Difference between revisions of "Suicide ganking"

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{{Legality}}
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'''Suicide Ganking''' is the act of attacking another ship in [[high-sec|High Security space]] without a legal reason, such as via a [[War Declaration|war declaration]], [[Crimewatch#Legality_Timers | suspect timer]], [[Timers|duel]], or [[Timers|friendly fire]]. Shooting someone without any of those flags or statuses is an illegal action, and will grant you a [[timers|Criminal Timer]] which lasts for 15 minutes, during which being in space in any ship other than a [[Capsule]] will result in its destruction in seconds. [[Alpha clones]] cannot do this, as they are unable to set their [[Safety_settings#Safety_settings | safety]] to red in High-sec.
{{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 earns a [[timers|Criminal Timer]], the aggressor is guaranteed to lose their ship - hence the term "suicide ganking". However, [[CONCORD]] does not react instantly, giving the attacker time to try and destroy their target. The aim of suicide ganking, therefore, is to destroy a higher value target than the value of the ship or ships being used to gank. Frequently, this manifests in a maximum DPS destroyer destroying a [[Mining Barge]], a cruiser destroying a [[Hauler]], or a swarm of destroyers destroying a [[Freighter]].
  
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".
+
{{important note box|Performing criminal actions in high-sec results in a guaranteed loss of ship. Piloting a ship other than a Capsule in high-sec and avoiding being destroyed by CONCORD as a Criminal is considered as an exploit to the game and will cause gamemasters to interfere.}}
  
The aim of suicide ganking therefore is to destroy a higher value target than yourself, before CONCORD appears and destroys you.
+
== Types ==
 +
Suicide gankers tend to have a target or type of target in mind when ganking, and as such, the most common types of suicide ganking can be broken into several categories. Roughly from the most basic to the more complex:
  
== Starter Suicide Destroyers ==
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; Shuttle and Podkilling : The act of killing Shuttles (including the expensive [[Leopard]]) and [[Capsules]] for large killmails. Looting is optional if your goal is to simply pop the capsule, and since you can't scan you can do this with a single account! Simply grab a thrasher, lock a pod, make sure you're in optimal range, and press {{button|F1}}.
  
The basic template will be blaster Catalysts, or artillery fit Thrashers. Two sample fits shown below:
+
; Miner Ganking : The ganking of [[Venture]]s, [[Mining Barges]], or [[Exhumers]] that are mining in belts. Requires 1 or more accounts to engage in, although having a scout is required if you have too low of a security status to slowly approach a target, and even more useful in order to scan the fitting of the miner so you know if you can destroy it or not. The scout can also double as a looting ship, as the cargo of a Mining Barge or Exhumer is generally low volume and can easily recoup the loss of T1 [[Catalyst]].
  
<pre>
+
; Hauler Ganking : The ganking of [[Haulers]], [[Blockade Runners]], or [[Deep Space Transports]] as they travel from location to location. Generally requires a minimum of 3 accounts, as you'd need a scout (scanner), a ganker generally in a cruiser in order to tank the gate guns and get effective DPS onto the hauler, and a hauling alt of your own in order to loot the wreck. If you're selective enough with your targets a relatively large profit margin can be made, although there might be large gaps of time without a viable target.
  [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
+
; Abyssal Ganking : The ganking of ships capable of running Abyssal sites in highsec, which can range from Assault Frigates, to Faction and Pirate Cruisers, and T2 Cruisers. These generally are much more difficult to gank, as Heavy Assault Cruisers and Assault Frigates have an Assault Damage Control which can nullify a large percentage of incoming damage. Usually requires 5+ accounts, but is more cost effective with more accounts. Finding viable targets can also be difficult, as it can be hard to get a scan on the Abyssal Runner and it requires a bit of ingenuity to figure out how to do this.
  Prototype Sensor Booster, Scan Resolution Script
 
  Warp Scrambler I
 
  
  Gyrostabilizer I
+
; Mission Runner Ganking : Very similar to Abyssal Ganking, but centered around following and hunting ships attempting to do level 4 missions. These are usually killed when jumping gate to gate, as opposed to them being inside a mission complex. This can also apply to hunting Incursion runners as well.
  Beta Reactor Control: Reaction Control I
 
  
  Small Projectile Collision Accelerator I
+
; Freighter Ganking : The classic large fleet versus Freighter fleets. This setup also lets you hit other high tank ships such as Battleships (Including Marauders, Blackops, and Faction/Pirate Battleships), Deep Space Transports, Orcas, and other ships. Usually requires 20+ accounts in order to start hitting the weakest of freighters, and can have up to 100+ before it can kill the most tanked freighters with T1 Catalysts even in Uedama.
  Small Projectile Collision Accelerator I
 
</pre>
 
  
<pre>
+
; Jump Freighter Hunting : The hunting of Jump Freighters. 99% of this involves trying to catch the nigh uncatchable [[Jump Freighters]] using tricks, social engineering, or praying that the Jump Freighter pilot got lazy and complacent. 
  [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
+
== Ships used ==
  'Langour' Drive Disruptor I
+
Ships used for suicide ganking tend to prioritize damage over tank and try to do as much damage to their target for a given ship cost. Ships that are typically used include:
 +
* {{sh|Catalyst}}, {{sh|Coercer}}, and {{sh|Thrasher}} are the basic cost effective ships that do high damage for low cost.
 +
* {{sh|Talos}}, {{sh|Purifier}}, {{sh|Hound}} and {{sh|Tornado}} for more advanced, higher DPS but higher cost ships. The Tornado is utilized for its high alpha strike to quickly kill a target.
 +
* {{sh|Vexor}}, {{sh|Caracal}}, or {{sh|Maller}} to suicide gank Haulers, as ships with some tank are required to tank the Sentry Guns that are present on gates and stations.
 +
* {{sh|Heron}}, {{sh|Blackbird}}, {{sh|Gnosis}}, and {{sh|Nereus}} for use as support ships, to scout, scan, scoop loot, or suicide point targets so they can't warp off
 +
* [[Hauler]], [[Deep Space Transport]], and [[Freighter]] to be used to loot the wreck after a successful gank
  
  Magnetic Field Stabilizer I
+
== System Security rankings ==
  Magnetic Field Stabilizer I
+
{{main|CONCORD}}
  Magnetic Field Stabilizer I
+
All systems are assigned a [[System security|security ranking]], from {{ColorSecurityRating|-1.0}} to {{ColorSecurityRating|+1.0}}, visible in the top left of your screen, next to the system name for the system you are in. High Security systems range from 0.5 to 1.0. The higher the security rating of a system, the faster CONCORD will respond to criminal acts, and therefore the less time a ganker has to destroy his target before CONCORD appears and takes him out.
  
  Small Hybrid Burst Aerator I
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CCP has never confirmed "official" response timers however by observation, most of the community has accepted the below as "average" values. Response time can vary by 1-2 seconds.
  Small Hybrid Collision Accelerator I
 
  [empty rig slot]
 
</pre>
 
  
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.
+
{| class="wikitable"
 
+
|- style="background: #333333;"
When using blasters check whether the Federation Navy or Caldari Navy version of the ammo is cheapest. 
+
!Security Rating
 
+
!Base Response Time
Use meta 2-4 guns and damage modules where these are cheap, as this will increase your DPS.
+
|-
 
+
| {{ColorSecurityRating|0.5}}
== Skills ==
+
|19 seconds
 
+
|-
Skills that you'll need:
+
| {{ColorSecurityRating|0.6}}
 
+
| 14 seconds
=== Core Skills ===
+
|-
 
+
| {{ColorSecurityRating|0.7}}
* {{sk|Energy Grid Upgrades|II}}
+
| 10 seconds
* {{sk|Long Range Targeting|I}}
+
|-
* {{sk|Minmatar Frigate|III}}/{{sk|Gallente Frigate|III}}
+
| {{ColorSecurityRating|0.8}}
* {{sk|Propulsion Jamming|I}}
+
| 7 seconds
 
+
|-
* {{sk|Power Grid Management|V}} (Prior to Odyssey 1.1 this skill was named "Engineering")
+
| {{ColorSecurityRating|0.9}} & {{ColorSecurityRating|1.0}}
* {{sk|CPU Management|V}} (Prior to Odyssey 1.1 this skill was named "Electronics")
+
| 6 seconds
* {{sk|Weapon Upgrades|IV}}
+
|}
* {{sk|Advanced Weapon Upgrades|III}}
 
* {{sk|Projectile Weapon Rigging|II}}/{{sk|Hybrid Weapon Rigging|II}}
 
* {{sk|Spaceship Command|III}}
 
 
 
Skills that will increase DPS very quickly:
 
 
 
* {{sk|Minmatar Destroyer|III+}}/{{sk|Gallente Destroyer|III+}}
 
* {{sk|Small Projectile Turret|III+}}/{{sk|Small Hybrid Turret|III+}}
 
* {{sk|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):
 
 
 
* {{sk|Rapid Firing}}
 
* {{sk|Gunnery}}
 
* {{sk|Thermodynamics|I}}
 
 
 
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.
 
 
 
<!--
 
== Ships Used ==
 
*[[Catalyst]]
 
*[[Thrasher]]
 
*Others
 
=== System Security Rankings ===
 
Main Article: [[Concord]]
 
 
 
All systems are assigned a security ranking, from -1.0 to +1.0, visible in the top left of your overview, next to the system name for the system you are in. High Security systems range from 0.5 to 1.0. The higher ranked a system is, the faster Concord will respond to criminal acts, and therefore the less time a ganker has to destroy his target before Concord appears and takes him out
 
 
 
Response times are variable by a few seconds due to server ticks, but approximate times as follows:
 
 
 
* 0.5: 19 seconds
 
* 0.6: 14 seconds  
 
* 0.7 : 10 seconds
 
* 0.8 : 7 seconds
 
* 0.9 and 1.0: 6 seconds
 
  
 
A few caveats:
 
A few caveats:
 +
* If ganking in a system that has already been ganked in with the same number of players, the CONCORD response time is roughly 5-6 seconds slower.
 +
* This is the effective time for CONCORD to effectively disable a ship. The time above is when CONCORD disables all drones, drains your capacitor to 0, and infinitely jams you. While most gank ships cannot tank CONCORD damage (or the capacitor neuts) for more than a few seconds, CONCORD will automatically destroy your ship after 6 seconds after you are disabled no matter how much tank you have.
  
* This assumes that the criminal act is the first recent act in the system, and therefore that Concord are a “fresh” spawn. If they have already spawned and are on-grid elsewhere, their reaction time will be slower (around 5-6 seconds additional time for 0.5 space)
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== DPS calculations ==
 
+
The table below gives very rough calculations of the total damage applied by typical gank ships (as per the fits above, with max skills) in various sectors, assuming [[CONCORD]] is already on grid elsewhere in the system – i.e the maximum possible time is available for ganking.
* This is only the time to arrive. Once on-grid, they will lock the target (around 2 seconds) then aggress the criminal for up to 15 seconds with high damage weapons, and capacitor neuts, before they one-shot the ship if it is still alive. While most gank ships cannot tank Concord damage (or the capacitor neuts) for more than a few seconds, it is important to note that additional time is required after Concord arrives for them to actually destroy the criminal ships
 
 
 
=== DPS Calculations ===
 
 
 
The table below gives very rough calculations of the total damage applied by typical gank ships (as per the fits above, with max skills) in various sectors, assuming Concord is already on grid elsewhere in system – i.e the maximum possible time is available for ganking.
 
 
 
As can be seen, even a single gank ship in a 0.5 security system can do enough damage to take down most T1 Industrials. A 10 ship gang in a 0.5 system can take down a Deep Space Transport, or a Freighter running cargo hold expanders.
 
 
 
Haulers: Note that the difference between ganking a Freighter with 3x cargohold expanders (around 150k EHP) vs 3x reinforced bulkheads (300k EHP+) is around an additional 10 ships. A Freighter with Reinforced Bulkheads is therefore unlikely to be ganked except by the largest gank fleets – which are naturally rarer.
 
 
 
=== Tactics ===
 
 
 
*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 and prioritize. This is particularly useful in busy routes such as Jita – Amarr
 
 
 
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.
 
 
 
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.
 
 
 
*Bumping
 
 
 
**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.
 
 
 
**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 fleet to form.
 
 
 
**For bumping ships the following is important:
 
 
 
***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:
 
 
 
***High Mass – again, mass + velocity gives you the momentum to bump large targets such as freighters
 
 
 
***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
 
 
 
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
 
 
 
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.
 
 
 
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 rookie suicide ship as below. For this reason it is best to initiate this strategy as soon as possible after the bumping commences.
 
 
 
Other strategies can be attempted such as suicide webbing the bumping ship, however none are particularly effective against an experienced ganker.
 
 
 
*Rookie ship
 
  
**If a bumped target initiates a log-off, the ship will remain in space for 1 minutes, then disappear, UNLESS they have a combat timer of any sort. A common tactic then is to have an alt fly a rookie ship to shoot the bumped target. CONCORD will immediately destroy the rookie ship, but the combat timer on the target 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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{| class="wikitable"
 +
|- style="background: #333333;"
 +
! Ship
 +
! DPS
 +
! Approximate cost
 +
|-
 +
| Catalyst (Meta Fit)
 +
| 385
 +
| 2m ISK + Tag Cost (~10m)
 +
|-
 +
| Catalyst (T2 Fit)
 +
| 683
 +
| 14m ISK + Tag Cost (~10m)
 +
|}
  
**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.  
+
{| class="wikitable"
 +
|- style="background: #333333;"
 +
! rowspan= 2 |Approximate Response Timings
 +
! colspan=2 | Security level
 +
|- style="background: #333333;"
 +
! {{ColorSecurityRating|0.5}}
 +
! {{ColorSecurityRating|1.0}}
 +
|-
 +
| Base Response
 +
| 19
 +
| 6
 +
|-
 +
| Time if System is Pulled
 +
| 24
 +
| 11
 +
|}
  
*Concord Distraction
 
  
**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
+
Multiplying the DPS of a ship by the seconds you have before the [[CONCORD]] response is a good way to approximate the damage you can do before you're destroyed. Just keep in mind that the overall raw DPS will be slightly higher than the estimate, but range and tracking issues may reduce the overall DPS.  
  
**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
+
Haulers vary vastly in EHP, they can have anywhere between 4,000 and 25,000 EHP. Blockade Runners are slightly tankier, capping out at around 39,000 EHP. Deep Space Transports can have hundreds of thousands potentially, capping out at approximately 500,000 EHP.
*Citadels
 
  
**The introduction of citadels offers a few key benefits to gankers.
+
The Retriever and Covetor tend to have under 15,000 EHP, and the Procurer caps out at around 50,000. The Hulk and Mackinaw tend to have under 25,000, and the Skiff tends to cap out at around 70,000.
  
***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
+
Freighters on the low end have approximately 240,000 EHP at the weakest and can have up to 750,000 max tanked and with implants (freighter pilots often have implants). Jump Freighters can vary anywhere from 400,000 to 1,100,000 EHP with implants.
  
***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
+
Always know the fitting of the ship you're shooting before you engage as the way any ship is fit could drastically change its EHP.
  
=== Key Locations ===
+
== Tactics and Mechanics ==
  
When looking for a gank location, you are essentially looking for high traffic, or high value traffic, and also for low security status which allows you the most time to execute the gank before Concord responds
+
=== CONCORD spawning mechanics ===
 +
The moment an individual is in a non Capsule ship with a Criminal Timer (whether you've undocked in a rookie ship while having the criminal timer, jumped into highsec with a criminal timer, or gained a criminal timer via shooting an illegal target in highsec) the game will send an available [[CONCORD]] spawn to the offending ship. If there is already an available CONCORD spawn in system and within 150 km, the CONCORD spawn will nearly instantaneously lock up and disable the offending ship. If there is an available CONCORD spawn in the system, but outside of 150 km of the offending ship, that CONCORD spawn will despawn, and then respawn next to the offending ship, resulting in an approximately 6 second longer response time than if there was no CONCORD already in system. If there are no available CONCORD spawns in system, CONCORD will simply spawn and give you the standard time listed in the charts above before they disable and destroy your ship. The key bit of information to note, is that a single CONCORD spawn can only respond to a single ganker at a time, meaning that if you had ganked an Hauler with 3 people, you'd have 3 CONCORD spawns in system, but if later you ganked an Hauler with 6 gankers, the first 3 that fired would get the 6 additional seconds from having a CONCORD already in system, but the latter 3 wouldn't get the additional time as there wasn't an available CONCORD in system for them to move. Basically, if you want the additional 6 seconds, for every ganker you have you need a separate CONCORD spawn for.
  
==== Trade Pipes ====
+
=== Pulling ===
 +
The act of after ganking a target, docking up and undocking from a station with a rookie ship in order to move and manipulate the CONCORD from one area to where the station is. This EULA-legal act allows gankers to gank in the same area as attempting to gank without pulling in the same place twice causes CONCORD to nearly instantly respond. It is also common that if you're planning to gank in a system beforehand, to simply have all the gankers you have get into a rookie ship and shoot a [[POCO]] or an alt in a freighter to pre-spawn CONCORD, giving you the additional 6 seconds of time before CONCORD responds.
  
The key regions of Empire space (Amarr space, Caldari space etc) tend to be linked via “pipes” of systems with single entries and exits through which all ship traffic between these regions must pass, without a huge detour. More specifically, freighters travelling between Trade Hubs (the most frequent destinations for cargo) MUST pass through these pipes without going through low-sec (very dangerous particularly for Freighters), or adding on 20 or so more jumps to go around.  
+
=== Bumping ===
 +
The act of flying a ship into another ship in order to move it, and temporarily stop it from warping without actually engaging the ship. This usually involves ramming a larger, or much faster ship into another ship. This used to be a large part of ganking, however bumping was heavily nerfed by CCP in 2019 and every ship enters warp automatically in 3 minutes after initiating warp. Bumping is incredibly niche but useful in a handful of circumstances.
  
These pipes also tend to be lower security than “core” empire worlds, often at the lowest hi-sec security ranking: 0.5
+
=== 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 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.
  
This makes these systems ideal for ganking of high value targets such as Freighters
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=== 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.
  
Common Hi-Sec pipes for ganking include:
+
=== Mobile Scan Inhibitor ===
 +
If you want to remain hidden off of D-scan, 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.
  
*Uedema – on the Jita – Dodixe trade route
+
=== Citadels ===
*Niarja – On the Jita – Amaar trade route, and also the first stage of the Jita – Hek route
+
* The introduction of [[Citadels]] offers a few key benefits to gankers.
*Balle – Key system on the Amarr – Hek route, and second stage of the Jita – Hek route
+
** 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.
*Systems surrounding any of the above. Many of these 0.5 pipe systems have other 0.5 or 0.6 systems either side (such as Madrimille for Niarja) which are often also used for ganking where targets may be less prepared and aware
+
** Tethering: CCP, as of 2022 has removed the ability for Criminals to tether or to dock at all in a ship in highsec, heavily nerfing ganking. If you tag up to a less negative security status you can tether again.
  
==== Trade Hubs ====
+
== Key locations ==
 +
When looking for a gank location, you are essentially looking for high traffic or high value traffic, and also for low security status which allows you the most time to execute the gank before [[CONCORD]] responds.
  
Trade hubs are some of the highest security space around (0.9 – 1.0) however they have various characteristics which make them useful for certain types of ganking
+
=== Areas of Interest ===
 +
Gankers have several considerations when choosing an area to seek targets. The two most important factors is the consideration of sufficient population (whether it be passthrough or activity within the system(s)), and the security status of the system (which determines response time and the number of resources required to gank there. Trade Pipes, which are the few systems which most, if not all traffic must pass through to get to points of interest (Trade Hubs, entrances to null/lowsec) generally have lower security statuses and high traffic/population which make them desirable locations for gankers.
  
*Blockade Runners – Blockade Runners carry some of the most valuable cargo around, and also carry very small tanks. However they are extremely fast, and generally always travel under a covert ops cloak making them challenging to gank. The most common way they are caught therefore is on the undock of trade hubs, if they are slow to issue the warp command, or around the docking radius where lazy pilots use the “dock” command rather than an instant-dock bookmark, and land outside of the docking radius
+
Common Hi-Sec Ganking locations include:
*Freighter Undocks – Most freighter pilots try to avoid ganks on the undock by using an instant-undock in dead space from where they prepare their actual trip. If an instant-undock is known, or can be scanned down, then the freighter can be ganked in dead-space, with a lower Concord response time than on gates. This requires a considerable fleet to successfully gank before the Concord response however
+
* Uedama: Uedama is THE most infamous system for ganking, and by far has the most destruction and number of ships destroyed in ganks.
-->
+
* Balle: Key system on the Amarr – Hek route, and second choke point of the Jita – Hek route. A system second only to Uedama.
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* Systems surrounding any key points of interest. Many of these {{ColorSecurityRating|0.5}} pipe systems have other {{ColorSecurityRating|0.5}} or {{ColorSecurityRating|0.6}} systems on either side, for example, Sivala ({{ColorSecurityRating|0.6}}) next to Uedama ({{ColorSecurityRating|0.5}}), which are often also used for ganking where targets may be less prepared and aware. A lot of time people will stop a jump out of Uedama knowing there are gankers in there and wait for them to log off, only for the gankers to preemptively meet them one jump ahead and catching them.
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* Jita, and Perimeter: Gankers frequent these high security status areas despite the safety there because of the significantly increased traffic.
  
 
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[[Category:Guides]]
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[[Category:Hauling]]

Latest revision as of 11:28, 6 June 2023

Suicide Ganking is the act of attacking another ship in High Security space without a legal reason, such as via a war declaration, suspect timer, duel, or friendly fire. Shooting someone without any of those flags or statuses is an illegal action, and will grant you a Criminal Timer which lasts for 15 minutes, during which being in space in any ship other than a Capsule will result in its destruction in seconds. Alpha clones cannot do this, as they are unable to set their safety to red in High-sec.

As CONCORD will always react to destroy any ship which earns a Criminal Timer, the aggressor is guaranteed to lose their ship - hence the term "suicide ganking". However, CONCORD does not react instantly, giving the attacker time to try and destroy their target. The aim of suicide ganking, therefore, is to destroy a higher value target than the value of the ship or ships being used to gank. Frequently, this manifests in a maximum DPS destroyer destroying a Mining Barge, a cruiser destroying a Hauler, or a swarm of destroyers destroying a Freighter.

Performing criminal actions in high-sec results in a guaranteed loss of ship. Piloting a ship other than a Capsule in high-sec and avoiding being destroyed by CONCORD as a Criminal is considered as an exploit to the game and will cause gamemasters to interfere.

Types

Suicide gankers tend to have a target or type of target in mind when ganking, and as such, the most common types of suicide ganking can be broken into several categories. Roughly from the most basic to the more complex:

Shuttle and Podkilling
The act of killing Shuttles (including the expensive Leopard) and Capsules for large killmails. Looting is optional if your goal is to simply pop the capsule, and since you can't scan you can do this with a single account! Simply grab a thrasher, lock a pod, make sure you're in optimal range, and press F1.
Miner Ganking
The ganking of Ventures, Mining Barges, or Exhumers that are mining in belts. Requires 1 or more accounts to engage in, although having a scout is required if you have too low of a security status to slowly approach a target, and even more useful in order to scan the fitting of the miner so you know if you can destroy it or not. The scout can also double as a looting ship, as the cargo of a Mining Barge or Exhumer is generally low volume and can easily recoup the loss of T1 Catalyst.
Hauler Ganking
The ganking of Haulers, Blockade Runners, or Deep Space Transports as they travel from location to location. Generally requires a minimum of 3 accounts, as you'd need a scout (scanner), a ganker generally in a cruiser in order to tank the gate guns and get effective DPS onto the hauler, and a hauling alt of your own in order to loot the wreck. If you're selective enough with your targets a relatively large profit margin can be made, although there might be large gaps of time without a viable target.
Abyssal Ganking
The ganking of ships capable of running Abyssal sites in highsec, which can range from Assault Frigates, to Faction and Pirate Cruisers, and T2 Cruisers. These generally are much more difficult to gank, as Heavy Assault Cruisers and Assault Frigates have an Assault Damage Control which can nullify a large percentage of incoming damage. Usually requires 5+ accounts, but is more cost effective with more accounts. Finding viable targets can also be difficult, as it can be hard to get a scan on the Abyssal Runner and it requires a bit of ingenuity to figure out how to do this.
Mission Runner Ganking
Very similar to Abyssal Ganking, but centered around following and hunting ships attempting to do level 4 missions. These are usually killed when jumping gate to gate, as opposed to them being inside a mission complex. This can also apply to hunting Incursion runners as well.
Freighter Ganking
The classic large fleet versus Freighter fleets. This setup also lets you hit other high tank ships such as Battleships (Including Marauders, Blackops, and Faction/Pirate Battleships), Deep Space Transports, Orcas, and other ships. Usually requires 20+ accounts in order to start hitting the weakest of freighters, and can have up to 100+ before it can kill the most tanked freighters with T1 Catalysts even in Uedama.
Jump Freighter Hunting
The hunting of Jump Freighters. 99% of this involves trying to catch the nigh uncatchable Jump Freighters using tricks, social engineering, or praying that the Jump Freighter pilot got lazy and complacent.

Ships used

Ships used for suicide ganking tend to prioritize damage over tank and try to do as much damage to their target for a given ship cost. Ships that are typically used include:

  • GallenteCatalyst, AmarrCoercer, and MinmatarThrasher are the basic cost effective ships that do high damage for low cost.
  • GallenteTalos, AmarrPurifier, MinmatarHound and MinmatarTornado for more advanced, higher DPS but higher cost ships. The Tornado is utilized for its high alpha strike to quickly kill a target.
  • GallenteVexor, CaldariCaracal, or AmarrMaller to suicide gank Haulers, as ships with some tank are required to tank the Sentry Guns that are present on gates and stations.
  • CaldariHeron, CaldariBlackbird, Society of Conscious ThoughtGnosis, and GallenteNereus for use as support ships, to scout, scan, scoop loot, or suicide point targets so they can't warp off
  • Hauler, Deep Space Transport, and Freighter to be used to loot the wreck after a successful gank

System Security rankings

Main article: CONCORD

All systems are assigned a security ranking, from -1.0 to 1.0, visible in the top left of your screen, next to the system name for the system you are in. High Security systems range from 0.5 to 1.0. The higher the security rating of a system, the faster CONCORD will respond to criminal acts, and therefore the less time a ganker has to destroy his target before CONCORD appears and takes him out.

CCP has never confirmed "official" response timers however by observation, most of the community has accepted the below as "average" values. Response time can vary by 1-2 seconds.

Security Rating Base Response Time
0.5 19 seconds
0.6 14 seconds
0.7 10 seconds
0.8 7 seconds
0.9 & 1.0 6 seconds

A few caveats:

  • If ganking in a system that has already been ganked in with the same number of players, the CONCORD response time is roughly 5-6 seconds slower.
  • This is the effective time for CONCORD to effectively disable a ship. The time above is when CONCORD disables all drones, drains your capacitor to 0, and infinitely jams you. While most gank ships cannot tank CONCORD damage (or the capacitor neuts) for more than a few seconds, CONCORD will automatically destroy your ship after 6 seconds after you are disabled no matter how much tank you have.

DPS calculations

The table below gives very rough calculations of the total damage applied by typical gank ships (as per the fits above, with max skills) in various sectors, assuming CONCORD is already on grid elsewhere in the system – i.e the maximum possible time is available for ganking.

Ship DPS Approximate cost
Catalyst (Meta Fit) 385 2m ISK + Tag Cost (~10m)
Catalyst (T2 Fit) 683 14m ISK + Tag Cost (~10m)
Approximate Response Timings Security level
0.5 1.0
Base Response 19 6
Time if System is Pulled 24 11


Multiplying the DPS of a ship by the seconds you have before the CONCORD response is a good way to approximate the damage you can do before you're destroyed. Just keep in mind that the overall raw DPS will be slightly higher than the estimate, but range and tracking issues may reduce the overall DPS.

Haulers vary vastly in EHP, they can have anywhere between 4,000 and 25,000 EHP. Blockade Runners are slightly tankier, capping out at around 39,000 EHP. Deep Space Transports can have hundreds of thousands potentially, capping out at approximately 500,000 EHP.

The Retriever and Covetor tend to have under 15,000 EHP, and the Procurer caps out at around 50,000. The Hulk and Mackinaw tend to have under 25,000, and the Skiff tends to cap out at around 70,000.

Freighters on the low end have approximately 240,000 EHP at the weakest and can have up to 750,000 max tanked and with implants (freighter pilots often have implants). Jump Freighters can vary anywhere from 400,000 to 1,100,000 EHP with implants.

Always know the fitting of the ship you're shooting before you engage as the way any ship is fit could drastically change its EHP.

Tactics and Mechanics

CONCORD spawning mechanics

The moment an individual is in a non Capsule ship with a Criminal Timer (whether you've undocked in a rookie ship while having the criminal timer, jumped into highsec with a criminal timer, or gained a criminal timer via shooting an illegal target in highsec) the game will send an available CONCORD spawn to the offending ship. If there is already an available CONCORD spawn in system and within 150 km, the CONCORD spawn will nearly instantaneously lock up and disable the offending ship. If there is an available CONCORD spawn in the system, but outside of 150 km of the offending ship, that CONCORD spawn will despawn, and then respawn next to the offending ship, resulting in an approximately 6 second longer response time than if there was no CONCORD already in system. If there are no available CONCORD spawns in system, CONCORD will simply spawn and give you the standard time listed in the charts above before they disable and destroy your ship. The key bit of information to note, is that a single CONCORD spawn can only respond to a single ganker at a time, meaning that if you had ganked an Hauler with 3 people, you'd have 3 CONCORD spawns in system, but if later you ganked an Hauler with 6 gankers, the first 3 that fired would get the 6 additional seconds from having a CONCORD already in system, but the latter 3 wouldn't get the additional time as there wasn't an available CONCORD in system for them to move. Basically, if you want the additional 6 seconds, for every ganker you have you need a separate CONCORD spawn for.

Pulling

The act of after ganking a target, docking up and undocking from a station with a rookie ship in order to move and manipulate the CONCORD from one area to where the station is. This EULA-legal act allows gankers to gank in the same area as attempting to gank without pulling in the same place twice causes CONCORD to nearly instantly respond. It is also common that if you're planning to gank in a system beforehand, to simply have all the gankers you have get into a rookie ship and shoot a POCO or an alt in a freighter to pre-spawn CONCORD, giving you the additional 6 seconds of time before CONCORD responds.

Bumping

The act of flying a ship into another ship in order to move it, and temporarily stop it from warping without actually engaging the ship. This usually involves ramming a larger, or much faster ship into another ship. This used to be a large part of ganking, however bumping was heavily nerfed by CCP in 2019 and every ship enters warp automatically in 3 minutes after initiating warp. Bumping is incredibly niche but useful in a handful of circumstances.

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 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.

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.

Mobile Scan Inhibitor

If you want to remain hidden off of D-scan, 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.

Citadels

  • 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.
    • Tethering: CCP, as of 2022 has removed the ability for Criminals to tether or to dock at all in a ship in highsec, heavily nerfing ganking. If you tag up to a less negative security status you can tether again.

Key locations

When looking for a gank location, you are essentially looking for high traffic or high value traffic, and also for low security status which allows you the most time to execute the gank before CONCORD responds.

Areas of Interest

Gankers have several considerations when choosing an area to seek targets. The two most important factors is the consideration of sufficient population (whether it be passthrough or activity within the system(s)), and the security status of the system (which determines response time and the number of resources required to gank there. Trade Pipes, which are the few systems which most, if not all traffic must pass through to get to points of interest (Trade Hubs, entrances to null/lowsec) generally have lower security statuses and high traffic/population which make them desirable locations for gankers.

Common Hi-Sec Ganking locations include:

  • Uedama: Uedama is THE most infamous system for ganking, and by far has the most destruction and number of ships destroyed in ganks.
  • Balle: Key system on the Amarr – Hek route, and second choke point of the Jita – Hek route. A system second only to Uedama.
  • Systems surrounding any key points of interest. Many of these 0.5 pipe systems have other 0.5 or 0.6 systems on either side, for example, Sivala (0.6) next to Uedama (0.5), which are often also used for ganking where targets may be less prepared and aware. A lot of time people will stop a jump out of Uedama knowing there are gankers in there and wait for them to log off, only for the gankers to preemptively meet them one jump ahead and catching them.
  • Jita, and Perimeter: Gankers frequent these high security status areas despite the safety there because of the significantly increased traffic.