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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. | '''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. | ||
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 an [[Industrial]], or a swarm of destroyers destroying a [[Freighter]]. | 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 an [[Industrial]], or a swarm of destroyers destroying a [[Freighter]]. | ||
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: | 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. | '''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. | ||
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'''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. | '''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 Jump Freighter pilot got lazy and complacent. | '''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 == | ||
Ships used for suicide ganking tend to prioritize damage over tank | 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 industrials, 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 | ||
* [[Industrial]] , [[Deep Space Transport]] and [[Freighter]] to be used to loot the wreck after a successful gank | * [[Industrial]], [[Deep Space Transport]], and [[Freighter]] to be used to loot the wreck after a successful gank | ||
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== 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 the 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 | Industrials 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. | 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 | 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. | 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. | ||
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===CONCORD Spawning 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 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 industrial with 3 people, you'd have 3 CONCORD spawns in system, but if later you ganked an industrial 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. | 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 industrial with 3 people, you'd have 3 CONCORD spawns in system, but if later you ganked an industrial 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=== | ===Pulling=== | ||
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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: Fleets can tether off Citadels for remote repairs and invulnerability so long as no criminal timer is held. This allows faster response time for | **Tethering: Fleets can tether off Citadels for remote repairs and invulnerability so long as no criminal timer is held. This allows a faster response time for ganking fleets. | ||
== Key Locations == | == Key Locations == | ||
When looking for a gank location, you are essentially looking for high traffic | 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 === | ||
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. | 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. | ||
These pipes also tend to be lower security than “core” empire worlds, often at the lowest hi-sec security ranking: 0.5 | These pipes also tend to be lower security than “core” empire worlds, often at the lowest hi-sec security ranking: 0.5 | ||
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*Uedama: On the Jita – Dodixie trade route | *Uedama: On the Jita – Dodixie trade route | ||
*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 | ||
*Systems surrounding any of the above. Many of these 0.5 pipe systems have other 0.5 or 0.6 systems 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. | *Systems surrounding any of the above. 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. | ||
*Jita, and Perimeter: Gankers frequent these high security status areas despite the safety there because of the significantly increased traffic. Most people that gank here are either killing abyssal runners, pods, leopards/shuttles, [[Industrials]], or hunting [[Jump Freighters]]. | *Jita, and Perimeter: Gankers frequent these high security status areas despite the safety there because of the significantly increased traffic. Most people that gank here are either killing abyssal runners, pods, leopards/shuttles, [[Industrials]], or hunting [[Jump Freighters]]. | ||
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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. | 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. | ||
*[[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 | *[[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. Also, many Blockade Runners used to be killed upon undocking from a station before they could warp off, but with CCP nerfing the align of the Jita station, this is far less common. | ||
*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 | *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]] | ||