Showing posts with label fleet operation. Show all posts
Showing posts with label fleet operation. Show all posts

Thursday, 29 September 2011

Threat Assessment - My Answers

Earlier this week I pubished an article about Threat Assessment. At the end of that article I gave a few examples of opposing and friendly gang compositions, and asked for suggestions as to how you might tackle them. Quite a few of you have given your thoughts (either through the blog or via other means), and as promised here are mine.

Sunday, 25 September 2011

Threat Assessment - What Makes a Good Primary?

I've talked a lot recently about which ships make good or bad primary targets, so it's probably about time I explained why - what process do we go through to decide whether a particular ship should be taken down as a priority or left for later? We call this process Threat Assessment, and it can be broken down into two key questions: How much threat does a particular target present to me gang, and how quickly can I remove that threat.

Monday, 12 September 2011

Guest Article: FCing - The Soft Side

The following article was written by Christina Bamar, CEO of Agony Unleashed. It was originally written as an internal Agony article, but in the spirit of sharing knowledge we've decided to make it available to the public.

Saturday, 4 June 2011

Break Break FC - Fleet Comms in PVP

When you're out PVPing with other people, being able to communicate effectively is really important. This doesn't necessarily mean being strict on comms - some people will have their own preferences regarding comms discipline - however there are a few simple guidelines which will make your life much easier.

Tuesday, 4 January 2011

Intelligence & Counter-Intelligence, Part 2 - Would You Kindly

Last entry we spoke about how important it is to know stuff. Of course, any opponent worth their subscription is likely to be trying very hard to know stuff too.

Believe it or not, most people are opposed to the idea of throwing themselves into a situation where they are likely to lose. Add a bunch of their friends into the mix, and many FCs will err on the side of caution and only take fights where they have a reasonable expectation of winning. There are a a fair number of noteable exceptions to this rule, many of whom I have a great deal of respect for as a result, but for the most part it holds true.

So here's our problem - our gang finds an opposing gang which we'd rather like to make explode. If we've both been watching carefully the chances are both gangs know what the opposing gang has, and quite often one side will look better than the other. Depending on the disposition of each FC, one or more may decide that actually, the other gang is too much for them to handle and bug out. Assuming our gang is capable of beating the other, how do we convince them to go into a fight they have a good possibility of losing?

Wednesday, 29 December 2010

Intelligence & Counter-intelligence, Part 1 - Because Knowing is Half the Battle

This is intended as the first of a number of articles dealing with intelligence in Eve PVP.

All cliches aside, the more you know about a situation before you commit to it, and the better you're able to control what your opponent knows, the easier things are going to be for you. The former allows you to avoid situations you don't want, and capitalise on those you do. The latter lets you convince your opponent to do exactly the opposite.

This article is going to focus on the first of those two points.

The Altruist is the Eve Online blog of Azual Skoll, PVP instructor and small gang PVPer.

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