EN24 discord
sov map

How To Take Advantage of Deadspace Complexes

September 16, 2014

Certainly every Eve player will have contact with them, yet their mechanics are not fully understood as of now.

The most obvious difference to conventional space in Eve is, that deadspace complexes, be they missions, DED sites, or faction warfare complexes, all share in common an acceleration gate that everyone will land at when warping to the complex its self or any target within it. Furthermore, warping between two points within a complex is not possible and allows the first group to take control to hold a significant advantage.

However, the boundaries are not well understood and so far it was assumed that fighters cannot enter them, which is especially important in factional warfare’s small ship focused PvP.

Today EN24 got information of a way to use the boundaries that these complexes inevitably must have in space, and presents you a way to use them to your advantage:

Step 1: Take a mission from an agent. The mission has to have a gate leading to a DEDSpace pocket. The other cases of gate protected pockets should also work, but I didn’t test it so … The more ship type restrictions on the gate – the better. So an ideal case would be something like Novice FW complex (but it has a huge disadvantage on which I’ll comment later).

Motivation: Whilst a ship is in a DED Space pocket, and is scanned with probes – it can’t be warped to. Whoever warps to the scanned ship, will land on the gate, will have to go through and will have a hell of a time trying to pinpoint the ship with D-Scan (if it’s not visible, of course) and try to reach it … All that has to happen VERY fast, if the ship is not to be allowed to escape.

Step 2: Take the fastest ship you can muster. Something like an interceptor under links + Quafe + determination, maybe even snake set if you fly with one in lowsec.

Step 3: Warp to the mission, go through the gate. You’ll land on the entry beacon. Drop a container (AFAIK they can be renamed, but I didn’t bother). Bookmark the container/beacon and name it – “Beacon” (Original, I know).

Step 4: Select an arbitrary direction ( I used … drum rolls… THE SUN because it’s easy to spot) and burn. Burn like the wind.

On the distance to be burned, there’s still some uncertainty. The criteria is whether you can or cannot be warped at zero to, so using an alt I had to probe along the course. While you’re still in the mission pocket, the alt will land on the gate. Once you exit it to normal space, the alt will land in your grid.

When I started burning, i had a preliminary educated guess of 10,000 km but it didn’t work with the alt still landing on the gate, I almost gave up but just by chance (not stopping the ship) discovered that at 17,000 km – my alt landed on my burning interceptor. I worked my way back, and “discovered” that the distance from the beacon that changes where someone lands after warping at you was – 15,300 km. There were reports of distances over 20,000 km as well so it might be dependent on the type of mission/plex.

Step 5: Once you understand the radius of the DEDSpace pocket sphere (I assume it’s a sphere) the rest is fairly easy.

Make a bookmark at +1-2km OUTSIDE the above mentioned sphere (mine was at ~15302km) name it “UNSAFE”

Make a bookmark at -1-2km INSIDE the sphere, towards the “BEACON” (mine was at ~15298km) name it “SAFE”

Step 6: Warp your carrier(s) to the “UNSAFE” bookmark and assign the fighters to your alt/mates.

Fighters can be also assigned (and recalled to) from within the sphere, but there were some spots where the fighters wouldn’t warp, some sort of a “border phenomena” so it’s best done from outside for certainty.

Step 7: With your carriers, approach the “SAFE” bookmark. MAKE SURE THAT THEY ARE SAFE BY TRYING TO WARP ANOTHER SHIP TO THEM. If that ship lands on the gate leading to the mission – you’re pretty much covered.

Step 8: You now have the DPS assigned from a carrier(s) to a smaller ship to do what you will with it, be it gatecamping, scanning out missioning carebears in the system or just as a preparation to a brawl that might occur in the system. The carriers can’t be landed on, and you’ll have more than 20 minutes to move them away before anyone can burn to you from inside the pocket.

Step 9: These bookmarks will remain true for the week that the mission stays active, with the slight effect of shifting (might have been my imagination) but I had to correct a couple of km on the next day for it to work. Test it by warping to the carrier to make sure. FW Plexes might have a disadvantage of de-spawning and exposing your carrier to a scan and warp at zero – something I didn’t test.

 

This guide was originally published by LeonM in the FHP forums and can be found by clicking here.