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{{ | {{Legality}} | ||
'''Suicide Ganking''' is the act of attacking another ship in [[System security#High security|High Security space]] without a legal reason, such as via a [[War Declaration|war declaration]], [[Timers#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|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. | |||
As [[CONCORD]] will always react to destroy any ship which earns a [[timers#Criminal Timer|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]]. | |||
{{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.}} | |||
== Types == | == Types == | ||
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; 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]]. | ; 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]]. | ||
; 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 | ; 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. | ; 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. | ||
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{| class="wikitable" | {| class="wikitable" | ||
|- style="background: | |- style="background: var(--background-color-warning-subtle);" | ||
!Security Rating | !Security Rating | ||
!Base Response Time | !Base Response Time | ||
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{| class="wikitable" | {| class="wikitable" | ||
|- style="background: | |- style="background: var(--background-color-warning-subtle);" | ||
! Ship | ! Ship | ||
! DPS | ! DPS | ||
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| Catalyst (Meta Fit) | | Catalyst (Meta Fit) | ||
| 385 | | 385 | ||
| 2m ISK | | 2m ISK + Tag Cost (~10m) | ||
|- | |- | ||
| Catalyst (T2 Fit) | | Catalyst (T2 Fit) | ||
| 683 | | 683 | ||
| 14m ISK | | 14m ISK + Tag Cost (~10m) | ||
|} | |} | ||
{| class="wikitable" | {| class="wikitable" | ||
|- style="background: | |- style="background: var(--background-color-warning-subtle);" | ||
! rowspan= 2 |Approximate Response Timings | ! rowspan= 2 |Approximate Response Timings | ||
! colspan=2 | Security level | ! colspan=2 | Security level | ||
|- style="background: | |- style="background: var(--background-color-warning-subtle);" | ||
! {{ColorSecurityRating|0.5}} | ! {{ColorSecurityRating|0.5}} | ||
! {{ColorSecurityRating|1.0}} | ! {{ColorSecurityRating|1.0}} | ||
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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: | ** 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 == | == 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. | 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 === | ||
The | 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: | Common Hi-Sec Ganking locations include: | ||
* Uedama: | * 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 | * 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 of | * 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. | ||
* Jita, and Perimeter: Gankers frequent these high security status areas despite the safety there because of the significantly increased traffic | * Jita, and Perimeter: Gankers frequent these high security status areas despite the safety there because of the significantly increased traffic. | ||
[[Category:PvP]] | [[Category:PvP]] | ||
[[Category:Hauling]] | [[Category:Hauling]] | ||