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Fighting in a fleet is a lot of fun, and it is, in many ways, the classic EVE experience. However fighting solo, or in a small group of 2 or 3 people can be just as fun, much easier to get set up, and importantly, is one of the best ways to develop your all-round PvP skills. Skills such as scouting, target calling and overall FC’ing are all very transferable from solo or small groups, right up to huge fleets. In EVE, many of the best FCs started out in solo or small gang situations, and many of them still roam solo when not leading fleets.
In Low and High Security space, taking hostile action against a pilot not flagged as a criminal, a war target or a suspect will result in a loss of your own security status. Therefore, engaging in regular PvP as described in this guide will inevitably reduce your security status. This is why Low Sec is often described as pirate space. Low security status can cause you to be attacked by faction police when entering High Security space.
If you continue to live in lowsec or nullsec, having a low security status is unlikely to affect you as you can simply use a hauler alt, or a hauling corporation to get ships and other supplies from Highsec to where you live.
Should you wish to retain the ability to travel back into High Security space at any time without restriction, you can always take actions to recover your security status, either by killing NPC rats, or by redeeming Clone Soldier Tags.
While fighting in Null-Sec, Wormhole, or even High Sec space is perfectly possible, the majority of small scale PvP is done in Low Security space. Specifically, those areas of Low Sec designated as “Faction Warfare Space”
Faction Warfare mechanics includes many features which are specific to corporations and individuals who elect to align themselves to one faction, as described in more detail in the Faction Warfare Wiki page. For the purposes of this guide however, we will only be considering those aspects which relate to all players, regardless of affiliation.
Faction Warfare space contains Factional Warfare Complexes (commonly known as Plexes which are effectively PvP arenas.
Ships for PvP in general are grouped primarily by their optimal range. All other things being equal, winning a PvP fight, whether solo, or when leading a huge fleet, usually means ensuring that you are in your optimal range, and your opponent is not.
In Low Sec PvP, as most fighting is in plexes where much of the engagement takes place around the fixed point of the beacon, it’s important to note that Micro-Warp Drives (MWDs) are generally not preferred, as they can be immediately de-activated by a warp scrambler, rendering you at an immediate speed disadvantage. While MWDs can be useful for Kiters, and some more unusual fits, the predominant propulsion module used is the afterburner. It should be noted though that in Null Sec PvP, without Plex mechanics, MWD fitted ships are the dominant force.
Brawlers use high damage, close range weapons, such as blasters or pulse lasers. Because of this, they rely on quickly getting into close range, and preventing opponents from pulling away.
Due to range being key, fast brawlers like the Atron or Federation Navy Comet are very useful here due to their raw speed, as well as the damage boosts to brawling weapons. An alternative is a ship which carries dual stasis webs, such as the dual-web armor Kestrel or the Caldari Navy Hookbill. These are relatively slow ships in general terms, however the double web effect applied to your opponent will remove the speed advantage of almost any other ship, and allow you to dictate range despite being the slower ship on paper.
An effective defence against a brawler is to fight from outside their optimal range, but still within warp scrambler and web range, normally between 7–9km. This is called “Scram Kiting”. At this point, brawling damage will be minimal, however mid-range weapons such as beam lasers, railguns or rockets can still hit an opponent for substantial damage.Once again, this tactic relies on relative speed to maintain range.
For this reason, scram-kite ships often still fit speed modules and rigs to try and maintain speed advantage. Common scram-kiters include Breacher, Tormentor and Incursus. The Dual-Web Kestrel and Caldari Navy Hookbill noted earlier can also be equally effective as a scram-kiter as rockets can deal effective damage up to 9km, while the dual webs maintain your speed advantage.