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Suicide ganking: Difference between revisions

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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]], [[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 it's destruction in seconds.
'''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]], [[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 it's destruction in seconds.


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 an [[Industrial]], or a swarm of destroyers destroying a [[Freighter]].
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 an [[Industrial]], or a swarm of destroyers destroying a [[Freighter]].




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Knowing how to gank in the T1 Catalyst above is benefitted by knowing the capabilities of the ship. It an optimal range of 1.4km, and falls off to half damage at approximately 5km at maximum skills. The goal is to get as close as possible and to engage before the target warps off, this is best done by utilizing a friend or an alt in a ship that can provide a warp-in, either via a probe scan or by approaching the target, and then having the gank catalyst warp to the friend or alt in fleet. Every meter you can get closer to the target, the more damage you'll do before CONCORD destroys you. When you're at a close enough range, approach the target, activate your warp disruptor, then your guns and webifier immediately after.  
Knowing how to gank in the T1 Catalyst above is benefitted by knowing the capabilities of the ship. It an optimal range of 1.4km, and falls off to half damage at approximately 5km at maximum skills. The goal is to get as close as possible and to engage before the target warps off, this is best done by utilizing a friend or an alt in a ship that can provide a warp-in, either via a probe scan or by approaching the target, and then having the gank catalyst warp to the friend or alt in fleet. Every meter you can get closer to the target, the more damage you'll do before [[CONCORD]] destroys you. When you're at a close enough range, approach the target, activate your warp disruptor, then your guns and webifier immediately after.  




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In general for suicide ganking, you don't need to bring that much ammo since you're going to end up dead anyway, just enough has been added into the cargohold of the above ships to ensure that you have plenty before CONCORD arrives.
In general for suicide ganking, you don't need to bring that much ammo since you're going to end up dead anyway, just enough has been added into the cargohold of the above ships to ensure that you have plenty before [[CONCORD]] arrives.


== System Security Rankings ==
== System Security Rankings ==
{{main|CONCORD}}
{{main|CONCORD}}


All systems are assigned a [[System Security|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.
All systems are assigned a [[System Security|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.
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.
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A few caveats:
A few caveats:


* This assumes that the criminal act is the first recent act in the system, and therefore that CONCORDare 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) - smart gankers can exploit this as explained in the tactics section below.
* 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 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
* 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 ==
== 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.
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.


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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.  
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.  


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


=== Trade Pipes ===
=== Trade Pipes ===
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*[[Blockade Runner]]s – 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
*[[Blockade Runner]]s – 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
*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 in systems like Jita, Amarr, Rens, and Dodixie.
*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 in systems like Jita, Amarr, Rens, and Dodixie.




[[Category:PvP]]
[[Category:PvP]]
[[Category:Hauling]]
[[Category:Hauling]]