Solo PvP & Faction Warfare Guide
(A Quick and Easy Guide for Rookie Solo Pilots)
So, there are a lot of guides out there with hints and tips for aspiring pilots — I figured I’d share my knowledge from experience. This one’s focused on solo PvP in faction warfare (FW). A lot of the principles here apply elsewhere in New Eden, but FW is one of the best places to start learning how to fight and die gloriously on your own.
Ship Types
To be effective in faction warfare space, it’s generally best to fly faction frigates. They’re cheap compared to T2 hulls, hit hard, and — most importantly — can enter every FW plex.
Some of the more popular ships in FW space include:
- Caldari Navy Hookbill
- Federation Navy Comet
- Imperial Navy Slicer
- Republic Fleet Firetail
- Astero (my personal favorite)
Each has its own strengths. The Comet and Firetail excel at close-range brawling, while the Slicer and Hookbill shine in kiting roles. The Astero is a sneaky hybrid — perfect for ambushing and exploring.
Before undocking, research your ship and fitting style. Ask yourself:
- Do I want to kite (fight from range)?
- Do I want to brawl (get in close and melt faces)?
- Or do I like scram kiting (somewhere in between)?
Websites like zkillboard.com are great for researching popular fits. Remember: fit for the fight you want, not the fight you hope for.
Implants, Boosters & Links – “Getting an Edge”
Never assume your opponent is flying vanilla. Many solo pilots use every advantage available — implants, drugs, and sometimes even links.
- Implants: Plugged into your pod, they improve attributes or ship stats (speed, armor, etc.). A mid-grade set can make a huge difference — for example, Slave sets boost armor HP by over 25%. Just remember, when you die, your pod goes with them!
- Boosters (Drugs): Short-term buffs that enhance things like damage, agility, or tank. They’re worth using. Just check legality — some are illegal in high-sec, and you’ll lose them to customs if caught.
- Links: Traditionally provided by off-grid alts or fleet mates. Not really solo, and expensive — skip them at first. Focus on learning manual piloting and situational awareness.
A mid-grade pod and some boosters give a huge advantage without breaking the bank. Use them wisely and don’t fly what you can’t replace.
How Are You Flying?
Your flying style determines almost everything — from your fittings to your engagements.
Kiting
You’ll fight from range, typically 15–20km, using:
- Microwarpdrive (MWD)
- Long-range guns (like beams or rails)
- Warp Disruptor
Kiting frigates are fast and slippery. You can dip in, test the fight, and bail if things go south. Good manual piloting is everything — manage range, transversal, and speed. Avoid getting scrammed (since scrams shut off your MWD). Double-click in space to adjust your vector manually and stay at your sweet spot.
Brawling
If you prefer your enemy’s wreck floating in your face — brawling’s your thing. Typical setup includes:
- Afterburner (AB)
- Warp Scrambler
- Webifier
- High DPS guns
Once you’re in range, it’s do-or-die. You rely on active tanking, overheating, and fast decision-making. Watch your heat and capacitor — every second counts.
Scram Kiting
A hybrid style — you fight inside scram range but stay just outside web range. You rely on speed, range control, and precision piloting. Ships like the Hookbill, Firetail, and Comet do this beautifully.
Finding Fights — “The Tackle”
1. The Roam
The classic hunt. Move through systems, scan for targets, and engage.
- Check Local when entering system.
- Hit D-Scan immediately.
- If you see ships on scan, narrow it down to FW plexes.
Gather intel — check zkillboard for recent kills in the area. Learn who’s active, what they fly, and whether that “Punisher on scan” is bait.
Pros: Active and exciting, teaches awareness.
Cons: Traveling in AB ships or expensive hulls can be risky near gate camps.
2. The Bait (Defensive Plexing)
Faction warfare gives you small, medium, and large plexes — basically mini-arenas waiting for fights. Sit in one at your optimal range from the beacon, modules overheated, and D-Scan set to 1 AU. Spam it constantly.
If something’s inbound, you’ll know before they land. If it’s a ship you can’t handle, just warp out. When they land — overheat, tackle first, and commit.
Bonus Tip: In Local, Shift-click names to highlight. Any new pilot entering system appears unhighlighted — great for spotting new threats fast.
Quick Tips for New Solo FW Pilots
- Start cheap. Don’t fly what you can’t replace 10 times. T1 frigates like the Tristan, Merlin, or Punisher are great starters.
- Always have a safe spot. Make one in every system. Warp to a planet, then back at 100km — done.
- Overheat everything. Heat wins fights. Practice managing it.
- Use the environment. Plex gates, asteroids, and range control matter.
- Know when to leave. Survival teaches faster than losing ships pointlessly.
- Keep a log. Review killmails. Ask why you lost and improve.
- Engage often. Every fight is a lesson — FW space is full of them.
Final Words
Solo PvP is one of the hardest and most rewarding things in New Eden. It teaches you more about mechanics, situational awareness, and psychology than any mission or fleet ever will.
You’ll die a lot. You’ll get baited. You’ll get blobbed. But every time you take someone down alone — it’s worth it.
So fit up, undock, and fly dangerous.
o7
No comments:
Post a Comment