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{{related class|Suicide Ganking 101}} | {{related class|Suicide Ganking 101}} | ||
'''Suicide Ganking''' is the act of attacking another ship in [[high-sec|High Security space]] without a valid kill-right on them (via a [[War Declaration|war declaration]], [[Crimewatch#Legality_Timers|suspect timer]], or otherwise). | |||
As [[CONCORD]] will always react to destroy any ship which acts in such an aggressive manner, the aggressor is guaranteed to lose their ship - hence the term "suicide". 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 being used to gank. | |||
As CONCORD will always react to destroy any ship which acts in such an aggressive manner | |||
The aim of suicide ganking therefore is to destroy a higher value target than | |||
== Ships Used == | == Ships Used == | ||
*[[Catalyst]] | Ships used for suicide ganking prioritise damage over tank, and try to do as much damage to their target for a given ship cost. Ships that are typically used include: | ||
* [[Catalyst]] and [[Thrasher]] to deal damage | |||
*[[Machariel]] for bumping | * [[Machariel]] for bumping | ||
* | * [[Corvettes]] for distraction etc | ||
* Industrial or Freighter to be used to loot the wreck after a successful gank | * [[Industrial]] or Freighter to be used to loot the wreck after a successful gank | ||
== Starter Suicide Destroyers == | == Starter Suicide Destroyers == | ||
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</pre> | </pre> | ||
Switch ammo according to target, if you know what you're doing, load different ammo for shield/armor. | Switch ammo according to target, if you know what you're doing, load different ammo for shield/armor. Always use faction ammo, and load just enough for a few rounds for each gun - no need to store additional ammo in your cargo as you won't get time to reload. | ||
When using blasters check whether the Federation Navy or Caldari Navy version of the ammo is cheapest. | When using blasters check whether the Federation Navy or Caldari Navy version of the ammo is cheapest. | ||
== System Security Rankings == | == System Security Rankings == | ||
{{main|CONCORD}} | |||
All systems are assigned a security ranking, from -1.0 to +1.0, visible in the top left of your | All systems are assigned a [[System Security|security ranking]], from -1.0 to +1.0, visible in the top left of your screen, next to the system name for the system you are in. High Security systems range from 0.5 to 1.0. The higher the security rating of a system, the faster CONCORD will respond to criminal acts, and therefore the less time a ganker has to destroy his target before CONCORD appears and takes him out. | ||
CCP has never confirmed "official" response timers however by observation, most of the community has accepted the below as "average" values. These numbers can vary by 1-2 seconds due to server | CCP has never confirmed "official" response timers however by observation, most of the community has accepted the below as "average" values. These numbers can vary by 1-2 seconds due to [[server tick]]s. | ||
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A few caveats: | A few caveats: | ||
* This assumes that the criminal act is the first recent act in the system, and therefore that | * This assumes that the criminal act is the first recent act in the system, and therefore that CONCORDare a "fresh" spawn. If they have already spawned and are on-grid elsewhere, their reaction time will be slower (around 5-6 seconds additional time) - smart gankers can exploit this as explained in the tactics section below. | ||
* This is only the time to arrive. Once on-grid, they will lock the target (around 2 seconds) then aggress the criminal for up to 15 seconds with high damage weapons, and capacitor neuts, before they one-shot the ship if it is still alive. While most gank ships cannot tank Concord damage (or the capacitor neuts) for more than a few seconds, it is important to note that additional time is required after Concord arrives for them to actually destroy the criminal ships | * This is only the time to arrive. Once on-grid, they will lock the target (around 2 seconds) then aggress the criminal for up to 15 seconds with high damage weapons, and capacitor neuts, before they one-shot the ship if it is still alive. While most gank ships cannot tank Concord damage (or the capacitor neuts) for more than a few seconds, it is important to note that additional time is required after Concord arrives for them to actually destroy the criminal ships | ||
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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 | 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. | ||
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As can be seen, even a single gank ship in a 0.5 security system can do enough damage to take down most Tech 1 [[Industrial]]s. A 10 ship gang in a 0.5 system can take down a standard fit [[Deep Space Transport]] relatively easily, or even a [[Freighter]] running cargo hold expanders, although tankier fits on either can take considerably higher DPS levels. | |||
As can be seen, even a single gank ship in a 0.5 security system can do enough damage to take down most | |||
{{co|coral| Haulers: Note that the difference between ganking a Freighter with 3x cargohold expanders (around 150k EHP) vs 3x reinforced bulkheads (300k EHP+) is around an additional 10 ships. A Freighter with Reinforced Bulkheads is therefore unlikely to be ganked except by the largest gank fleets – which are naturally rarer.}} | {{co|coral| Haulers: Note that the difference between ganking a Freighter with 3x cargohold expanders (around 150k EHP) vs 3x reinforced bulkheads (300k EHP+) is around an additional 10 ships. A Freighter with Reinforced Bulkheads is therefore unlikely to be ganked except by the largest gank fleets – which are naturally rarer.}} | ||
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{{co|coral|As a hauler: The best way to avoid a bump is to use a webbing alt to allow you to get into warp faster (before the bumper can catch you). Once you are being bumped you have very limited options. If the bumper makes a mistake and accidentally bumps you into alignment with another object you might be able to warp out. }} | {{co|coral|As a hauler: The best way to avoid a bump is to use a webbing alt to allow you to get into warp faster (before the bumper can catch you). Once you are being bumped you have very limited options. If the bumper makes a mistake and accidentally bumps you into alignment with another object you might be able to warp out. }} | ||
{{co|coral|The best option is generally just to immediately click | {{co|coral|The best option is generally just to immediately click "log-out" (NOT "safe log out"). This will leave your ship in space for 1 minute after you log out, after which it will disappear, and you can log back in later once the gank fleet has moved on. However if the bumper can assemble a gank fleet inside the 1 minute log-off timer, you may still die, or if the bumper employs a rookie suicide ship as below. For this reason it is best to initiate this strategy as soon as possible after the bumping commences.}} | ||
{{co|coral|Other strategies can be attempted such as suicide webbing the bumping ship, however none are particularly effective against an experienced ganker.}} | {{co|coral|Other strategies can be attempted such as suicide webbing the bumping ship, however none are particularly effective against an experienced ganker.}} | ||
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{{co|coral|As a hauler: There is no real defense here. If a gank fleet has gone to these lengths and prepared well, then you are likely dead at this point.}} | {{co|coral|As a hauler: There is no real defense here. If a gank fleet has gone to these lengths and prepared well, then you are likely dead at this point.}} | ||
=== | === CONCORD Distraction === | ||
*CONCORD uses advanced technology to warp extremely quickly around space. However they are NOT instantaneous. If a capsuleer engages in illegal activity (combat for instance) elsewhere in the system, CONCORD will warp there to destroy them, and it will take some time for them to re-set and head to a second location (where the real gank is occurring). By using rookie ships to engage in illegal combat away from the intended location of a gank, a fleet can delay CONCORD’s response time | *CONCORD uses advanced technology to warp extremely quickly around space. However they are NOT instantaneous. If a capsuleer engages in illegal activity (combat for instance) elsewhere in the system, CONCORD will warp there to destroy them, and it will take some time for them to re-set and head to a second location (where the real gank is occurring). By using rookie ships to engage in illegal combat away from the intended location of a gank, a fleet can delay CONCORD’s response time | ||
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=== Citadels === | === Citadels === | ||
*The introduction of | *The introduction of [[Citadel]]s 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 gank fleets, and a safe harbor following a gank attempt | **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 gank fleets, and a safe harbor following a gank attempt | ||
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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 | *[[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 | ||
*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 however | *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 however | ||