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Hauling: Difference between revisions

From EVE University Wiki
m fix covert ops fragment
Hirmuolio Pine (talk | contribs)
m Adaptive Invulnerability Field -> Multispectrum Shield Hardener
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Particularly useful modules:
Particularly useful modules:
* Power Grid Management II & Tactical Shield Manipulation IV: Allows use of Adaptive Invulnerability Field II.
* Power Grid Management II & Tactical Shield Manipulation IV: Allows use of Multispectrum Shield Hardener II.
* Hull Upgrades IV: Allows use of T2 Damage Control. There is a trade-off with the cargo expanders typically used by haulers, however.
* 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, Power Grid Management 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 (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).
* Energy Grid Upgrades IV, Power Grid Management 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 (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).
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T1 Industrials are typically buffer shield tanked. In most cases you will be using your low slots for cargo expander modules; so using shield modules that fit in the middle slots is the preferred route.
T1 Industrials are typically buffer shield tanked. In most cases you will be using your low slots for cargo expander modules; so using shield modules that fit in the middle slots is the preferred route.


An example buffer tank fit would include 1x EM (or Kinetic, against Catalyst damage) Ward Amplifier, 1x Thermal Dissipation Amplifier and 2-3x Medium Shield Extenders. One or two Adaptive Invulnerability Fields can also be used, but remember that requires capacitor to run and has to be restarted after every jump. A Damage Control II will also add a lot of buffer, but requires removing an Expanded Cargohold module.
An example buffer tank fit would include 1x EM (or Kinetic, against Catalyst damage) Ward Amplifier, 1x Thermal Dissipation Amplifier and 2-3x Medium Shield Extenders. One or two Multispectrum Shield Hardeners can also be used, but remember that requires capacitor to run and has to be restarted after every jump. A Damage Control II will also add a lot of buffer, but requires removing an Expanded Cargohold module.


For hauling, passive shield tank skills are key, followed by the ability to use a Damage Control II and Adaptive 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. Note that Tech 2 Deep Space Transports, and specialized Gallente haulers like the [[Miasmos]], [[Epithal]] or [[Kryos]] are mostly useful for their specialized holds which are unaffected by Expanded Cargohold modules. These ships can, and should, be fitted with tanking or agility low slot modules, making armour tanked Deep Space Transports like the [[Impel]] a common sight.
For hauling, passive shield tank skills are key, 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 burn 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 [[Miasmos]], [[Epithal]] or [[Kryos]] are mostly useful for their specialized holds which are unaffected by Expanded Cargohold modules. These ships can, and should, be fitted with tanking or agility low slot modules, making armour tanked Deep Space Transports like the [[Impel]] a common sight.


Visibly active tanking (most notably the Adaptive Invulnerability Field) might discourage ganking by the discriminating ganker, but your capacitor will not allow you to keep them running at all times. Remember 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 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.


The best form of tanking for haulers is not getting caught in the first place. Use the [[Cloak Trick]] wherever possible (always on Deep Space Transports), and consider warp stabilisers as an option if you have fitting slots to spare.
The best form of tanking for haulers is not getting caught in the first place. Use the [[Cloak Trick]] wherever possible (always on Deep Space Transports), and consider warp stabilisers as an option if you have fitting slots to spare.
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The more [[EHP]] that you have, the harder it is for the attacker to blow up your ship and steal your stuff.  In the case of low/null security space, a [[WCS]] (warp core stabilizer) may be the difference between getting away and getting blown up.
The more [[EHP]] that you have, the harder it is for the attacker to blow up your ship and steal your stuff.  In the case of low/null security space, a [[WCS]] (warp core stabilizer) may be the difference between getting away and getting blown up.


For T1 industrial ships, 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 EMP/Thermal resist holes using Adaptive Invulnerability Field modules or Shield Resist Amplifier modules. In cases where you need more EHP and can sacrifice cargo space, consider adding DC2 ([[Damage Control Unit]] II) modules, reinforced bulkheads, or armor resist modules. A poorly fit T1 industrial hauler will only have 4k to 6k EHP, a well fit T1 industrial can have 10k to 20k EHP without sacrificing too much cargo space.
For T1 industrial ships, 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 EMP/Thermal resist holes using Multispectrum Shield Hardener modules or Shield Resist Amplifier modules. In cases where you need more EHP and can sacrifice cargo space, consider adding DC2 ([[Damage Control Unit]] II) modules, reinforced bulkheads, or armor resist modules. A poorly fit T1 industrial hauler will only have 4k to 6k EHP, a well fit T1 industrial can have 10k to 20k EHP without sacrificing too much cargo space.


For Orcas, the standard fit is a DC2 and a 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 without any shield skills. Replacing the passive Amplifiers with active Hardeners adds another bit of EHP but requires more attention and has no effect on alpha damage. Using Cargo rigs is discouraged since you lose about 170k EHP for a low amount of additional cargohold.
For Orcas, the standard fit is a DC2 and a 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 without any shield skills. Replacing the passive Amplifiers with active Hardeners adds another bit of EHP but requires more attention and has no effect on alpha damage. Using Cargo rigs is discouraged since you lose about 170k EHP for a low amount of additional cargohold.