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I'm your host, Jester. I've been an EVE Online player for about six years. One of my four mains is Ripard Teg, pictured at left. Sadly, I've succumbed to "bittervet" disease, but I'm wandering the New Eden landscape (and from time to time, the MMO landscape) in search of a cure.
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Wednesday, September 28, 2011

Fit of the Week: Gate Camp Huginn

[Huginn, Gate Camper]
Damage Control II
Overdrive Injector System II
Signal Amplifier II

10MN Afterburner II
Invulnerability Field II
Invulnerability Field II
Dread Guristas Stasis Webifier
Dread Guristas Stasis Webifier
Large Shield Extender II

Heavy Missile Launcher II, Caldari Navy Widowmaker Heavy Missile
Heavy Missile Launcher II, Caldari Navy Widowmaker Heavy Missile
Heavy Missile Launcher II, Caldari Navy Widowmaker Heavy Missile
650mm Artillery Cannon II, Republic Fleet EMP M
650mm Artillery Cannon II, Republic Fleet EMP M
Salvager I

Medium Anti-Kinetic Screen Reinforcer I
Medium Core Defence Field Extender I

Hornet EC-300 x5
Warrior II x3

I'm finding that for gate-camps, there's an increasing reliance on luck, catch bubbles, and raw DPS to catch prey.  This is even becoming prevalent among null-sec pilots that really should know better.  A lot of the more subtle skills and experience that used to be requisite for a solid null-sec pilot seem to be falling by the boards, except in the truly exceptional PvP alliances.  Part of this is risk adversity: other than Drams, use of interceptors is becoming a lost art, for instance, as pilots bemoan their fragility.  As the average DPS of null-sec ships increases and T3 cruisers become more prevalent, this phenomenon is also affecting Recon ships.

As a result, flying Recons is also becoming a lost art.

But Recons of all forms are ideal for gate-camping!  Any gate-camp that doesn't include at least a couple of Recons of various types is -- to my mind -- automatically a failed gate camp.  Gate camps are all about scoring quick, easy kills with minimal risk, and if there is a ship class that's better at assisting with this than the Recon, I'd like to know about it.  ;-)

The special attacks and defenses that a Recon gives you -- virtually no matter the Recon -- are particularly useful for gate-camps, which usually involve pick-up fleets with little or no doctrine being used.  And Combat Recons are particularly suffering due to their lack of cloaks.  It's rare any more to see Combat Recons being used by PvP alliance outside of Alliance Tournament matches.  Yet the Lach is still great for preventing warp-offs by targets outside of your catch bubbles.  Rooks and Curses are ideal for shutting down enemy offense and letting your gate-camp escape fleets that are too much for you.

And then there's my particular favorite Combat Recon, the Huginn.  Huginns were born to gate-camp.

In today's world of highly tanky combat ships, the biggest worry about a gate-camp is often not finding prey, it's keeping the prey on your own side of the gate so that you can kill it.  Interceptor pilots are becoming more and more rare, and interceptor pilots willing to skip whoring on a mail to ensure the fleet gets a kill are becoming vanishingly so.  As a result, it's often a safe move when you jump into a gate-camp to simply burn back to the gate.  Unless the gate-camping fleet is enormous or your ship is fragile, they may not have the DPS to prevent you from leaving the battle.  And since they often won't have an interceptor willing to forgo shooting at you to jump through to the other side of the gate to catch you there, you'll often find the entire gate-camp aggressing on you in the hopes of killing you before you reach the gate.

And even if by some miracle an interceptor pilot resists the urge to KM whore and jumps through with you when you escape, given how bad a lot of interceptor pilots are becoming in EVE, that's no guarantee that he's actually gonna catch you on the other side.  These days, you have even money chances of warping off before the inty pilot figures out which one is his ass and which one is a hole in the ground.  ;-)

So, if you'd like to ensure some kills out of your gate-camp, please... please... invite a Huginn along.

The DPS that the Huginn provides is no great shakes: 200 or less.  Its awful mix of guns and missiles is really no better than KM whoring weapons themselves.  You invite a Huginn for its strong resist tank and at least dual webs.  And if those webs are faction of some kind, so much the better.  I like relatively cheap Dread Guristas on mine: they push an unbonused Huginn to a 52km web range.

That and some long-range guns will allow this Huginn to sit pretty much anywhere outside of a potential target's range, and yet add a little bit of DPS and ensure that target will not be making it back to the gate.  35 to 40km off the gate is best.

An overheated afterburner on this fit is good for close to 1000m/s, which is plenty for a ship with two long-range webs.  The Huginn is not going to have any trouble out-running anything trying to catch it except the most determined frigate.  That frig can be chased off with the ship's limited DPS and a flight of Hornet ECM drones.  And that assumes they get anywhere near you.  Frigates are why you're using faction webs to stand off 40km or so from the gate you're camping in the first place.  If you encounter more frigates than you can handle, just warp off.

The Signal Amplifier is mostly there to act as a poor man's Sensor Booster.  But this Huginn operates best with a Remote Sensor Booster or two provided by a friendly (which any competent gate-camp fleet will be able to provide).  The Salvager gives you something to do between targets.  And the tank is strong enough that it should be able to stand up to low-sec gate guns long enough for someone stronger in the fleet to take over the tackle.  Just align while you wait for this to happen, then warp off if you don't have logi support.

Let no-one escape you.  :-)


  1. It should be noted that the huginn needs to wait for a point to land before activating it's webs, otherwise they will bring the target's align time down and it will insta-warp.

  2. Yep, truth. The webs are for people trying to burn back to the gate or burn out of catch bubbles, not for people trying to warp off.


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