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→Hauler type comparison: adjusted assumptions to include value limit, replaced Viator/JF recommentation with more general statement about recommended options, unified listing across volume and value division, added Hecate, Sunesis, adjusted areas of space for negligible-volume hauls, removed shuttle |
→Hauler tank fitting: changed section heading, added align time as important consideration, added discussion on unimportance of tank outside of highsec, added mentioning of bubbles, added Burst Jammer and EC-300 drones as last-ditch options; merged largely duplicate section in separate avoiding-ganks chapter here |
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* {{Sk|Energy Grid Upgrades|IV}}, {{Sk|Power Grid Management|II}}, and {{Sk|Science|I}}: Allows use of T2 Power Diagnostic Systems. Some shield tankers prefer these over Damage Controls for the boost in shield recharge rate (that recharge will not have time to make up for the ehp loss compared to a damage control before concord arrives, even in a 0.5 with a 13 second delay, but it can be combined with a damage control). | * {{Sk|Energy Grid Upgrades|IV}}, {{Sk|Power Grid Management|II}}, and {{Sk|Science|I}}: Allows use of T2 Power Diagnostic Systems. Some shield tankers prefer these over Damage Controls for the boost in shield recharge rate (that recharge will not have time to make up for the ehp loss compared to a damage control before concord arrives, even in a 0.5 with a 13 second delay, but it can be combined with a damage control). | ||
== | == Fitting considerations for hauling ships == | ||
The best form of tanking for haulers is not getting caught in the first place. This is especially true outside of highsec: the amount of tank in lowsec/nullsec/WH/Pochven rarely makes a difference to the outcome, because a well set up gatecamp can just spend more time getting through your ship's HP or call in reinforcements from nearby friendly pilots, while in highsec the response time of CONCORD puts an upper limit to the engagement duration. Still, fitting for maximum tank after the other crucial modules are taken care of can work against less experienced and/or single pilot attackers, giving you enough time to escape tackle, rely on damage to the attacker's ship by lowsec gate guns, or successfully burn back to the gate and jump back through. (The latter won't be an option if you used any aggressive action on your part, such as activating a Burst Jammer module, because of your own weapons timer.) | |||
In all areas where [[Tackling#Warp_disruption_fields|warp disruption bubbles]] may be used (nullsec, WH space, Pochven), fitting an Interdiction Nullifier module is strongly recommended; other less-optimal options are shuttles (small cargospace, vulnerable to smartbombing gatecamps, but inherently immune to bubbles), frigates fitted for high on-grid speed (to escape from both bubbles and enemy tacklers), and cov-ops cloak capable ships such as the {{Sh|Astero}} and [[Frigates#Stealth_Bombers|Stealth Bombers]] that can not fit the Interdiction Nullifier modules (but can by virtue of their cov-ops cloaking device move without speed penalty while cloaked). | |||
Blockade runners rely on good bookmarks, crafty use of their Covert Ops Cloak, and not fitting anything that would increase the signature radius (no shield extenders). Due to their use of a covops cloak, well-flown blockade runners can be almost impossible to catch in highsec and lowsec. They are thus a good choice for more expensive cargo runs, but being very flimsy can easily get ganked if left uncloaked at a gate or while slow-boating from outside the docking ring of a station. | |||
For hauling, | For low-volume hauling, a ship that is fitted to align in less than 2 seconds (see [[Instant align]] for details) offers a fairly high level of protection against being intercepted by targeted warp disruption, with the added benefit that the risk your cargo is successfully scanned is also reduced. Warp disruption bubbles are still a concern however. In highsec and lowsec, the sub-1s Hecate is truly uncatchable if piloted correctly (and no game disconnects occur). For higher volumes of cargo, fit the ship to use the [[Cloak trick]] wherever possible (always on Deep Space Transports), and consider warp core stabilisers as an option if you have fitting slots to spare (highly recommended for Deep Space Transports once more, due to their innate warp core strength bonus). Outside of highsec, having a Burst Jammer module and Hornet EC-300 drones (on the few ships commonly used for hauling that have a drone bay) can work as a last-ditch effort to get yourself free from a gatecamp. Note that the Burst Jammer modules interfere with Interdiction Nullifiers, and their use in highsec is strongly discouraged due to the risk of accidentially hitting a neutral target and getting "[[CONCORD#CONCORD_mechanics|CONCORDed]]". | ||
=== Fitting an appropriate tank for highsec hauling === | |||
The more EHP that you have, the harder it is for the attacker to blow up your ship and steal your stuff. The calculations regarding how many ships a ganker will need to use (and lose to CONCORD) to successfully destroy your ship compared to how much value the dropped cargo will likely be are a deciding factor in most highsec ganks. | |||
There are several types of [[Tanking|tanking]]: buffer tanking, (shield) passive tanking and active tanking. For movements within highsec, the buffer tank is most common, as the goal is to survive the alpha strike (initial volley) of the attacking gankers and remain alive long enough for CONCORD to come and destroy the attackers. Some buffer tanks are entirely passive (no active modules), while others include active resistance modules. The active modules must be turned on after every jump; remapping them to the F1-F8 keys makes this more convenient. Still, relying on active modules for a significant part of your overall EHP carries with it the risk that you forget to actually turn them on in the heat of the moment. | |||
T1 haulers ships are most often shield tanked to allow the low slots to be used for Expanded Cargohold modules. You will want to fit as many medium/large shield extenders into the mid slots as possible. This should be balanced with shoring up your weak EM/thermal resist holes using Multispectrum Shield Hardener modules or Shield Resist Amplifier modules (Kinetic Shield Amplifiers in case of a fit designed specifically against the common hybrid turret Catalysts used in ganking). In cases where you need more EHP and can sacrifice cargo space, consider adding a Damage Control Unit II module, Reinforced Bulkheads, or armor resist modules. A poorly fit T1 hauler will only have 4k to 6k EHP, a well fit T1 hauler can have 10k to 20k EHP without sacrificing too much cargo space. | |||
Visibly active tanking (most notably the Multispectrum Shield Hardener) might discourage ganking by the discriminating ganker, but your capacitor will not allow you to keep them running at all times. Remember to turn them on when you align out of a gate and to turn them off once you are in warp. Turning them back on when you land at your destination gate is optional, but having them active as you land at a busy station like a trade hub is recommended. | Visibly active tanking (most notably the Multispectrum Shield Hardener) might discourage ganking by the discriminating ganker, but your capacitor will not allow you to keep them running at all times. Remember to turn them on when you align out of a gate and to turn them off once you are in warp. Turning them back on when you land at your destination gate is optional, but having them active as you land at a busy station like a trade hub is recommended. | ||
Shield tanking skills are key for the above, followed by the ability to use a Damage Control II and Multispectrum Shield Hardener II. After that, armor tanking can be considered, but that takes away cargo space quickly as you use up low slots with armor plates/hardeners instead of Expanded Cargohold modules. Note that Tech 2 Deep Space Transports and specialized Gallente haulers like the {{sh|Miasmos}}, {{sh|Epithal}} or {{sh|Kryos}} are mostly useful for their specialized holds which are unaffected by Expanded Cargohold modules. These ships can, and should, be fitted with tanking, agility, or warp speed low slot modules, making armour tanked Deep Space Transports like the {{sh|Impel}} a common sight. | |||
For Orcas, the standard fit is a Damage Control II and Reinforced Bulkhead II in the low slots and three Large Transverse Bulkhead II rigs. This takes your ship from about 150k EHP up to about 420k EHP. The addition of some passive shield resistance amplifiers (2x EM, 1x Kinetic, 1x Thermal) will increase the EHP to about 450k even at low shield skills. Replacing the passive Amplifiers with active Hardeners adds another bit of EHP but requires more attention. Using Cargo rigs is discouraged since you lose about 170k EHP for a low amount of additional cargohold. You should train Hull Upgrades IV and Mechanics IV (or better V) before undocking. Being able to use a Damage Control II gives a really nice EHP boost, and since you are almost fully hull-tank, the extra 5% from Mechanics V are also very nice. You should also consider using a Inherent Implants 'Noble' MC (Slot 8) which increases hull HP by anything from 1% up to 6%. | |||
Freighters and Jump Freighters have three low slots and can fit any combination of cargohold expanders, Nanofiber Internal Structures, Inertia Stabilizers, Reinforced Bulkheads, warp speed modules, and (in the case of Jump Freighters) fuel-use reducing modules. How you fit a Freighter for highsec hauling will depend on the size of the cargo: it is strongly recommended to fit Reinforced Bulkheads whenever possible and to not fit cargohold expanders unless absolutely necessary, as the expanders will reduce your overall tank substantially. For Jump Freighters, the appropriate fit is highly dependent on which part of a typical hauling journey you are in. Pilots for both Freighters and Jump Freighters will almost always carry a full set of modules for refitting to another setup in their cargohold. | |||
== Avoiding ganking == | == Avoiding ganking == | ||