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Hauling: Difference between revisions

From EVE University Wiki
ArinBot (talk | contribs)
m Bot: Adding category Industry; cosmetic changes
Updated references to Industrials to Hauler
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{{Update|Need an overhaul for the April 2022 Version 20.04 update (Industrials renamed to haulers).}}
{{Industry Links}}
{{Industry Links}}
'''Hauling''' is the practice of moving cargo from one place to another. Due to limited cargo hold sizes and travel times, moving things in EVE can be a time consuming and, in some places, dangerous business. Some players specialize in hauling, whether to move goods from one market to another, or to bring supplies and ships to the staging ground for a null sec alliance. This can be done for its own purposes, or can be done on behalf of others in exchange for ISK rewards via the contracting system. This can be a very viable way to make ISK for medium-skilled players.
'''Hauling''' is the practice of moving cargo from one place to another. Due to limited cargo hold sizes and travel times, moving things in EVE can be a time consuming and, in some places, dangerous business. Some players specialize in hauling, whether to move goods from one market to another, or to bring supplies and ships to the staging ground for a null sec alliance. This can be done for its own purposes, or can be done on behalf of others in exchange for ISK rewards via the contracting system. This can be a very viable way to make ISK for medium-skilled players.
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=== Blockade Runners ===
=== Blockade Runners ===
{{main|Blockade Runners}}
{{main|Blockade Runners}}
Blockade runners are Tech 2 haulers. They are the fastest and most agile industrial ship by quite a margin. They can align as quickly as a [[frigate]], are some of the fastest ships in EVE at warp speeds, and even at sub-light speeds they can fly as quickly as a fast cruiser. Additionally, they can fit covert ops [[cloaking|cloaking devices]] (and hence can warp while cloaked). This means that the only real danger to a properly fitted and flown blockade runner are the [[Tackling#Warp disruption fields|warp disruption bubbles]] in nullsec and w-space. With "The Great Escape" update, released May 18, 2021, Blockade Runners are at least somewhat protected from these, as well, by fitting an '''Interdiction Nullifier'''.
Blockade runners are Tech 2 haulers. They are the fastest and most agile hauling ship by quite a margin. They can align as quickly as a [[frigate]], are some of the fastest ships in EVE at warp speeds, and even at sub-light speeds they can fly as quickly as a fast cruiser. Additionally, they can fit covert ops [[cloaking|cloaking devices]] (and hence can warp while cloaked). This means that the only real danger to a properly fitted and flown blockade runner are the [[Tackling#Warp disruption fields|warp disruption bubbles]] in nullsec and w-space. With "The Great Escape" update, released May 18, 2021, Blockade Runners are at least somewhat protected from these, as well, by fitting an '''Interdiction Nullifier'''.


They can carry a little less cargo than the Tech 1 fast transports, but can be fitted to carry up to about 10,000m{{m3}} of cargo (enough to carry a [[Assembling and repackaging|packaged]] [[cruisers]]) at the cost of reduced agility and/or speed.
They can carry a little less cargo than the Tech 1 fast transports, but can be fitted to carry up to about 10,000m{{m3}} of cargo (enough to carry a [[Assembling and repackaging|packaged]] [[cruisers]]) at the cost of reduced agility and/or speed.
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=== Faction Comparison ===
=== Faction Comparison ===
Amarr have the largest capacity T1 Industrial but otherwise tend to be outperformed by other races. Minmatar haulers tend to align and fly slightly faster than other factions, but don't sacrifice cargo or tank to do it, making them arguably the best industrials overall. Caldari have the largest capacity freighters, and unquestionably the tankiest T1 industrials. The specialized Gallente T1 haulers (and to a lesser extent the Minmatar ammo hauler) are extremely convenient if you regularly haul ore/minerals/PI/ammo.
Amarr have the largest capacity T1 Haulers but otherwise tend to be outperformed by other races. Minmatar haulers tend to align and fly slightly faster than other factions, but don't sacrifice cargo or tank to do it, making them arguably the best haulers overall. Caldari have the largest capacity freighters, and unquestionably the tankiest T1 haulers. The specialized Gallente T1 haulers (and to a lesser extent the Minmatar ammo hauler) are extremely convenient if you regularly haul ore/minerals/PI/ammo.


To maximize flexibility, it's recommended that all new haulers train Gallente and Minmatar industrals to at least 3, and from there decide which race to train to 5 depending on what exactly it is you want to do.
To maximize flexibility, it's recommended that all new haulers train Gallente and Minmatar haulers to at least 3, and from there decide which race to train to 5 depending on what exactly it is you want to do.


=== Hauler Type Comparison ===
=== Hauler Type Comparison ===
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==== Wardecced corp ====
==== Wardecced corp ====
Never fly an industrial ship (especially not freighters/jump freighters loaded with lots of cargo) when your corp is wardecced.
Never fly a Hauler ship (especially not freighters/jump freighters loaded with lots of cargo) when your corp is wardecced.
You will become easy prey and will quickly get turned into ashes, together with your expensive cargo.
You will become easy prey and will quickly get turned into ashes, together with your expensive cargo.
If you need to haul during a wardec, drop the wardecced corp temporarily and fly under an NPC corp, or use an out-of corp hauler: [[Creating an Alt Hauler]]
If you need to haul during a wardec, drop the wardecced corp temporarily and fly under an NPC corp, or use an out-of corp hauler: [[Creating an Alt Hauler]]
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The more [[Tanking|EHP]] that you have, the harder it is for the attacker to blow up your ship and steal your stuff. In the case of low/null security space, a [[Tackling#Warp core stabilizers|WCS]] (warp core stabilizer) may be the difference between getting away and getting blown up.
The more [[Tanking|EHP]] that you have, the harder it is for the attacker to blow up your ship and steal your stuff. In the case of low/null security space, a [[Tackling#Warp core stabilizers|WCS]] (warp core stabilizer) may be the difference between getting away and getting blown up.


For T1 haulers 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 Multispectrum Shield Hardener modules or Shield Resist Amplifier modules. In cases where you need more EHP and can sacrifice cargo space, consider adding DC2 ([[Tanking|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 hauler can have 10k to 20k EHP without sacrificing too much cargo space.
For T1 haulers 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 Multispectrum Shield Hardener modules or Shield Resist Amplifier modules. In cases where you need more EHP and can sacrifice cargo space, consider adding DC2 ([[Tanking|Damage Control Unit]] II) modules, reinforced bulkheads, or armor resist modules. A poorly fit T1 hauler will only have 4k to 6k EHP, a well fit T1 hauler can have 10k to 20k EHP without sacrificing too much cargo space.


For Orcas, the standard fit is a DC2 and a Reinforced Bulkhead II in the Low Slots and three Large Transverse Bulkhead 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 skills. Replacing the passive Amplifiers with active Hardeners adds another bit of EHP but requires more attention and has no effect on alpha damage. Using Cargo rigs is discouraged since you lose about 170k EHP for a low amount of additional cargohold.
For Orcas, the standard fit is a DC2 and a Reinforced Bulkhead II in the Low Slots and three Large Transverse Bulkhead 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 skills. Replacing the passive Amplifiers with active Hardeners adds another bit of EHP but requires more attention and has no effect on alpha damage. Using Cargo rigs is discouraged since you lose about 170k EHP for a low amount of additional cargohold.
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=== Alt Hauling ===
=== Alt Hauling ===
Setting up an [[Creating an Alt Hauler|alt hauler]] can be very useful to ship goods around during wartime when your main can't fly an industrial ship.
Setting up an [[Creating an Alt Hauler|alt hauler]] can be very useful to ship goods around during wartime when your main can't fly an hauler ship.


=== Courier Hauling ===
=== Courier Hauling ===