Black Ops guide needed

I was asked to skill up to a Sin and purchase one… which I did.

I have some questions as all of the info is very vague.

First, here’s what I do know:

BLOPS can’t warp while cloaked.
The Scout ship can’t open the Covert Cyno while cloaked.
BLOPS can’t jump while cloaked.

So… The scout ship, jumps through the gate, cloaks, finds a target, tackles it, and turns on the Covert Cyno.

The BLOPs fleet jumps in uncloaked, BLAPS target, cloaks, and waits for peace and quiet or another cyno to get out of there since the fleet can’t warp off while cloaked.

Is this the way engagements happen in this sort of scenario?

Also, does anyone have a good fit for a Sin? I can do T2 of everything that would go on it (except for the Covert Cyno Generator. I can’t fit that yet)

That’s one method, yes. Another I’ve seen is cyno’ing in an entire fleet of Black Ops ships on a target.

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So this whole thing is like a mobile gate camp.

It can be, yes. Minus the gate.

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Thanks

Not so much changed. There are MJDs now and Damage Controls are passive.
For Fleets you wanna be an Armor Sin for Solo you can try to pull it off with a blingy shield booster. but beware of Marauders, those can be scary and will nuke your ass if they don’t have a ■■■■ PVE fit ^^

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I saw this video recently shared on reddit, it may help you get to know the potentials of a Sin.

Also if you do some zkillboard lookups on the guy you can get a nice fit:

Yep, that’s the basic idea of it.

Also if you’re going to bring others along during the jump you can either bridge or conduit jump them.

In both cases you’ll need to have the covert ops bridge module fit on your Sin.

Thank you!!

Yep. I know well the power of a marauder. I have a blaster fit Kronos. It’s deadly! My corp leader and I dueled once and even with him coming in at full speed, I took out his cruiser in 3 hits.

And to avoid unnecessary mistakes, please check:

  • is the cyno character within jump range?
  • does the cyno character have enough liquid ozone?
  • is the cyno going slow enough to light the cyno?
  • does the blops have enough fuel?
  • is it the right flavour of fuel?
  • is everyone who wants to be conduited along with the blops within 10km of the blops and uncloaked?
  • does the blops have a bridge module fit? (not necessary for solo jumping)

I’ve seen a whole lot of mistakes in each of those points

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Really? I read that you don’t need the module fit to take the jump- just to drop the covert cyno. I won’t be the lead ship.

For solo jumping it’s not needed indeed. If you want to bridge or take along others with conduit jump you need one.

got it

Two of the best Sin pilots in all of EVE (unfortunately inactive for years now but their fits and accomplishments still matter).

It also depends on how many characters you bring. If you solo drop a Marauder, it can be iffy. If you drop like 3-4 chars, with a Neutralizer Sin and the Rest Widows, no PVE Marauder can do anything to you. speaks from ample experience from dunks PVP Vargurs are an issue (as their weapons need Cap and they have XLASB, but other than that Marauders are not that dangerous with the right tools and number of chars.

Eh, you missed the 3 most important rules of BlacKOps’ing:

  • Rule #1: double-check that the target can’t fight back, triple-check that!
  • Rule #2: if the target happens to have guns, missiles or drones, either bring 3x as much RemoteRep and ECM as nessessary and or outnumber him at least 10:1
  • Rule #3: if by any chance the target might get support, make sure you have a regular cyno and an escalation fleet at your back that can stomp those as well

Additional precautions for real pros:

  • save some flaming comments into your notepad in case the worst thing ever happens: you got baited and actually the dropped target kills one of your ships. You can save your space honor by flaming him in local how cowardly he is to bring the blob to your knightly engagement

Stick to these and your fitting absolutely won’t matter. T2 will do for 99% of all scenarios a typical BlackOps will find itself in. :rofl:

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You’re mistaken, those rules are only for those who don’t want to take risks.

The most fun I’ve had in blackops fleets is when we dropped bombers on ships that are supposedly our biggest threats: a fleet of other frigates and destroyers. Or dropped on a gatecamp knowing they could fight back but get out ISK positive.

Not every blackops fleet is meant to be risk-averse, you know. Sometimes a little risk can make it more fun, it’s not like bombers are expensive. :wink:

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Nah, I was being a bit sarcastic. Of course as always there are some people using them to actually get fights, but the majority is using them to curbstomp, simple as that. The efficiency rating of most BlackOps is well over 95% on Zkill, probably even higher, so by definition they are not really risked during their activity, the loss here and there comes from newbs who don’t know what they do, disconnects, mess-ups on execution (BO jumping alone instead of opening the bridge) or actually mistakes in judgement when it comes to choice of target.

So forgive me, having seen this stuff for years (and yeah I even played RR-Legion on some BO drops), I never could find that stuff very attractive. I have the Redeemer on Mastery V for years, never even bothered to buy one. I just dislike hotdropping, the game could live without that <1% “good fights” generated with BOs and the benefits of allowing more roaming and brawling engagements without the risk of being cynoed would by far outweight that. But thats just me, everyone can feel free to disagree here.

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Thanks!

Train Jump Drive Calibration V.
DO NOT undock a BLOPS until you have it.
JDC IV will get left behind at some stage.

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Yeah I read that same thing elsewhere. Another month. This ship can sit on a shelf for a while.