Combat Tactics
The combat ahead is designed to test your ability to properly identify threats and prioritize targets. You will encounter multiple hostiles, and will need to
choose which to engage first. Your target will be using Warp Scramblers and Stasis Webifiers, so be prepared!
One strategy is to focus on weaker ships first. Although fragile, some ships can deal out significant damage, so removing them from the field as quickly as
possible will lower the combined damage coming to you.
In this mission however, you only have to kill a specific person, so perhaps you will want to ignore the wingmen and “tank” them as you focus on
assassinating your target.
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Having a greater maximum speed than your opponent means you can dictate how the engagement takes place. You may want to consider using an afterburner for
this mission.
Avoiding Web and Scramble Range: Having a greater speed will allow you to avoid the webs and scrams of your opponent, and keep you safe.
Remember however that longer-ranged weapons that operate outside of 10 km ranges (the range of webifiers) deal less damage.
Luring your opponents out: Often referred to as “kiting”. This strategy uses your superior velocity to lure out faster, and often weaker,
enemies from their group. Once they are separated, they are dispatched with long-range ammunition. The aim of the tactic is to remain outside the enemy’s
range, or so far away that incoming damage is lowered significantly, and yet close enough to still be able to destroy hostile ships.
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You can also use your speed to “tank” vessels using turret-based weaponry, simply by flying in a way that makes you more difficult to track. This is called
“speed tanking” and works on the concept of transversal velocity.
If your ship was sitting still, it would have zero transversal velocity, and would be very easy for guns to hit you. As a general rule, the faster your ship
moves, the greater its transversal velocity, but only if you move your ship laterally across the face of the hostile vessel shooting you. If you were to fly
directly towards a hostile gunship you would have a very lower transversal velocity, regardless of your speed, and guns would be able to hit you easily.
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The most effective method of approaching a gunship is to close range at a slightly indirect angle. The higher your speed, the harder it is for hostile guns
to track you. Damage from guns depends a great deal on tracking: If hostile guns can’t track you well, they won’t do much damage. Keep in mind that all of
this affects your own guns as well, and moving at high speed will make it equally difficult for you to track your enemies.
For more detailed information on how tracking works, consult the [Evelopedia].
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One commonly used tactic amongst capsuleers is pre-alignment. This involves selecting a celestial object (a planet, or a stargate, for example) and then
align to in the selected item panel above your overview.
Warping your ship involves three steps: activating warp, aligning to your destination, and finally, picking up sufficient base
velocity to engage your warp drives. If you are already aligned towards your destination and moving at full speed, then warping out of dangerous
situations becomes an instant thing ? the moment you tell your ship to warp to the celestial you’re aligned to, you will enter warp.
Obviously, if you are scrambled, then you will not be able to warp. For this reason, many capsuleers focus their initial fire on scramblers,
dispatching them before they settle into a celestial alignment and deal with the rest of their enemies.
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Please refer to the following EVElopedia article for more information about [general combat tactics].
Clicking done now will close this tutorial. To open it again, press F12, select the tutorials tab, expand
the advanced warfare folder, then choose the combat tactics option inside.
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