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Travel fits: Difference between revisions

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m Update link because of page move.
m Consolidate CSS. Link maintenance. Industrial to hauler.
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=== Reducing align time ===
=== Reducing align time ===
Reducing the [[Instant align|align time]] of a ship to less than 2 seconds enables it to [[Instant align|"insta-align"]] and avoid being tackled in most circumstances; [[Interdiction_101#Bubble_Mechanics|bubbles]] in nullsec space will still prevent warp, and ships boosted to very high sensor strengths to achieve "insta-lock" might still catch such a ship, as at sub-two-second intervals the exact outcome begins to depend on the internet connections of the target and attacker, and on server ticks rather than normal time.
Reducing the [[Instant align|align time]] of a ship to less than 2 seconds enables it to [[Instant align|"insta-align"]] and avoid being tackled in most circumstances; [[Tackling#Warp disruption fields|bubbles]] in nullsec space will still prevent warp, and ships boosted to very high sensor strengths to achieve "insta-lock" might still catch such a ship, as at sub-two-second intervals the exact outcome begins to depend on the internet connections of the target and attacker, and on server ticks rather than normal time.


The align time of a ship is based on the ship's '''mass''' and '''agility''' as well as '''agility''' and '''inertia''' bonuses from '''skills''', '''modules''', '''rigs''' and '''implants'''. Bonuses relevant to align time are either referred to as '''agility''' (a positive value) or '''inertia''' (usually a negative value, unless referred to as ''"inertia modifier"''—then it's positive), which for all intents and purposes in EVE are the same.  
The align time of a ship is based on the ship's '''mass''' and '''agility''' as well as '''agility''' and '''inertia''' bonuses from '''skills''', '''modules''', '''rigs''' and '''implants'''. Bonuses relevant to align time are either referred to as '''agility''' (a positive value) or '''inertia''' (usually a negative value, unless referred to as ''"inertia modifier"''—then it's positive), which for all intents and purposes in EVE are the same.  
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Several skills affect your align time, starting with the most relevant skills:
Several skills affect your align time, starting with the most relevant skills:
{| class="wikitable"
{| class="wikitable"
! style="background-color:#222222;" | Skill
|- style="background-color: #222222;"
! style="background-color:#222222;" | Bonus
! Skill
! Bonus
|-
|-
| style="padding:0px; padding-right:5px;" | [[Image:SkillBook.png|32px|link=]] {{sk|Evasive Maneuvering|mult=yes}}
| style="padding: 0px; padding-right: 5px;" | [[Image:SkillBook.png|32px|link=]] {{sk|Evasive Maneuvering|mult=yes}}
| style="padding:5px;" | 5% improved ship agility for all ships per skill level
| style="padding: 5px;" | 5% improved ship agility for all ships per skill level
|-
|-
| style="padding:0px; padding-right:5px;" | [[Image:SkillBook.png|32px|link=]] {{sk|Spaceship Command|mult=yes}}
| style="padding: 0px; padding-right:5px;" | [[Image:SkillBook.png|32px|link=]] {{sk|Spaceship Command|mult=yes}}
| style="padding:5px;" | 2% improved ship agility for all ships per skill level
| style="padding: 5px;" | 2% improved ship agility for all ships per skill level
|}
|}
There are also special case skills, for certain ships fits with specific modules.
There are also special case skills, for certain ships fits with specific modules.
{| class="wikitable"
{| class="wikitable"
|- style="background-color:#222222;"
|- style="background-color: #222222;"
! Skill
! Skill
! Bonus
! Bonus
|-
|-
| style="padding:0px; padding-right:5px;" | [[Image:SkillBook.png|32px|link=]] {{sk|Advanced Spaceship Command|mult=yes}}
| style="padding:0px; padding-right:5px;" | [[Image:SkillBook.png|32px|link=]] {{sk|Advanced Spaceship Command|mult=yes}}
| style="padding:5px;" | 5% Bonus per skill level to the agility of ships requiring Advanced Spaceship Command<small>&nbsp;<ref>Only relevant for [[Hauling#Freighters|Freighter]]s & [[Capital ships]] including the {{sh|Orca}}, {{sh|Rorqual}} and {{sh|Bowhead}}.</ref></small>
| style="padding:5px;" | 5% Bonus per skill level to the agility of ships requiring Advanced Spaceship Command<small>&nbsp;<ref>Only relevant for [[Freighters]] & [[Capital ships]] including the {{sh|Orca}}, {{sh|Rorqual}} and {{sh|Bowhead}}.</ref></small>
|-
|-
| style="padding:0px; padding-right:5px;" | [[Image:SkillBook.png|32px|link=]] {{sk|Armor Layering|mult=yes}}
| style="padding:0px; padding-right:5px;" | [[Image:SkillBook.png|32px|link=]] {{sk|Armor Layering|mult=yes}}
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|-
|-
| style="padding:0px; padding-right:5px;" | [[Image:SkillBook.png|32px|link=]] {{sk|Amarr Hauler|mult=yes}}
| style="padding:0px; padding-right:5px;" | [[Image:SkillBook.png|32px|link=]] {{sk|Amarr Hauler|mult=yes}}
| style="padding:5px;" | 5% bonus to ship inertia modifier per level&nbsp;<ref name="industrial">Only relevant for some [[Haulers]], such as the smaller {{sh|Badger}}, {{sh|Nereus}}, {{sh|Sigil}} and {{sh|Wreathe}} as well as the larger {{sh|Bowhead}}.</ref>
| style="padding:5px;" | 5% bonus to ship inertia modifier per level&nbsp;<ref name="hauler">Only relevant for some [[Haulers]], such as the smaller {{sh|Badger}}, {{sh|Nereus}}, {{sh|Sigil}} and {{sh|Wreathe}} as well as the larger {{sh|Bowhead}}.</ref>
|-
|-
| style="padding:0px; padding-right:5px;" | [[Image:SkillBook.png|32px|link=]] {{sk|Caldari Hauler|mult=yes}}
| style="padding:0px; padding-right:5px;" | [[Image:SkillBook.png|32px|link=]] {{sk|Caldari Hauler|mult=yes}}
| style="padding:5px;" | 5% bonus to ship inertia modifier per level&nbsp;<ref name="industrial"></ref>
| style="padding:5px;" | 5% bonus to ship inertia modifier per level&nbsp;<ref name="hauler"></ref>
|-
|-
| style="padding:0px; padding-right:5px;" | [[Image:SkillBook.png|32px|link=]] {{sk|Gallente Hauler|mult=yes}}
| style="padding:0px; padding-right:5px;" | [[Image:SkillBook.png|32px|link=]] {{sk|Gallente Hauler|mult=yes}}
| style="padding:5px;" | 5% bonus to ship inertia modifier per level&nbsp;<ref name="industrial"></ref>
| style="padding:5px;" | 5% bonus to ship inertia modifier per level&nbsp;<ref name="hauler"></ref>
|-
|-
| style="padding:0px; padding-right:5px;" | [[Image:SkillBook.png|32px|link=]] {{sk|Minmatar Hauler|mult=yes}}
| style="padding:0px; padding-right:5px;" | [[Image:SkillBook.png|32px|link=]] {{sk|Minmatar Hauler|mult=yes}}
| style="padding:5px;" | 5% bonus to ship inertia modifier per level&nbsp;<ref name="industrial"></ref>
| style="padding:5px;" | 5% bonus to ship inertia modifier per level&nbsp;<ref name="hauler"></ref>
|-
|-
| style="padding:0px; padding-right:5px;" | [[Image:SkillBook.png|32px|link=]] {{sk|ORE Freighter|mult=yes}}
| style="padding:0px; padding-right:5px;" | [[Image:SkillBook.png|32px|link=]] {{sk|ORE Freighter|mult=yes}}
| style="padding:5px;" | 5% bonus to ship inertia modifier per level&nbsp;<ref name="industrial"></ref>
| style="padding:5px;" | 5% bonus to ship inertia modifier per level&nbsp;<ref name="hauler"></ref>
|}
|}
<references/>
<references/>
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| style="background-color:#111111; padding:0px;" | [[image:icon_rigs.png|32px|Rig slot]]
| style="background-color:#111111; padding:0px;" | [[image:icon_rigs.png|32px|Rig slot]]
| style="background-color:#111111; padding-top:0px; padding:0px;" | [[image:module_icon_propulsion_rig_tech2.png|32px|link=]]
| style="background-color:#111111; padding-top:0px; padding:0px;" | [[image:module_icon_propulsion_rig_tech2.png|32px|link=]]
| style="background-color:#222222; padding:5px;" | {{co|coral|Low Friction Nozzle Joints II}} (-14% inertia modifier, -10% armour hp&nbsp;<ref>The armour hit point penalty of '''Astronautic Rigs''' can be reduced by training the {{sk|Astronautics Rigging|mult=yes|icon=yes}} skill.</ref>)
| style="background-color:#222222; padding:5px;" | {{co|coral|Low Friction Nozzle Joints II}} (-14% inertia modifier, -10% armor hp&nbsp;<ref>The armor hit point penalty of '''Astronautic Rigs''' can be reduced by training the {{sk|Astronautics Rigging|mult=yes|icon=yes}} skill.</ref>)
|}
|}
<references/>
<references/>
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<p style="font-size:115%;">{{Anchor|Friendly webs}}'''{{co|white|Friendly webs}}'''</p>
<p style="font-size:115%;">{{Anchor|Friendly webs}}'''{{co|white|Friendly webs}}'''</p>
Another option is to have a friend or an alt to web your ship as it starts aligning, dropping its maximum speed and making it align almost instantaneously. This can be extremely useful for very slow aligning ships like [[Hauling#Freighters|freighter]]s. It does require some effort and planning, however, as some gates are pretty large, so the webbing ship needs to either be really fast to close the distance, or have a web range bonus like the {{sh|Hyena}} or {{sh|Cruor}}. You also need to either be in a corp with '''friendly fire''' enabled, or set up a friendly '''duel''' between you and your alt in order to be able to web yourself safely without CONCORD intervention (highsec) or security status loss and gate gun intervention (lowsec).
Another option is to have a friend or an alt to web your ship as it starts aligning, dropping its maximum speed and making it align almost instantaneously. This can be extremely useful for very slow aligning ships like [[freighters]]. It does require some effort and planning, however, as some gates are pretty large, so the webbing ship needs to either be really fast to close the distance, or have a web range bonus like the {{sh|Hyena}} or {{sh|Cruor}}. You also need to either be in a corp with '''friendly fire''' enabled, or set up a friendly '''duel''' between you and your alt in order to be able to web yourself safely without CONCORD intervention (highsec) or security status loss and gate gun intervention (lowsec).


=== Increasing warp speed ===
=== Increasing warp speed ===
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<p style="font-size:115%;">'''{{co|white|Ships with a high native warp speed}}'''</p>
<p style="font-size:115%;">'''{{co|white|Ships with a high native warp speed}}'''</p>
The fastest warping ship in the EVE Universe is the {{sh|Leopard}} (20 AU/s) followed by the [[Interceptors]] and [[Covert Ops]] frigates (8 AU/s base speed). There's also the {{sh|Dramiel}} (7.5 AU/s base speed); thanks to having 3 rig slots instead of just the two slots of T2 frigates, it can actually sport the highest possible warp speed amongst the frigates, clocking in at '''13 AU/s''' with 3 x {{co|coral|Small Hyperspatial Velocity Optimizer II}} rigs compared to the T2 frigates' '''12.2 AU/s'''. This is thanks to the {{icon|angel cartel|18}} [[Angel Cartel]] bonus to warp speed, which all Angel ships have.
The fastest warping ship in the EVE Universe is the {{sh|Leopard}} (20 AU/s) followed by the [[interceptors]] and [[Covert Ops]] frigates (8 AU/s base speed). There's also the {{sh|Dramiel}} (7.5 AU/s base speed); thanks to having 3 rig slots instead of just the two slots of T2 frigates, it can actually sport the highest possible warp speed amongst the frigates, clocking in at '''13 AU/s''' with 3 x {{co|coral|Small Hyperspatial Velocity Optimizer II}} rigs compared to the T2 frigates' '''12.2 AU/s'''. This is thanks to the {{icon|angel cartel|18}} [[Angel Cartel]] bonus to warp speed, which all Angel ships have.


Those speeds can then be further augmented by the above mentioned '''Ascendancies'''-implants, making it possible for the Leopard to reach a staggering '''32.4 AU/s''', the Dramiel to hit '''21.1 AU/s''' and Interceptors to hit '''19.7 AU/s'''. You could even take it further and sacrifice tank or align time to push even further with hyperspatial accelerators.
Those speeds can then be further augmented by the above mentioned '''Ascendancies'''-implants, making it possible for the Leopard to reach a staggering '''32.4 AU/s''', the Dramiel to hit '''21.1 AU/s''' and Interceptors to hit '''19.7 AU/s'''. You could even take it further and sacrifice tank or align time to push even further with hyperspatial accelerators.


== Fitting enough tank not to be worth ganking ==
== Fitting enough tank not to be worth ganking ==
If you're in high security space and not at war, the only real threat to your ship comes from [[Suicide ganking|suicide gankers]]. To remedy this, you can up your tank to the point where it's not financially efficient to gank you for profit. This will drastically reduce the chance of someone bothering to destroy your ship.
If you're in high security space and not at war, the only real threat to your ship comes from [[Suicide ganking|suicide gankers]]. To remedy this, you can up your tank to the point where it's not financially efficient to gank you for profit. This will drastically reduce the chance of someone bothering to destroy your ship.


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Only one skill improves your structure hit points, but another indirectly helps by allowing you to fit modules that improve structure hit points:
Only one skill improves your structure hit points, but another indirectly helps by allowing you to fit modules that improve structure hit points:
{| class="wikitable"
{| class="wikitable"
! style="background-color:#222222;" | Skill
|-  style="background-color: #222222;"
! style="background-color:#222222;" | Bonus
! Skill
! Bonus
|-
|-
| style="padding:0px; padding-right:5px;" | [[Image:SkillBook.png|32px|link=]] {{sk|Mechanics|mult=yes}}
| style="padding:0px; padding-right:5px;" | [[Image:SkillBook.png|32px|link=]] {{sk|Mechanics|mult=yes}}
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<p style="font-size:115%;">'''{{co|white|Implants}}'''</p>
<p style="font-size:115%;">'''{{co|white|Implants}}'''</p>


There is also an [[implants|implant]] called {{co|coral|Inherent Implants 'Noble' Mechanic MC-8}} which further increases your hull hitpoints by up to 6% for the most expensive variant.
There is also an [[implant]] called {{co|coral|Inherent Implants 'Noble' Mechanic MC-8}} which further increases your hull hitpoints by up to 6% for the most expensive variant.


=== Improving your armor tank ===
=== Improving your armor tank ===
Fitting an armor tank can be a little bit more skill-intensive, especially in a passive resist setup, since the efficiency of passive resist modules relies heavily on your armor compensation skills. A setup with active hardeners would potentially give you higher resists, but would take up too many modules, leaving scarcely few slots for actual armor plates.
Fitting an armor tank can be a little bit more skill-intensive, especially in a passive resist setup, since the efficiency of passive resist modules relies heavily on your armor compensation skills. A setup with active hardeners would potentially give you higher resists, but would take up too many modules, leaving scarcely few slots for actual armor plates.


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There is one skill improving armor hit points directly:
There is one skill improving armor hit points directly:
{| class="wikitable"
{| class="wikitable"
! style="background-color:#222222;" | Skill
|- style="background-color: #222222;"
! style="background-color:#222222;" | Bonus
! Skill
! Bonus
|-
|-
| style="padding:0px; padding-right:5px;" | [[Image:SkillBook.png|32px|link=]] {{sk|Hull Upgrades|mult=yes}}
| style="padding:0px; padding-right:5px;" | [[Image:SkillBook.png|32px|link=]] {{sk|Hull Upgrades|mult=yes}}
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There are also special case skills for certain modules, such as the {{co|coral|Energized Adaptive Nano Membrane II}} module or any of the other passive resist platings and membranes.
There are also special case skills for certain modules, such as the {{co|coral|Energized Adaptive Nano Membrane II}} module or any of the other passive resist platings and membranes.
{| class="wikitable"
{| class="wikitable"
! style="background-color:#222222;" | Skill
|- style="background-color: #222222;"
! style="background-color:#222222;" | Bonus
! Skill
! Bonus
|-
|-
| style="padding:0px; padding-right:5px;" | [[Image:SkillBook.png|32px|link=]] {{sk|EM Armor Compensation|mult=yes}}
| style="padding:0px; padding-right:5px;" | [[Image:SkillBook.png|32px|link=]] {{sk|EM Armor Compensation|mult=yes}}
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| style="background-color:#111111; padding:0px;" | [[image:icon_low_slot.png|32px|Low slot]]
| style="background-color:#111111; padding:0px;" | [[image:icon_low_slot.png|32px|Low slot]]
| style="background-color:#111111; padding-top:0px; padding:0px;" | https://image.eveonline.com/Type/20353_32.png
| style="background-color:#111111; padding-top:0px; padding:0px;" | https://image.eveonline.com/Type/20353_32.png
| style="background-color:#222222; padding:4px;" | {{co|coral|1600mm Steel Plates II}} (+4,800 base armour hp)
| style="background-color:#222222; padding:4px;" | {{co|coral|1600mm Steel Plates II}} (+4,800 base armor hp)
|-
|-
| style="background-color:#111111; padding:0px;" | [[image:icon_rigs.png|32px|Rig slot]]
| style="background-color:#111111; padding:0px;" | [[image:icon_rigs.png|32px|Rig slot]]
| style="background-color:#111111; padding-top:0px; padding:0px;" | https://image.eveonline.com/Type/26302_32.png
| style="background-color:#111111; padding-top:0px; padding:0px;" | https://image.eveonline.com/Type/26302_32.png
| style="background-color:#222222; padding:4px;" | {{co|coral|Trimark Armor Pump II}} (+20% armour hp, -10% speed)
| style="background-color:#222222; padding:4px;" | {{co|coral|Trimark Armor Pump II}} (+20% armor hp, -10% speed)
|}
|}
<p style="font-size:115%;">'''{{co|white|Implants}}'''</p>
<p style="font-size:115%;">'''{{co|white|Implants}}'''</p>


There are also [[implants]] that help increase your armour hit points, such as the {{co|coral|Inherent Implants 'Noble' Hull Upgrades HG-10}} and the {{co|coral|Genolution Core Augmentation CA-4}} implant as well as the Low-, Mid- and High-grade {{co|coral|Slave}} set.
There are also [[implants]] that help increase your armor hit points, such as the {{co|coral|Inherent Implants 'Noble' Hull Upgrades HG-10}} and the {{co|coral|Genolution Core Augmentation CA-4}} implant as well as the Low-, Mid- and High-grade {{co|coral|Slave}} set.


=== Improving your shield tank ===
=== Improving your shield tank ===
The skills to use a proper T2 shield tank aren't quite as demanding as armor, and since there aren't any passive omni-tanked shield modules, you're often better off using active Multispectrum Shield Hardeners. You can fit for anti-gank by using a MSH as well as a thermal and kinetic hardener or amplifier, since the strongest gankers are Gallente in the current meta. Use the rest of the midslots for as many shield extenders as possible and an afterburner or microwarpdrive to cut then align time down.
The skills to use a proper T2 shield tank aren't quite as demanding as armor, and since there aren't any passive omni-tanked shield modules, you're often better off using active Multispectrum Shield Hardeners. You can fit for anti-gank by using a MSH as well as a thermal and kinetic hardener or amplifier, since the strongest gankers are Gallente in the current meta. Use the rest of the midslots for as many shield extenders as possible and an afterburner or microwarpdrive to cut then align time down.


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<p style="font-size:115%;">'''{{co|white|Skills}}'''</p>
<p style="font-size:115%;">'''{{co|white|Skills}}'''</p>
{| class="wikitable"
{| class="wikitable"
! style="background-color:#222222;" | Skill
|- style="background-color:#222222;"
! style="background-color:#222222;" | Bonus
! Skill
! Bonus
|-
|-
| style="padding:0px; padding-right:5px;" | [[Image:SkillBook.png|32px|link=]] {{sk|Shield Management|mult=yes}}
| style="padding:0px; padding-right:5px;" | [[Image:SkillBook.png|32px|link=]] {{sk|Shield Management|mult=yes}}
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There are also special case skills for certain modules, such as the {{co|coral|EM Shield Amplifier II}} module or any of the other passive resist amplifiers. None of these skills are required to fit the modules, but they will improve their efficiency.
There are also special case skills for certain modules, such as the {{co|coral|EM Shield Amplifier II}} module or any of the other passive resist amplifiers. None of these skills are required to fit the modules, but they will improve their efficiency.
{| class="wikitable"
{| class="wikitable"
! style="background-color:#222222;" | Skill
|- style="background-color: #222222;"
! style="background-color:#222222;" | Bonus
! Skill
! Bonus
|-
|-
| style="padding:0px; padding-right:5px;" | [[Image:SkillBook.png|32px|link=]] {{sk|Shield Operation|mult=yes}}
| style="padding:0px; padding-right:5px;" | [[Image:SkillBook.png|32px|link=]] {{sk|Shield Operation|mult=yes}}
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=== Reducing inflated align times ===
=== Reducing inflated align times ===
 
Most of the armor- and structure-tanking modules increase your align time, making you turn and handle like a brick with align times pushing 15+ seconds. See [[#Propulsion modules|propulsion modules]] and [[#Friendly webs|friendly webs]] above for more information on how to mitigate this without sacrificing too much of your tank.
Most of the armor- and structure-tanking modules increase your align time, making you turn and handle like a brick with align times pushing 15+ seconds. See [[Travel_fits#Propulsion modules|propulsion modules]] and [[Travel_fits#Friendly webs|friendly webs]] above for more information on how to mitigate this without sacrificing too much of your tank.


== Fitting for safe travel in hostile space ==
== Fitting for safe travel in hostile space ==
This method relies on fitting an '''Improved Cloaking Device II''' and a '''microwarpdrive''' to allow you to be cloaked while aligning, minimizing the time you're actually visible on grid. This is commonly referred to as the '''MWD + cloak trick''', see [[cloak trick]] or [https://www.youtube.com/watch?v=bVi1CWcbSUE Seamus Donohue's video] for more information.
This method relies on fitting an '''Improved Cloaking Device II''' and a '''microwarpdrive''' to allow you to be cloaked while aligning, minimizing the time you're actually visible on grid. This is commonly referred to as the '''MWD + cloak trick''', see [[cloak trick]] or [https://www.youtube.com/watch?v=bVi1CWcbSUE Seamus Donohue's video] for more information.


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== Using dedicated ships for moving around ==
== Using dedicated ships for moving around ==
If you're not bound to a specific ship but can setup dedicated ships for flying back and forth in the universe, you have plenty of options that can be either faster, safer, more convenient or just cheaper. This is very convenient if you have ships staged in two or more different regions or areas in space, as hopping into a shuttle or an interceptor will quickly and effortlessly allow you to move between them.
If you're not bound to a specific ship but can setup dedicated ships for flying back and forth in the universe, you have plenty of options that can be either faster, safer, more convenient or just cheaper. This is very convenient if you have ships staged in two or more different regions or areas in space, as hopping into a shuttle or an interceptor will quickly and effortlessly allow you to move between them.


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=== Shuttles ===
=== Shuttles ===
{{alpha}}
{{alpha}}


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=== Frigates ===
=== Frigates ===
{{alpha}}
{{alpha}}


While [[Interceptors|interceptors]], [[Covert Ops|covops ships]] and shuttles are better for moving safely and quickly, basic T1 frigates also have their uses as cheap, usually-ignored ships with more cargo space than a shuttle.  
While [[interceptors]], [[Covert Ops|covops ships]] and shuttles are better for moving safely and quickly, basic T1 frigates also have their uses as cheap, usually-ignored ships with more cargo space than a shuttle.  


The travel-fit [[Atron]] below is one example. This fit only requires you to train a {{sk|Evasive Maneuvering|III|mult=yes|icon=yes}} and if you don't already have it, {{sk|Gallente Frigate|I|mult=yes|icon=yes}} which in total is less than 9 hours worth of training. This makes it a very accessible method of moving around.
The travel-fit [[Atron]] below is one example. This fit only requires you to train a {{sk|Evasive Maneuvering|III|mult=yes|icon=yes}} and if you don't already have it, {{sk|Gallente Frigate|I|mult=yes|icon=yes}} which in total is less than 9 hours worth of training. This makes it a very accessible method of moving around.
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Experienced gatecampers know, when they see or suspect a cloaked target is present, to spread around the outside of the bubble and launch their drones to increase the chance that something will get close enough to the cloaked ship to de-cloak it. Very dedicated bubble set-ups might also have items jettisoned at the bubble's edge along likely entry vectors to help de-cloak targets who are pulled out of warp. Sovereign nullsec systems might also be set up by their owners with Mobile Observatories, which have a chance to de-cloak a ship when its cloak stabilization timer has run out.
Experienced gatecampers know, when they see or suspect a cloaked target is present, to spread around the outside of the bubble and launch their drones to increase the chance that something will get close enough to the cloaked ship to de-cloak it. Very dedicated bubble set-ups might also have items jettisoned at the bubble's edge along likely entry vectors to help de-cloak targets who are pulled out of warp. Sovereign nullsec systems might also be set up by their owners with Mobile Observatories, which have a chance to de-cloak a ship when its cloak stabilization timer has run out.


None of these facts mean that cloaked ships are a bad choice, but pilots should not make the mistake of assuming that their stealth is a total defence.
None of these facts mean that cloaked ships are a bad choice, but pilots should not make the mistake of assuming that their stealth is a total defense.


Covert Ops frigates are often favoured for travel via wormholes, given the fickle nature of wormholes, the value of remaining unseen and the bonused ability easily to scan down a new ''"door"'' should the old one close on you.
Covert Ops frigates are often favored for travel via wormholes, given the fickle nature of wormholes, the value of remaining unseen and the bonused ability easily to scan down a new ''"door"'' should the old one close on you.


{| class="wikitable"
{| class="wikitable"