Since Nullifiers, Can anything stop a Deep Space Transport now?

No they are not.

And no you can still catch people with a nullifier in a bubble.

They should at least make faction stabs be +3.

Anyone who fits a faction stab and then travels though an area where stabs are worth having, is taking a risk of losing a faction item. They should get some reward for that.

add remote warp stabilizers >:D

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I agree about that.

I’ve been asking for +3 faction stabs from the moment the warp core changes were on the test server.

unfair is not a valid concept in eve, nor in real life

is it fair to get caught in an explo covop by a pvp ship in a relic site?
is it fair to get ganked by ten guys when you are solo?
is it fair to be kited by long-range sniping ships when your fleet is in a brawling doctrine?

Eve is not fair. that’s why we like it. Or we would join another mmo with pvp arenas with mirror classes and equal numbers

when you fly your DST, you play the cat and mouse game. And afaik, i never saw a mouse fighting 1v1 against a cat

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Mice don’t respawn when they die. The cat learns from each encounter. That’s why they are known to “play with” their prey sometimes. To learn a bit more about it before they kill it.

If it’s an inexperienced cat, the mouse just might get away.

Trouble is: you don’t want to make the game an “automatic win” for anybody. It’s not even because the loser might quit. Indeed, it is because the winner might get bored and quit. Now that they’ve “won the game”.

If two faction scrams is a guaranteed hold, then the only remaining counter play is the Microwarp drive trick. And maybe try ECM bursts, if you’re feeling lucky. Crawling back to the gate won’t do much for you unless the other side of that gate is hi sec. (Or you can reach high sec before their timer counts down.)

So one guy brings 2 scrams. The other sets up instalock. And your two person gank team is guaranteed to win every encounter.

“Game over. You win”.

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Be a bit more creative instead of defeatist.

If you can crawl back through the gate (which a solo dst against a solo hostile should be able to), you don’t need to fly all the way to high sec to get safe. Just warp to a random object at range, cloak up and by the time the guy who wanted to tackle you is allowed through the gate you’re sitting cloaked in space safely waiting out your timer until you can either log off or filament to other space. Yes, it might take some extra time, but you won’t die.

‘Every encounter’, until something combat-capable comes through and blows them up. That’s EVE.

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Oh!!!

I forgot about filaments. I am very glad to have conversed with you today.

Yep, if you want to be prepared well, bring a couple filaments that can get you to high sec via Pochven.

Personally I rarely fly a DST outside high sec. I have done it in in our own null sec space with standing fleet around, but I much much prefer using blockade runners. Those almost cannot get caught if you know what you’re doing.

They’re a bit smaller though than DSTs, which can be annoying, so I’m slowly saving up for a jump freighter now for when I have larger volumes to move safely in null/low sec.

That second filament may still take you from Pochven to Low sec, instead of high sec, so that may still land you in hot water. It depends and you can’t fully count on it.

That wouldn’t matter much* to a covert cloaked, fast aligning blockade runner, but a DST still has to rely on the cloak-MWD-trick, while being handicapped by very long align times. (* you’d also have to wait out the Timer while in Pochven)
Even half-decent hunters operating in small packs, will work together to de-cloak you by proximity, during align, then easily beat your 4 points with their scrams and will catch you on either side of the gate in low sec, should you try to burn back through the gate.

Docking up the DST for a long time and scouting potential low sec routes to high with another alt or in the corvette, may be your best option in that scenario, but best to avoid that problem all together.

Best way forward is to get good at getting past trouble in cheap covops and then move up to BRs. I wouldn’t use DSTs.

So it might be worth it to become friends with the Trigs after all?

I just looked it up to make sure: it looks like a repackaged shuttle only takes up 500 m3.

A DST could carry several without cutting very far into its overall capacity. Somewhat bigger sacrifice for a Blockade Runner, though.

Since they’re permanently nullified, they’re now basically the equivalent of what speed fit, unarmed interceptors used to be.

Yes, getting a small positive tick with the Trigs has always been worth it. Only minimal effort for neutral players and it saves you some potential trouble.

Shuttle does the job faster than the free corvette. The basic idea would stay the same: if you can finish the trip and the return trip, without getting blown up or encountering anything suspicious, then it’s probably a time and place where the odds are in your favor and you can take out the DST again.

Yes, bringing a spare packaged shuttle in the DST is a good idea.

A blockade runner doesn’t really need a scouting shuttle. Especially an align-fit BR travels faster and safer than almost all other ships and if it weren’t for the price difference the BR could be a scout for the shuttle.

By the time you finish scouting dock up get back into the dts undock and go on any Intel you gathered scouting is outdated and useless.

Not really, the intel is just a couple minutes old at most. The only thing you wouldn’t have scouted is a gatecamp that just happens to set up in that minute.

It’s not infallible, but it’s much better than no scouting at all.

For ls, I don’t even bother. Half a decade of regular dst hauling and I think I have lost 3? 2 because I was dumb one involving a cloaked arazue and 4 carriers.

For hostile null I use wh chains

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