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Hauling: Difference between revisions

From EVE University Wiki
Fit your hauler well & use the right ship: Removed reference to Orca's unscannable cargo hold - since it can now be scanned.
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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 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 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 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 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 EHP.  A fit using shield extender rigs instead of cargo rigs tops out at around 285k EHP.  With the addition of the non-scannable and non-lootable corporate hangar, these are a good choice for small volume high value hauling where you need to hide what you are hauling.
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 EHP.  A 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.
 
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.


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.