Three ways to control a fight.
Get close. Stay close. Melt them.
- Wants
- Very short range
- Game plan
- Get on top of the opponent, hold them there and apply as much damage as possible.
Close enough to hold you. Far enough to hurt you safely.
- Wants
- Controlled range inside scram distance
- Game plan
- Stay within tackle range while sitting outside the opponent's ideal damage range.
Stay out of reach.
- Wants
- Long range
- Game plan
- Use speed and distance to deal damage while avoiding the opponent's tackle and strongest damage.
The important part isn't memorising three labels.
It's understanding what range each pilot wants and who has the tools to control it.
Every fit wants a range.
A PvP fit isn't just a collection of modules. Its weapons, propulsion, tackle and tank usually work together around a particular way of fighting.
A blaster ship might want to be almost on top of you.
Another ship might want to hold you at 7–9 km where its weapons still work but yours don't.
A long-range kiter might want to stay 20 km or more away and never let you get close enough to scram it.
That preferred distance is one of the biggest clues to understanding what a fit is trying to do.
A mental model, not exact range boundaries
Actual engagement ranges depend on the hull, weapons, modules, bonuses and fit.
Brawler.
Get close. Stay close. Melt them.
Brawlers want to close the distance quickly and fight where their damage is strongest.
Once they're on top of you, they generally want to stop you creating distance again.
- High damage at short range
- Strong close-range tackle
- Often uses a scrambler
- May use a web to help control the target
- Usually wants to commit to the fight
Get into its effective weapon range as quickly as possible and keep you there.
To let a brawler establish the range it wants if your ship isn't built to fight there.
If you're fighting a brawler and your advantage is range, don't wait until it's sitting on top of you to start thinking about range control.
Scram kiter.
Control the space between you.
A scram kiter still fights relatively close, but unlike a pure brawler it doesn't necessarily want to sit directly on top of its opponent. It wants to control distance inside scrambler range.
The aim is often to stay far enough away that the opponent's short-range weapons struggle while your own weapons continue to apply effectively.
- Fights within scram range
- Often relies heavily on range control
- Commonly uses an afterburner
- Often uses a scrambler
- May use a web
- Wants to maintain a specific distance rather than simply approach
Keep you tackled while controlling the distance between both ships.
To let it comfortably sit at the range where your damage struggles and theirs doesn't.
"Scram kiter" describes the way the ship intends to fight, not one exact fitting formula. Different hulls and weapon systems can achieve the same basic game plan in different ways.
Kiter.
Stay out of reach.
Kiters use speed and range to fight without committing to close-range tackle.
Their goal is to stay far enough away that the opponent cannot easily scram, web or apply its strongest short-range damage while still dealing damage themselves.
- High speed
- Longer engagement range
- Often uses a microwarpdrive
- May use a warp disruptor rather than a scrambler
- Tries to avoid being pinned down
- Relies heavily on maintaining distance
Keep you at range while dealing damage and retaining the ability to disengage.
To spend the entire fight chasing it while it controls the distance.
Simply pressing Approach against a faster kiter is often exactly what the kiter wants you to do.
How ships control distance.
Adds speed without the huge signature-radius increase of a microwarpdrive.
Common in close-range and scram-range fighting.
Provides a much larger speed increase.
Extremely important for closing distance, creating distance and long-range kiting.
A warp scrambler can disable a microwarpdrive.
Prevents warping and disables microwarpdrives.
This makes the scram extremely important in close-range control.
Reduces the target's speed.
Useful for controlling range, preventing escape and helping weapons apply damage.
Weapons matter too.
Range control only helps if your weapons can actually apply damage from the range you're trying to hold.
Watch what they do.
You won't always know an opponent's fit before the fight begins, but their movement can tell you a lot.
They may be trying to brawl. Expect them to attempt to close range quickly and establish tackle.
They may be scram kiting. Watch whether they're deliberately maintaining distance instead of approaching as close as possible.
They may be kiting. They're likely trying to maintain a range where they can damage you without allowing you to establish close tackle.
These are clues, not guarantees. Experienced pilots can deliberately disguise their intentions, and the same hull can often be fitted in completely different ways.
There isn't a rock-paper-scissors answer.
The archetype tells you what each ship is trying to achieve. It does not tell you who automatically wins.
A brawler that catches a kiter may suddenly have a huge advantage.
A kiter that never gets caught may slowly dismantle that same brawler.
A scram kiter may dominate one close-range fit and struggle badly against another.
What range does their ship want, what range does mine want, and how do I make the fight happen at my range?
Ask yourself three things.
What range lets my weapons and fit work properly?
What is their hull or behaviour telling me?
Which ship is faster?
Who has a scram?
Who has a web?
Can either pilot disengage?
You won't always know the answers before a fight starts.
But asking the questions is the beginning of understanding PvP instead of just locking something and hoping for the best.
