I’ve realized in reading some of the posts recently that PvP to me is very different than it is for some, especially those that specialize in fleets.
I wanted to give an idea of the progression of tactics I expect from a skilled player… and perhaps some insight into how (in my mind) Eve became one of the greatest PvP games in history (before venues for this type of engagement were dramatically reduced).
For me, pvp is a very stressful set of moves and countermoves which ultimately ends in a champion and a loser.
I wanted to give an idea of a normal fight progression and the maneuvering I expect from a skilled opponent.
Suppose I was in a Punisher and I was fighting a Hawk. Both with AB builds.
I would typically assume my opponent will open with “orbit at 500” and “turn everything on.” He has a nicer ship… and will win.
I must change.
In order to reduce inbound damage from his rockets and increase damage output from my guns, I would fly a straight line, pulling him out behind me at optimal range or closer (probably if he changes nothing, he’ll end up about 500m behind me). This will make me do 100% damage and his damage to me will be greatly reduced by my speed… I will win.
He must change.
This will make him an easy kill for me, unless he selects “keep at range” and drops out of my range while still peppering me with rockets. While he gains a damage advantage with this maneuver, he works In the outer edge of his scrambler range and risks me getting away.
But I must change and choose to keep fighting or escape.
I can probably pull outside his scrambler range and escape… at this point asking whether I can mitigate the rocket damage enough with speed to continue the engagement is important. If he’s smart enough to follow this maneuver chain, and faster than I am… I may need to escape.
If I’m faster than he is, I’ll select a “keep at range” option near my optimal to keep damage up and transversal of my guns down. If he stays on “keep at range” we will fly in a straight line at max speed again favoring me.
And again, he must change.
If he’s faster, I’ll have already tried slingshotting him by running at him and away… meaning he will have to try to stay closer to me to prevent escape, giving me a chance to try to pull him out into a straight line again.
If I’m faster, he may select to “orbit at 500” to try to drop my speed and out-orbit my gun tracking.
I don’t know how this fight would end… I rarely fight someone who can react this many times.
Notice I didn’t mention officer fit shield modules or all the other crap people talk about in PvP. Most of that stuff just requires me to maneuver a little smarter.
If this sounds like fun, you need to get into small boat PvP.
It’s important for those who aren’t familiar with the logic behind this to see the elegant complexity of these sort of fights. It’s a thinkers game…
A tutorial that explains the basics: