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Hauling: Difference between revisions

From EVE University Wiki
More information added (not organized)
Completed first draft
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{{Template:Work in Progress}}
(First draft by Callin Vandylx, using information gleaned from Steave435, Cassius Longinus and Scrapyard Bob, amongst myriad others. Please enhance this!)
[[Category:Work in progress]]
 
(Work in progress by Callin Vandylx, using information gleaned from Steave435, Cassius Longinus and Scrapyard Bob, amongst myriad others. Please let me finish a first draft.)


TODO: Link to Uni Obelisk program.
TODO: Link to Uni Obelisk program.
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== Orca ==
== Orca ==


TODO
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.


Lastly, 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 m3 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.


It requires a completely different skill set, all of these have pretty much the same ones (racial industrial 5 with a few small 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?)


In addition, stuff in the corp hangar/SMA always gets destroyed when the ship pops and does not appear on killmails.
== Fast Transports ==


== 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.


There are situations where a small fast craft is better then a big lumbering beast (such as 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 ==


Where you are shouldn't be the only factor, it should be about where you are combined with what the cargo is. Using an occator to move cargos small enough to fit in a viator is retarded. Using a viator to move large amounts of tritanium around in high sec is equally so.
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.


Small cargos of any value = BR
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.
Large cargos of low value = T1 industrial or DST
Large cargos of medium value = DST
Large cargos of high value = BR, 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 cargos below ~350k or so = JF, it aligns faster then a freighter
Huge cargos larger then that = JF or freighter depending on the enviroment
 
That's the optimal ships for each task, assuming that the area that you're going to/trough is not a place where it's retarded to bring such a ship type, which I assume people know...as soon as moving trough either 0.0 or low sec is required, I'd pretty much always switch to a viator or JF


* 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 - helps with long warps.
* Warp Drive Operation: Helps with long warps. Each skill level reduces the capacitor need of initiating warp by 10%.
Spaceship Command - helps with align time.
* 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 - ship agility & acceleration.
* Evasive Maneuvering: Increases ship agility and acceleration. 5% improved ship agility for all ships per skill level.


== Tanking Skills ==
== Tanking Skills ==


Engineering II & Tactical Shield Manipulation IV gets you Invulnerability Field II.
Generally useful skills:
Shield Upgrades IV will get you T2 shield extenders.
* 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: 5% extra shields per level
Recommendation:
Shield Operation: 5% reduction in shield recharge time per level; level IV gets you t2 shield boosters
* Get Shield Management and Shield Operation at least to IV.
Shield Upgrades: 5% reduction in shield upgrade powergrid needs per level; level IV gets you t2 shield extenders and rechargers
Shield Compensation: 2% reduction in shield booster capacitor utilization per level
<type-specific> Shield Compensation: 3% bonus per level in <type-specific> resistance for active hardeners, 5% bonus per level for passive hardeners


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.


Hull Upgrades IV (and Mechanic I, which you've got) gets you t2 Damage Control, but since that's a low slot, you may have cargo expanders in all of yours.
= Hauler Tanking =
 
However some shield tankers prefer Power Diagnostic System's over Damage Controls for the boost in shield recharge rate. You need Energy Grid Upgrades IV, Engineering II, and Science I for t2 PDS's.


= 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.


TODO:
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).
Buffer tanking...
Active & passive buffer tanks...
Builds...


All of my haulers (Badgers/Ittys) have always been passive tanked beasts (big buffer tanks with good resists). For instance: (1) EMP Shield Amp (1) Thermal Shield Amp (2-3) Medium Shield Extenders
T1 Industrials are typically passive buffer tanked.  


Maybe an Invuln II - but that requires cap to run and has to be turned on after every jump (the DC2 is far better because it uses hardly any cap, but you still have to remember to turn it on).
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.


So for hauling - passive shield tank skills are key. Followed by the ability to use a DC2 and Invuln2. Then you can get into armor tanking, but that takes away cargo space quickly as you burn up low-slots with armor plates / hardeners instead of expanded cargo hold modules.
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-sec, a MWD is key for getting out of bubbles. Best on a blockade runner that can cloak.
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 ==


The best way to avoid suicide ganks in a hauler is to fly a cloaky transport, and not be afk. I'll move anything through empire that way.
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.
 
Second best is to just not be afk. In that case, I'd say mobility (instabs/stabs) work as well as buffer to discourage ganking.


But if you are afk, then buffer is all you have. Favor Explosive/Kinetic/Thermal hardening as suiciding in Harbingers is too expensive (because of faction crystals and the cost of the harb hull). Most people will be ganking in Canes and Drakes.
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 hi-sec, then you need to move up to a Transport (65k EHP, 8k cargo on an Occator) or Orca (250k EHP, 90-95k cargo) or Freighter (200k EHP 900-950k cargo).
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-BC gankers.
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 Itty5 fit over to an anti-gank setup merely be swapping out 1 of the low-slots for a Damage Control II (which gives you 14k EHP instead of only 11k EHP for a standard tanked Itty5). And you'll still have 30k m3 of cargo space. Or go with 1 DC2 / 3 PDS2 / 1 400mm plate and you'll have a 20k EHP tank without sacrificing your Cargo Optimization rigs and leaving you with 11.4k m3 of cargo. The standard mid-slot Itty5 shield tank is (3) Medium Shield Extenders (1) EM resist amp and (1) Thermal resist amp (11k EHP base).
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


JFs and blockade runners should be the only things hauling stuff in 0.0 (out if the hauler ships).
Jump Freighters and Blockade Runners should be the only things hauling stuff in or out of null sec.
 
 


== Mining Assistance ==
== Mining Assistance ==


TODO
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.
Tractor Beams
Salvage
Miner (ha)


== Other ==
== Other ==


TODO
TODO
What other roles can haulers fulfill?


= References =
= References =