Difference between revisions of "Suicide ganking"
m (Category Update) |
Breeze one (talk | contribs) (Added WIP tag and an introduction) |
||
Line 1: | Line 1: | ||
− | {{ | + | {{Work in Progress}} |
{{Update|expand on tactics and defending against suicide ganking.}} | {{Update|expand on tactics and defending against suicide ganking.}} | ||
{{related class|Suicide Ganking 101}} | {{related class|Suicide Ganking 101}} | ||
+ | |||
+ | Suicide Ganking is the act of attacking another ship in High Security space when you do not have a valid kill-right on them (via a war declaration or otherwise). | ||
+ | |||
+ | As CONCORD will always react to destroy any ship which acts in such an aggressive manner. the aggressor is guaranteed to lose their ship - hence "suicide". | ||
+ | |||
+ | The aim of suicide ganking therefore is to destroy a higher value target than yourself, before CONCORD appears and destroys you. | ||
+ | |||
== Starter Suicide Destroyers == | == Starter Suicide Destroyers == | ||
Revision as of 11:51, 11 December 2016
Reason: expand on tactics and defending against suicide ganking.
EVE University offers a class on: | |
Suicide Ganking is the act of attacking another ship in High Security space when you do not have a valid kill-right on them (via a war declaration or otherwise).
As CONCORD will always react to destroy any ship which acts in such an aggressive manner. the aggressor is guaranteed to lose their ship - hence "suicide".
The aim of suicide ganking therefore is to destroy a higher value target than yourself, before CONCORD appears and destroys you.
Starter Suicide Destroyers
The basic template will be blaster Catalysts, or artillery fit Thrashers. Two sample fits shown below:
[Thrasher, basic gank] 280mm Howitzer Artillery I, Republic Fleet EMP S 280mm Howitzer Artillery I, Republic Fleet EMP S 280mm Howitzer Artillery I, Republic Fleet EMP S 280mm Howitzer Artillery I, Republic Fleet EMP S 280mm Howitzer Artillery I, Republic Fleet EMP S 280mm Howitzer Artillery I, Republic Fleet EMP S 280mm Howitzer Artillery I, Republic Fleet EMP S [Empty High Slot] Prototype Sensor Booster, Scan Resolution Script Prototype Sensor Booster, Scan Resolution Script Warp Scrambler I Gyrostabilizer I Beta Reactor Control: Reaction Control I Small Projectile Collision Accelerator I Small Projectile Collision Accelerator I
[Catalyst, Basic Gank] Light Ion Blaster, Caldari Navy Antimatter Charge S Light Ion Blaster, Caldari Navy Antimatter Charge S Light Ion Blaster, Caldari Navy Antimatter Charge S Light Ion Blaster, Caldari Navy Antimatter Charge S Light Ion Blaster, Caldari Navy Antimatter Charge S Light Ion Blaster, Caldari Navy Antimatter Charge S Light Ion Blaster, Caldari Navy Antimatter Charge S Light Ion Blaster, Caldari Navy Antimatter Charge S J5b Phased Prototype Warp Scrambler I 'Langour' Drive Disruptor I Magnetic Field Stabilizer I Magnetic Field Stabilizer I Magnetic Field Stabilizer I Small Hybrid Burst Aerator I Small Hybrid Collision Accelerator I [empty rig slot]
Switch ammo according to target, if you know what you're doing, load different ammo for shield/armor. Always use faction ammo, and load just enough for a few rounds for each gun - no need to store additional ammo in your cargo as you won't get time to reload.
When using blasters check whether the Federation Navy or Caldari Navy version of the ammo is cheapest.
Use meta 2-4 guns and damage modules where these are cheap, as this will increase your DPS.
Skills
Skills that you'll need:
Core Skills
- Energy Grid Upgrades II
- Long Range Targeting I
- Minmatar Frigate III/Gallente Frigate III
- Propulsion Jamming I
- Power Grid Management V (Prior to Odyssey 1.1 this skill was named "Engineering")
- CPU Management V (Prior to Odyssey 1.1 this skill was named "Electronics")
- Weapon Upgrades IV
- Advanced Weapon Upgrades III
- Projectile Weapon Rigging II/Hybrid Weapon Rigging II
- Spaceship Command III
Skills that will increase DPS very quickly:
- Minmatar Destroyer III+/Gallente Destroyer III+
- Small Projectile Turret III+/Small Hybrid Turret III+
- Surgical Strike II+
The higher these skills, the higher the alpha damage.
The following will enable you to get down to 6.5 something seconds cycle time, to possibly get an additional round off before concord arrives (in 0.5 sec systems):
If you want to put more SP in that, you can train the rigging skill and AWU to 4, then you can drop the reactor control for another gyro. At that point, you also can consider some implants, as you *shouldn't* lose your pod:
- Eifyr and Co. 'Gunslinger' Small Projectile Turret SP-603.
- Zainou 'Deadeye' Small Hybrid Turret SH-603.