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Hauling: Difference between revisions

From EVE University Wiki
Changed 100MN MWD to 500MN MWD and updated Orca fit to the state of the art using Transverse Bulkhead rigs
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=== Orca ===
=== Orca ===


The [[Orca]] offers 4 different cargo holds:  
The [[Orca]] offers 5 different cargo holds:  
* 30,000 m³ Cargo Hold which can be extended to 90,000+ m³ with skills and modules
* 30,000 m³ Cargo Hold which can be extended to 90,000+ m³ with skills and modules
* 150,000 Ore Hold for unrefined mining goods, with additional bonus due to ship skills ([[Mining]], [[Ice Mining]])
* 200 Drone Bay which hold just drones
* 40,000 m³ Fleet Hangar which can also hold assembled ships
* 40,000 m³ Fleet Hangar which can also hold assembled ships
* 400,000 m³ Ship Maintenance Bay for assembled ships
* 400,000 m³ Ship Maintenance Bay for assembled ships
* 150,000 m³ Ore Hold for unrefined mining goods, with additional bonus due to ship skills ([[Mining]], [[Ice Mining]])


All holds,hangars and bays can be scanned by a Cargo Scanner. However, due to how cargo scanners work, modules fitted to ships in the Ship Maintenance Bay are not detectable by scanning.
All holds, hangars and bays except the Drone Bay can be scanned by a Cargo Scanner. However, due to how cargo scanners work, modules fitted to ships in the Ship Maintenance Bay are not detectable by scanning.


However, the Orca requires a completely different skill set to most haulers. After the Odyssey skill changes, it will take 18d 19h 6m to train. This is a significant cut in training time from the old requirements pre-Odyssey.
However, the Orca requires a completely different skill set to most haulers. After the Odyssey skill changes, it will take 18d 19h 6m to train. This is a significant cut in training time from the old requirements pre-Odyssey.
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Below are the optimal ships for each task, assuming that the area that you're going to/through is not a place where it's a clearly bad idea to bring such a ship type. As soon as moving through either null or low sec is required, you are strongly encouraged to switch to a Viator (blockade runner) or jump freighter.
Below are the optimal ships for each task, assuming that the area that you're going to/through is not a place where it's a clearly bad idea to bring such a ship type. As soon as moving through either null or low sec is required, you are strongly encouraged to switch to a Viator (blockade runner) or jump freighter.


The Orca is also a very interesting option for high security space. It offers cargo capacity somewhere between the T1/T2 industrials and jump freighters, while being able to travel almost as quickly as the smaller ships by fitting a 100mn micro warp drive and activating it for 1 cycle while aligning to the next gate or station.
The Orca is also a very interesting option for high security space. It offers cargo capacity somewhere between the T1/T2 industrials and jump freighters, while being able to travel almost as quickly as the smaller ships by fitting a 500MN micro warp drive and activating it for 1 cycle while aligning to the next gate or station.


* Hauling cargo with near-negligible volume: Shuttle or fast frigate (high), Interceptor (low/null)
* Hauling cargo with near-negligible volume: Shuttle or fast frigate (high), Interceptor (low/null)
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For T1 industrial ships, you will want to fit as many medium/large shield extenders into the mid slots as possible.  This should be balanced with shoring up your weak EMP/Thermal resist holes using Adaptive Invulnerability Field modules or Shield Resist Amplifier modules. In cases where you need more EHP and can sacrifice cargo space, consider adding DC2 ([[Damage Control Unit]] II) modules, reinforced bulkheads, or armor resist modules. A poorly fit T1 industrial hauler will only have 4k to 6k EHP, a well fit T1 industrial can have 10k to 20k EHP without sacrificing too much cargo space.
For T1 industrial ships, you will want to fit as many medium/large shield extenders into the mid slots as possible.  This should be balanced with shoring up your weak EMP/Thermal resist holes using Adaptive Invulnerability Field modules or Shield Resist Amplifier modules. In cases where you need more EHP and can sacrifice cargo space, consider adding DC2 ([[Damage Control Unit]] II) modules, reinforced bulkheads, or armor resist modules. A poorly fit T1 industrial hauler will only have 4k to 6k EHP, a well fit T1 industrial can have 10k to 20k EHP without sacrificing too much cargo space.


For Orcas, the standard fit is (2) Adaptive Invulnerability Field II and (2) Large Shield Extender II, with a DC2 in the low-slot.  This takes your ship from around 60-70k EHP up to about 140k EHP.  The addition of a Reinforced Bulkhead II will boost that up to 220-240k EHPA fit using shield extender rigs instead of cargo rigs tops out at around 285k EHP. Alternatively, you can fit a 100mn MWD that can be used to significantly reduce align times by activating it for 1 cycle while aligning. It does however require a powergrid fitting mod, and you likely won't be able to fit large shield extenders. The vast majority of the Orcas tank come from the hull though, so that's not a problem as long as you have a DCII.
For Orcas, the standard fit is a DC2 and a Reinforced Bulkhead II in the Low Slots and three Large Transverse Bulkead II rigs.  This takes your ship from about 150k EHP up to about 420k EHP.  The addition of some passive shield resistance amplifiers (2x EM, 1x Kinetic, 1x Thermal) will increase the EHP to about 450k without any shield skillsUsing Cargo rigs is discouraged since you lose about 170k EHP for a low amount of additional cargohold.
You should train Hull Upgrades IV and Mechanics IV (or better V) before undocking, being able to use a DCU II gives a really nice EHP boost and since you are almost full-hull-tank, the extra 5% from Mechanics V are also very nice. You should also consider using a 'Noble' Mechanic implant (Slot 8) which increase hull HP by anything from 1% up to 6%.


Blockade runners rely on good bookmarks, crafty use of their Covert Ops Cloak, [[MWD]], and not fitting anything that would increase signature radius (no shield extenders).  Due to their use of a covops cloak, well-flown blockade runners can be almost impossible to catch in hi-sec / lo-sec.  So they are a good choice for more expensive cargo runs.  But they are also very flimsy and can easily be ganked if you leave them uncloaked at a gate.
Blockade runners rely on good bookmarks, crafty use of their Covert Ops Cloak, [[MWD]], and not fitting anything that would increase signature radius (no shield extenders).  Due to their use of a covops cloak, well-flown blockade runners can be almost impossible to catch in hi-sec / lo-sec.  So they are a good choice for more expensive cargo runs.  But they are also very flimsy and can easily be ganked if you leave them uncloaked at a gate.