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(First draft by Callin Vandylx, using information gleaned from Steave435, Cassius Longinus and Scrapyard Bob, amongst myriad others. Please enhance this!) | |||
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TODO: Link to Uni Obelisk program. | TODO: Link to Uni Obelisk program. | ||
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== Orca == | == Orca == | ||
For pure anti-gank hi-sec hauling, the Orca probably excels at this. It can't hold anywhere near as much as the Freighters, but the Corp Hangar makes a wonderful place to hide 40k m^3 of cargo that you don't want to show up on a cargo scanner. | |||
However, the Orca requires a completely different skill set, whereas all the other haulers have pretty much the same skills: a Racial Industrial V with a few small (but expensive) skills on top of that. | |||
In addition, stuff in the Corp Hangar/SMA (SMA???) always gets destroyed when the ship is blown up and does not appear on killmails. (TODO: Explain the benefit of this?) | |||
== Fast Transports == | |||
There are situations where a small fast craft is better then a big lumbering beast. These include moving blueprints or other small volume, high value cargo. | |||
TODO: Discuss a few good fast transport setups for these purposes. | |||
== Racial Comparison == | == Racial Comparison == | ||
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== Hauler Type Comparison == | == Hauler Type Comparison == | ||
The best hauler is situational; it depends on where you are (high, low, null security space) combined with how large and valuable the cargo is. For example, using an Occator to move a cargo small enough to fit in a Viator is sub-optimal, and using a Viator to move large amounts of Tritanium around in high sec is as well. | |||
Below are the optimal ships for each task, assuming that the area that you're going to/through is not a place where it's a clearly bad idea to bring such a ship type (TODO: DEFINE THIS). As soon as moving through either null or low sec is required, you are strongly encouraged to switch to a Viator (Blockade Runner) or Jump Freighter. | |||
* Small cargo of any value: Blockade Runner | |||
* Large cargo of low value: T1 Industrial or Deep Space Transport | |||
* Large cargo of medium value: Deep Space Transport | |||
* Large cargo of high value: Blockade Runner. (Even if you may get the job done faster with a DST, getting it there at all is better then not getting it there due to being ganked.) | |||
* Huge cargo below ~350k m^3: Jump Freighter (it aligns faster then a Freighter) | |||
* Huge cargo above ~350k m^3: Jump Freighter or Freighter depending on the enviroment | |||
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== Ship Flying Skills == | == Ship Flying Skills == | ||
Warp Drive Operation | * Warp Drive Operation: Helps with long warps. Each skill level reduces the capacitor need of initiating warp by 10%. | ||
Spaceship Command | * Spaceship Command: Reduces align time. 2% improved ship agility for all ships per skill level. | ||
Advanced Spaceship Command | * Advanced Spaceship Command: May reduce align time. Grants a 5% Bonus per skill level to the agility of ships requiring Advanced Spaceship Command (such as the Orca). | ||
Evasive Maneuvering | * Evasive Maneuvering: Increases ship agility and acceleration. 5% improved ship agility for all ships per skill level. | ||
== Tanking Skills == | == Tanking Skills == | ||
Generally useful skills: | |||
Shield Upgrades IV | * Shield Management: 5% extra shields per level | ||
* Shield Operation: 5% reduction in shield recharge time per level; level IV allows use of T2 shield boosters | |||
* Shield Upgrades: 5% reduction in shield upgrade powergrid needs per level; level IV allows use of T2 shield extenders and rechargers | |||
* <type-specific> Shield Compensation: 3% bonus per level in <type-specific> resistance for active hardeners, 5% bonus per level for passive hardeners | |||
* Shield Compensation: 2% reduction in shield booster capacitor utilization per level (useful for active tanks) | |||
Shield Management | Recommendation: | ||
Shield Operation | * Get Shield Management and Shield Operation at least to IV. | ||
Particularly useful modules: | |||
* Engineering II & Tactical Shield Manipulation IV: Allows use of Invulnerability Field II. | |||
* Hull Upgrades IV: Allows use of T2 Damage Control. There is a trade-off with the cargo expanders typically used by haulers, however. | |||
* Energy Grid Upgrades IV, Engineering II, and Science I: Allows use of T2 Power Diagnostic Systems. Some shield tankers prefer these over Damage Controls for the boost in shield recharge rate. | |||
= Hauler Tanking = | |||
There are several types of tanking: buffer tanking, passive tanking and active tanking. Additionally, some buffer tanks are entirely passive (no active modules) and others include active resistances and damage control modules. The active modules must be turned on after every jump; remapping them to the F1-F8 keys makes this less inconvenient. | |||
For high sec operation, 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 attacker(s). | |||
T1 Industrials are typically passive buffer tanked. | |||
An example buffer tank fit would include 1x EMP Shield Amp, 1x Thermal Shield Amp and 2-3x Medium Shield Extenders. One or two Invulnerabilty Field IIs can also be used, but remember that requires capacitor to run and has to be restarted after every jump. The Damage Control II is far better because it uses hardly any cap, but you still have to remember to turn it on, but it requires removing an Extended Cargohold II. | |||
For hauling, passive shield tank skills are key, followed by the ability to use a Damage Control II and Invulnerability Field II. After that, armor tanking can be considered, but that takes away cargo space quickly as you burn up low slots with armor plates/hardeners instead of Expanded Cargohold modules. | |||
Visibly active tanking might discourage ganking. | Visibly active tanking might discourage ganking by the discriminating ganker, so remember to keep your active modules (if any) running at all times. | ||
For hauling in null | For hauling in null sec, a Microwarp Drive is key for getting out of bubbles. These are best used on a Blockade Runner that can cloak. | ||
== Avoiding Ganking == | == Avoiding Ganking == | ||
In a T1 Industrial, the best way to avoid suicide ganks in a hauler is to fly a cloakable ship, and not be AFK. You should be safe moving anything through high security space that way. | |||
The second best is to just not be AFK. (Embarassing that that really needs to be said.) In that case, perhaps mobility (instabs/stabilizers) work as well as buffer to discourage ganking. | |||
If you must travel AFK, then buffer is all you have. Favor explosive/kinetic/thermal hardening as suicide ganking in Harbingers is too expensive (because of faction crystals and the cost of the hull). Most people will be ganking in Hurricanes and Drakes. | |||
If you're really trying to go anti-gank in | If you're really trying to go anti-gank in high sec, then a Transport (65k EHP, 8k cargo on an Occator) or Orca (250k EHP, 90-95k cargo) or Freighter (200k EHP 900-950k cargo) becomes mandatory. | ||
== Builds == | == Builds == | ||
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3x Medium Core Defence Field Extender I | 3x Medium Core Defence Field Extender I | ||
That has 15+K EHP, which should tank most solo- | That has 15+K EHP, which should tank most solo-Battlecruiser gankers. | ||
=== Iteron V, Shield Tank === | === Iteron V, Shield Tank === | ||
(Scrapyard Bob) | (Scrapyard Bob) | ||
You can change a regular | You can change a regular Iteron V fit over to an anti-gank setup merely be swapping out one of the low slots for a Damage Control II, resulting in 14k EHP from 11k EHP. You'll still have 30k m^3 of cargo space. Alternatively, go with 1x Damage Control II, 3x Power Diagnostic System II, 1x 400mm Armor Plate and you'll have a 20k EHP tank without sacrificing your Cargo Optimization rigs, but leaving you with only 11.4k m^3 of space. One comon mid slot Iteron V shield tank is 3x Medium Shield Extenders, 1x EM Resist Amplifier and 1x Thermal Resist Amplifier for 11k EHP base. | ||
= Hauler Roles = | = Hauler Roles = | ||
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TODO | TODO | ||
Jump Freighters and Blockade Runners should be the only things hauling stuff in or out of null sec. | |||
== Mining Assistance == | == Mining Assistance == | ||
If you're using your hauler in a mining operation (without an Orca), consider fitting a tractor beam to bring cans to you faster, as well as a salvager to make something of the inevitable rat wrecks. You could also fit a mining laser, but even a good one with pilot skills won't be getting much more than 100 m^3 per minute. | |||
== Other == | == Other == | ||
TODO | TODO | ||
What other roles can haulers fulfill? | |||
= References = | = References = | ||