill special roles in fleet. Just to get an idea what kind of the ships you could bring to a Bombers Bar fleet, I will give a quick overview of the different classes. If you want a deeper inside for fitting options, just check the BB-Fittings in-game channel, which lists a huge number of fittings for the different ship classes.

One common characteristic of all these ships is the ability to fit a covert-ops cloaking device, which allows you to warp cloaked.

Stealth Bombers: These are the main line ships for any Bombers Bar fleet.  Bombers are so called glass cannons, which means they deal great amount of damage but have generally very little tank. Each race has its own version, which slightly differs in slot layout and each get a damage bonus for a different torpedo type. The main weapon system are torpedo launchers, which get a fitting bonus and bigger range by the bomber’s hull bonuses. Torpedos work best on big targets, so Bombers apply damage very poorly to smaller ships.  To fly bombers, you will need the racial frigate skill and Electronic Upgrades to level 5 to unlock the Covert-Ops skill.

Force Recons: Recons are the cloaky T2 version of the electronic warfare cruisers. Each race has a specific force recon ship with range bonuses to the racial ewar system. These are the Falcon for ECM modules, the Rapier for stasis webifiers, the Pilgrim for energy neutralizers and the Arazu for warp scramblers and disruptors. Force recons need quite some skills to level 5 to unlock and are a long train. Additionally, the Recon skill gives this ship class great bonuses per level, so you should also train the Recon skill to level 5 which is  another long train. Force recons are a great addition to any cloaky fleet, since they can fulfill roles that are very badly done by bombers, e.g. pointing a target far off or slowing it down to allow bombers to apply better damage. Especially Falcons can increase the survival rate of a bomber fleet a lot by jamming the targets to protect the weakly tanked bombers.

Tech 3  Cruisers: Each racial T3 cruiser (short T3C) can fit a subsystem called Covert Reconfiguration, which allows it to fit a covert ops cloak. The fitting options of T3Cs are too big to cover them in this post, but you can fit them as e-war support, damage dealers, probers and even logistic ships. However, they need an even longer training than recons and come with a big price tag. That’s why they are not used as common as bombers and recons. Losing a few T3Cs can be as costly as losing an entire fleet of bombers.

Black Ops Battleships: Black Ops Battleships ( short: BLOPS) are a racial specific T2 battleship that can create jump bridge to an active Cynosural Field Generator. Every ships with that can fit a covert ops cloak can use this jump cortal to jump within 5km of the ship that activated the cyno module. By this you can jump an entire fleet of bombers and recons on an enemy target. This is also one of the main tactics to engage for a bomber fleet. BLOPSes can be fitted as damage dealing ships but are quite pricey as well and usually not worth the risk to loose them in combat. To jump a ship through its jump portal, a BLOPS needs fuel located in a fuel bay of the ship.  BLOPSes are the only ship of this list that cannot use a covert ops cloaking device.

Blockade Runners: Blockade runners are a T2 transport ships that can fit a covert ops cloaking device. These are usually used in fleet to carry the extra fuel for a BLOPS and to store the loot dropped by the unlucky targets of a BLOPS bridge.

On the Hunt with Bombers Bar

I decided to join a couple of bombers bar fleets that took place in prime EU time zone of about 17:00 EVE, which is a quite convenient time for me. The fleet type that was scheduled was “Armada” and I had no clue what that might be. So I joined the formup channel and soon got an invite to fleet after the formup started. I joined bombers bar mumble with the password from the MOTD and got instructions to travel to a high sec system where the FC was going to pick up the fleet. So I fitted a bomber as suggested in the bombers bar fittings and made my way to the formup location. The FC waited on a wormhole in that system and I learned that we needed to go through a couple of wormholes to reach our target wormhole system. So I followed the FCs instructions and bookmarked the wormholes we passed through until we finally reached our destination wormhole. This wormhole had a so called static null sec exit, which means that there is always a wormhole active in system that leads into null security space.

The fleet now gathered around this wormhole and some fleet members in tackle ships  jumped through and checked the surrounding systems for targets to cyno bridge on. Apparently everybody is ratting in carriers and super carriers these days in null sec, which are the targets we were looking for.

waiting on the null sec static wormhole

If the tackle guys couldn’t find any targets  the wormhole was “rolled”, which means you jump a couple of battleships through and back until the hole reaches critical mass and collapses. Soon after a new null sec wormhole will pop up somewhere in system. The FC scans down the new hole, the fleet positions on it and the hunters jump through again. This is kind of the rhythm of the fleet. Actually it can take a couple of these cycles to find a proper target, since the null sec system the static hole leads to is random. It might be a very quiet region that is not worth hunting or there might just be no targets. But sooner or later we always found somebody.

On my first fleet, we found a ratting Test Thannatos in Esotria and the fleet was told to jump through the hole and approach our fleet’st BLOPs on the other side. The BLOPs soon bridged us on top of the Thanny and we started to apply damage. We had over 100 bombers and a dozen of recons in fleet and the Thannatos was quickly killed.  

On my second night of hunting we discovered a ratting Nyx and things got very busy quickly. We jumped the hole, approached our BLOPS and bridged on top of the Nyx. The Nyx almost immediately bridged a FAX in for help and the fleet started to apply damage to the Minokawa, which quickly died. While working on the FAX, a Phoenix jumped in too, which became the next victim.

Phoenix under fire

After these two kills we started working on the Nyx again. However, killing the two caps took a couple of minutes, which was enough for our enemies to organize a defence fleet and finally about 20 caps and a few supers bridged in to save the Nyx. This was way too much to handle for our 50 man bomber fleet and we started to loose some bombers quickly. So the FC called to disengage and everybody to cloak up. Still, this was a very cool fight and shows how big the battles with bombers bar quickly can become. Here is the final battlereport.

shooting the Nyx

On my third and final night, we managed to bridge on a Goonswarm Rorqual in Delve. However, I quickly learned that Goons are very good in protecting their Rorquals, because almost as soon as we landed they bridged an Erebus and a Nyx into system, which started to kill bombers. The Rorqual went into PANIC mode, which makes it invulnerable for a couple of minutes and we could only disengage again and made our way back into the wormhole.Lesson learned: Goons have quite some supers and titans on standy to kick ass.

Later on that night, we at least caught another ratting Test Thannatos in Esoteria, so the fleet was still a success.

To bring this post to an end I must say that I really enjoyed my bombers bar fleets a lot. The bombers bar FCs and members are very friendly and explain everything you need to know if you are new to covert ops fleets.  The battles can be quite big in scale and very exciting , with lots of capital ships involved. I can just highly recommend to join a fleet if you have the chance, to get a couple of nice cap kills on you killboard and learn the art of covert warfare.

Low Sec Gate Camping – Part 2

Before I am going to write about my experiences running my camp, I want to give you a brief explanation of the two fits I am going to use. As mentioned in the previous post, I will fly a Svipul as fast tackle, a Gnosis for additional dps and a cloaky scout to watch the high-sec side of my gate.

The Svipul Fit

Instalock Svipul

High Slots: 4 280mm Howitzer Artillery II and a single Rocket Launcher. The Artillery Guns have a good optimal range of around 11 km and do an overheated 370 dps.  The Rocket Launcher adds another 20 dps, but only applies damage if the target gets closer to gate. With this setup you can nicely hit anything that decloaks on your gate.

Mid Slots: 2 Sensor Booster II with Scan Resolution Scripts to increase Scan Res to 1600 (1800 with heat). This is good enough to lock anything down to T1 frigates. Only thing you won’t be able to lock are interceptors but these mostly instawarp anyways.  A Tracking Computer to increase your applied damage against small moving targets, since you only have 2-3 shots to kill your target until gate guns will tear you apart. Finally, A Warp Disruptor II ( 24 km range) to point your target.

Low Slots: 200m Steel Plates, an Adaptive Nano Plating and a Damage Control II for tank. This gives you 12k ehp in Svipul defence mode, which should be enough to be hit by gate guns for around 30 seconds. A Gyrostabilizer to increase the damage of your guns.

Rig slots: A Kinetic and Thermal Armour Pump I to increase resists against the gate gun damage. The gate guns are most likely the greatest source of damage, so I prefer to tank specifically against them.  A Small Projectile Burst Aerator II to further increase arty damage.

Ammunition: Republic Fleet EMP/Fusion to shoot at shield/armour tanked ships. Usually you won’t have time to switch ammo before engaging, but I doesn’t hurt to be able to. Also carry scripts for the Sensor Boosters and the Targeting Computer and some Nanite Repair Paste to repair heat damage on your modules if needed.

How to fly it:

You basically sit in sharpshooter mode and all mid-slots running 0 km from the gate. When your scout sees a target land on the other side you overheat and pre-activate the Warp Disruptor II and your guns. By this, as soon as you lock anything, they will activate automatically on the target. When the target jumps through and decloaks, you lock it, shoot once and switch to defence mode to increase you resists and ehp against the gate guns. From now on you have around 30 seconds to kill your target, align and warp out to a bookmark further than 150 km away from the gate to avoid gate guns. If you caught a big target, it is a good idea to switch the Svipul to a bigger ship at a citadel to bring more dps to the gate while the Gnosis (see further down) keeps your victim tackled.

The Gnosis Fit

Gnosis Fit

This fit is conceptually very similar to the Svipul fit above, only one size bigger.

High Slots: 5 x 720mm Prototype Siege Cannons with good range (28.8 optimal) and dps (513 dps with heat). A Information Command Burst II to further increase the scan resolution of the Gnosis but also of the Svipul which should be in the same fleet.

Mid Slots: Sensor Booster IIs and a Warp Disruptor II. Additionally the Gnosis has a Stasis Webifier, a Warp Scrambler II and a MWD. By this, the Gnosis can get close to the target fast and apply the web and scram to pin down a target and preventing it from jumping back through the gate.

Low Slots:  A heavy armor tank (54k ehp) with 1600mm Plates, 2 x Energized Adaptive Nano Membrane II and a Damage Control II. A Gyrostabilizer II to further increase arty damage.

Rig Slots: a Medium Projectile Collision Accelerator I for more damage and a Medium Trimark Armor Pump I for more buffer tank

Ammunition: Republic Fleet EMP/Fusion against shield/armor tanked ships and Sensor Optimization Charges to boost scan resolution with the command burst module. Finally a set of Warrior II drones and some Nanite Repair Paste.

How to fly it:

The tactic is very similar to the Svipul. However, since the Gnosis cannot lock small ships fast enough, it depends on the Svipul to get initial point and then takes over to point the target if the Svipul needs to leave the grid because of gate guns. As soon as the target decloaks, you start to burn towards the target with MWD switched on. When in range, switch on the warp scrambler (10km with heat) and stasis webifier (13km with heat) to pin down the target. Since the Gnosis has much more tank, it can resist the gate guns a lot longer than the Svipul. Don’t get too close to the victim because the arty guns will not be able to hit anymore. Stay between 8-10 km off your target if possible.

How did it go?

I fitted my ships in Jita and shipped them over to Nonni, the last high sec system before my target system of Aunenen. I also bought a bunch of other ships like two Brutix, a ENI, a Megathron and an Armageddon to switch into if more dps was needed. From there I flew the ships over to Aunenen when the gate was not camped by another party. 

The first thing I noticed was, that the gate is very frequently camped by the local pirate group  SEV7N-SINS, that were usually camping it in a bunch of Gnosis. Looking at their killboard, these guys do not much other then to camp the three major high-sec/low-sec gates in the region (Tama, Mara and Aunenen). However, with a little patience I was able to find free time slots when my operation could take over from theirs.

I spent about 8 hours camping the gate in sessions of 1-2 hours. In general, the gate is quite busy with 50-100 ships passing through per hour, of which maybe half are travel interceptors that are impossible to catch with my setup. This still leaves a healthy 25-50 ships jumping through per hour that were possible targets. Many of these guys seem to be high sec players who just just pass through the system without any idea that they are leaving the safety of high-sec.

waiting on the gate …

Within these 8 hours I managed to kill 27 unlucky guys worth 2.3 billion isk in total. Some highlights of these were this ratting Gila that engaged my Gnosis on gate, this brawling Brutix that gave a really good fight and finally this badly fitted 1.3 billion isk Badger. Many of the other kills were more badly fitted Industrials, explorers  and the odd cyno ship that was passing by. However, additionally to these kills I had a bunch of good fights against target that I couldn’t kill.  There was a Armageddon that was playing games with me for a while and there was even a guy jumping his Rorqual to the gate to brawl with my two backup battleships. Strangely, there are quite some mission runner battleships that jump into Aunenen that a bigger camping party could destroy.

Killmarks keep coming

Now to the bad part: the losses. As I said, SEV7N-SINS camp Nonni gate frequently and tried to kill me a couple of times while I was on duty. They tried different tactics from brute force Gnosisis warp to me to a cloaky Stratios pointing me after I aggressed a target. That is how they eventually managed to kill one of my Svipuls. In the end I simply did not camp whenever more than three of them were in system, which looks like it is the critical number for them to be active. One other loss happened when I engaged a ship and while I was fighting my victim a hostile fleet landed right on top of me killed my Brutix.

So in total I lost 140 mil isk (120 mil after insurance) in ships during these 8 hours. However I was able to loot  1.3 billion isk from the wrecks of my victims, mostly from a single Excavator Mining Drone dropped by one of the haulers. But even without that drop, the remaining 300 mil in loot easily replaced my 140 mil in losses. Even without the lucky drop this would result in around 19 mil isk / hour after losses, which is not bad considering most people think PVP activities cost instead of earn isk.

To sum things up, I think low-sec gate camping is a very nice activity to do with a few friends or even alone if you have at least two accounts available. With an active gate like the Nonni gate in Aunenen this can sometimes even escalate to challenging small gang PVP. Since I have all my gear in place now, I am sure I will revisit Aunenen again to see if I can score another lucky drop from a high-sec care bear.

 

 

Disclaimer: No Excavator Drones were killed for this blog post.

still alive!