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| === Scanning Alts === | | === Scanning Alts === |
| When hunting for high value targets, it is common to use a neutral alt either at nearby trade hubs, or further along the pipe where the gank is planned in order to use a cargo scanner on potential targets so that the gank fleet can select and prioritize ships for targetting. This is particularly useful in busy routes such as Jita – Amarr | | When hunting for high value targets, it is common to use a neutral alt either at nearby trade hubs, or further along the pipe where the gank is planned in order to use a cargo scanner on potential targets so that the gank fleet can select and prioritize ships for targeting. This is particularly useful in busy routes such as in systems like Uedama. Passive targeters allow you to lock and cargo scan and ship scan a target without them knowing you've locked them. |
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| {{co|coral| As a hauler, if you get yellow boxed at any time on your trip, you can assume that you were being cargo scanned for this purpose, and that a gang of gankers is active in the area. If you are flying high value cargo, you may have been flagged as a target. However note that passive target modules can allow smart cargo scanners to scan you without yellow boxing. The safest is to always assume gankers know what you are hauling at all times.}}
| | === Market Manipulation and Locator Agents === |
| | Some abyssal runner gankers corner the market on certain high value items that abyssal runners utilize frequently in order to get the names from the market transaction, and use that to find targets. Coupled with [[Locator Agents]], gankers can quickly find the system and find out whether a target is online and move to kill them without them ever being physically scanned at times. |
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| {{co|coral| You can prevent scans from penetrating your cargo by using cargo containers, however many gankers will simply assume in that case that the cargo is valuable and gank you anyway. Simple rule of thumb for safety is just to never haul more than 2bn ISK to avoid being a high priority target.}}
| | === Mobile Scan Inhibitor === |
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| === Bumping ===
| | If you want to remain hidden off of Dscan, use a Mobile Scan Inhibitor and it will make you invisible in a radius of 30km. This has limited usefulness but can help out in niche circumstances. |
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| *Bumping is the bane of any Freighter pilot’s life. Essentially it means ramming a target ship with yours. This knocks the target off their alignment, and prevents them from warping. Importantly, this act does not trigger any suspect or criminal timer with Concord, meaning that a persistent bumper can keep a ship from warping effectively indefinitely.
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| *The standard use of this is to keep a freighter (being the slowest ship to align) on grid for as long as it takes for a gank fleet to form to destroy the unlucky hauler.
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| *For bumping ships the following is important:
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| **High Speed - easily able to reach a freighter before it warps to start the bumping, and able to build up good momentum for the bump, assuming it also has:
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| **High Mass – again, mass + velocity gives you the momentum to bump large targets such as freighters
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| **High Tank – A hauler pilot may, if the bumper is squishy, simply have an alt suicide gank the bumper in order to escape. A high tank ship makes this impractical and assures the bump can continue for extended periods
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| For all these reasons, the most common and useful ship for this is the [[Machariel]], and a Machariel hanging around a gate at range is a strong sign of a ganking gang looking for targets
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| {{co|coral|As a hauler: The best way to avoid a bump is to use a webbing alt to allow you to get into warp faster (before the bumper can catch you). Once you are being bumped you have very limited options. If the bumper makes a mistake and accidentally bumps you into alignment with another object you might be able to warp out. }}
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| {{co|coral|The best option is generally just to immediately click "log-out" (NOT "safe log out"). This will leave your ship in space for 1 minute after you log out, after which it will disappear, and you can log back in later once the gank fleet has moved on. However if the bumper can assemble a gank fleet inside the 1 minute log-off timer, you may still die, or if the bumper employs a [[Corvette]] as suicide ship as described below. For this reason it is best to initiate this strategy as soon as possible after the bumping commences.}}
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| {{co|coral|Other strategies can be attempted such as suicide webbing the bumping ship, however none are particularly effective against an experienced ganker.}}
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| === Corvette Aggression ===
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| *If a bumped target initiates a log-off during the bump, the ship will remain in space for 1 minute, then disappear, UNLESS they have a combat timer of any sort. A common tactic then is to have an alt fly a Corvette to shoot the bumped target. CONCORD will almost immediately destroy the Corvette, but the combat timer on the target Freighter will prevent log-off for another 15 minutes. This can, with preparation, be used to keep even a logged off target in space indefinitely until the actual gank fleet arrives
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| {{co|coral|As a hauler: There is no real defense here. If a gank fleet has gone to these lengths and prepared well, then you are likely dead at this point.}}
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| === CONCORD Distraction ===
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| <big>{{co|coral| All methods of Delaying CONCORD's Response are considered an exploit by CCP: [https://www.eveonline.com/news/view/exploit-notification-delaying-concord-response Exploit Notification Delaying CONCORD Response]}}
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| </big>
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| *CONCORD uses advanced technology to warp extremely quickly around space. However they are NOT instantaneous. If a capsuleer engages in illegal activity (combat for instance) elsewhere in the system, CONCORD will warp there to destroy them, and it will take some time for them to re-set and head to a second location (where the real gank is occurring). By using rookie ships to engage in illegal combat away from the intended location of a gank, a fleet can delay CONCORD’s response time
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| {{co|coral| As a hauler: Just remember that rookie ships are not necessarily harmless. As you can see, they are used by gankers for a variety of utility tasks, and a system with many rookie ship kills on Z-Kill may be an indicator of gank activity}}
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| === Citadels === | | === Citadels === |
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| *The introduction of [[Citadels]] offers a few key benefits to gankers. | | *The introduction of [[Citadels]] offers a few key benefits to gankers. |
| **Logistics: Citadels can be deployed almost anywhere in Hi-Sec (besides trade hubs and rookie systems), allowing staging bases for re-shipping and free jump clones to be established nearby to a ganking area | | **Logistics: Citadels can be deployed almost anywhere in Hi-Sec (besides trade hubs and rookie systems), allowing staging bases for re-shipping and free jump clones to be established nearby to a ganking area. |
| **Tethering: Fleets can tether off Citadels for remote repairs and invulnerability so long as no criminal timer is held. This allows faster response time for gank fleets, and a safe harbor following a gank attempt | | **Tethering: Fleets can tether off Citadels for remote repairs and invulnerability so long as no criminal timer is held. This allows faster response time for gank fleets. |
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| == Key Locations == | | == Key Locations == |