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=== T1 Industrials === | === T1 Industrials === | ||
The first hauling ships a player can use are [[Tech 1]] industrial ships. These are relatively cheap and fast, and can haul a moderate amount of cargo. They are however also very fragile and can be destroyed by just one ganker if the cargo they carry is valuable enough. These ships can be sorted into three different classes: | The first hauling ships a player can use are [[Tech and meta levels|Tech 1]] industrial ships. These are relatively cheap and fast, and can haul a moderate amount of cargo. They are however also very fragile and can be destroyed by just one ganker if the cargo they carry is valuable enough. These ships can be sorted into three different classes: | ||
* Fast transports, which are used to move low-volume, high-value goods quickly and safely. | * Fast transports, which are used to move low-volume, high-value goods quickly and safely. | ||
* Bulk transports, which have a much higher capacity than the fast transports, but are slower and and have less [[tank]] | * Bulk transports, which have a much higher capacity than the fast transports, but are slower and and have less [[Tanking|tank]] | ||
* Specialized transports, which are similar to bulk transports in terms of tank and agility, but have very large cargoholds that can carry only one type of item (such as ammunition or minerals) | * Specialized transports, which are similar to bulk transports in terms of tank and agility, but have very large cargoholds that can carry only one type of item (such as ammunition or minerals) | ||
Tech 1 industrials have the lowest skill requirements of all hauling craft. Even [[alpha clones]] can fly them, though they can only train the Spaceship Command skills to level 1. | Tech 1 industrials have the lowest skill requirements of all hauling craft. Even [[Clone states#Alpha clones|alpha clones]] can fly them, though they can only train the Spaceship Command skills to level 1. | ||
=== Blockade Runners === | === Blockade Runners === | ||
{{main|Blockade Runner}} | {{main|Blockade Runner}} | ||
Blockade runners are tech 2 industrial ships. They are the fastest and most agile industrial ship by quite a margin. They can align as quickly as a [[frigate]], are some of the fastest ships in EVE at warp speeds, and even at sub-light speeds they can fly as quickly as a fast cruiser. Additionally, they can fit covert ops [[cloaking|cloaking devices]] (and hence can warp while cloaked). This means that the only real danger to a properly fitted and flown blockade runner are the [[Interdiction 101|warp disruption bubbles]] in nullsec and w-space. With "The Great Escape" update, released May 18, 2021, Blockade Runners are at least somewhat protected from these, as well, by fitting a Warp Interdiction Nullifier. | Blockade runners are tech 2 industrial ships. They are the fastest and most agile industrial ship by quite a margin. They can align as quickly as a [[Frigates|frigate]], are some of the fastest ships in EVE at warp speeds, and even at sub-light speeds they can fly as quickly as a fast cruiser. Additionally, they can fit covert ops [[cloaking|cloaking devices]] (and hence can warp while cloaked). This means that the only real danger to a properly fitted and flown blockade runner are the [[Interdiction 101|warp disruption bubbles]] in nullsec and w-space. With "The Great Escape" update, released May 18, 2021, Blockade Runners are at least somewhat protected from these, as well, by fitting a Warp Interdiction Nullifier. | ||
They can carry a little less cargo than the Tech 1 fast transports, but can be fitted to carry up to about 10,000m<sup>3</sup> of cargo (enough to carry a [[packaged]] [[ | They can carry a little less cargo than the Tech 1 fast transports, but can be fitted to carry up to about 10,000m<sup>3</sup> of cargo (enough to carry a [[Assembling and repackaging|packaged]] [[cruisers]]) at the cost of reduced agility and/or speed. | ||
=== Deep Space Transport === | === Deep Space Transport === | ||
Deep Space Transports (DSTs) are tech 2 industrial ships with larger cargo capacities than their tech 1 equivalents and fleet hangars that hold 50,000m³ (increased by skills). They have bonuses to active tanking, either shield resistances or armor resistances, helping them to fit substantial [[Buffer|buffer]] tanks. Finally, they get a unique role bonus of 100% to overheating benefits of Afterburners, Microwarpdrives, Local Repair Modules, and Resistance Modules. | Deep Space Transports (DSTs) are tech 2 industrial ships with larger cargo capacities than their tech 1 equivalents and fleet hangars that hold 50,000m³ (increased by skills). They have bonuses to active tanking, either shield resistances or armor resistances, helping them to fit substantial [[Tanking#Buffer tanking|buffer]] tanks. Finally, they get a unique role bonus of 100% to overheating benefits of Afterburners, Microwarpdrives, Local Repair Modules, and Resistance Modules. | ||
They also have a role bonus of +2 warp strength: this means they can't be tackled by just one warp disruptor or non-faction warp scrambler, though they can still be caught by bubbles, gangs of tacklers or [[Cruiser#Heavy Interdiction Cruisers|HICs]]. The Great Escape update gave Deep Space Transports the ability to fit a Warp Interdiction Nullifier, giving temporary immunity to interdiction bubbles. | They also have a role bonus of +2 warp strength: this means they can't be tackled by just one warp disruptor or non-faction warp scrambler, though they can still be caught by bubbles, gangs of tacklers or [[Cruiser#Heavy Interdiction Cruisers|HICs]]. The Great Escape update gave Deep Space Transports the ability to fit a Warp Interdiction Nullifier, giving temporary immunity to interdiction bubbles. | ||
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=== Jump Freighters === | === Jump Freighters === | ||
The Tech 2 versions of freighters, jump freighters, have a reduced cargo capacity but are capable of using [[cynosural field]]s to jump long distances. They are also able to use stargates like normal ships. (Since cynosural fields cannot be lit in highsec, jump freighters travelling in highsec have to use stargates.) This makes them ideal supply ships for people who live in nullsec. | The Tech 2 versions of freighters, jump freighters, have a reduced cargo capacity but are capable of using [[Jump drives#Cynosural Fields|cynosural field]]s to jump long distances. They are also able to use stargates like normal ships. (Since cynosural fields cannot be lit in highsec, jump freighters travelling in highsec have to use stargates.) This makes them ideal supply ships for people who live in nullsec. | ||
Jump Freighters are used to carry cargo from the high/low sec border to wherever it is needed in null sec and back again. Caldari freighters are the largest, closely followed by Gallente, then Amarr and lastly Minmatar, which is partially compensated for by lower fuel use. The difference is not large though. | Jump Freighters are used to carry cargo from the high/low sec border to wherever it is needed in null sec and back again. Caldari freighters are the largest, closely followed by Gallente, then Amarr and lastly Minmatar, which is partially compensated for by lower fuel use. The difference is not large though. | ||
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* 40,000 m³ Fleet Hangar which can also hold assembled ships | * 40,000 m³ Fleet Hangar which can also hold assembled ships | ||
* 400,000 m³ Ship Maintenance Bay for assembled ships | * 400,000 m³ Ship Maintenance Bay for assembled ships | ||
* 150,000 m³ Ore Hold for unrefined mining goods, with additional bonus due to ship skills ([[Mining]], [[Ice | * 150,000 m³ Ore Hold for unrefined mining goods, with additional bonus due to ship skills ([[Mining]], [[Ice harvesting]]) | ||
All holds, hangars and bays except the Drone Bay can be scanned by a [[Cargo scanning|Cargo Scanner]]. However, due to how cargo scanners work, modules fitted to ships in the Ship Maintenance Bay are not detectable by scanning. | All holds, hangars and bays except the Drone Bay can be scanned by a [[Cargo scanning|Cargo Scanner]]. However, due to how cargo scanners work, modules fitted to ships in the Ship Maintenance Bay are not detectable by scanning. | ||
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=== Other Options === | === Other Options === | ||
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. One option is a warpstab or nano-fit frigate with a propulsion mod to try and burn away from tacklers. However, the best option at this size is a [[ | 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. One option is a warpstab or nano-fit frigate with a propulsion mod to try and burn away from tacklers. However, the best option at this size is a [[Frigates#Covert Ops|Covert Ops Frigate]], which can provide near-perfect safety if handled correctly. | ||
Using a [ | Using a [https://web.archive.org/web/20160222022243/https://www.themittani.com/news/alod-best-way-move-your-bpos shuttle] or untanked frigate to move through lowsec with high-value cargo is not recommended due to the danger of smartbombing battleships. An interceptor is the best option for moving through nullsec, assuming it is [https://web.archive.org/web/20160222022222/https://www.themittani.com/news/alod-13b-isk-interceptor-going-nowhere-fast properly fit]. Even in highsec, frigates are very safe but [https://i.gyazo.com/a8e94c20d47608dc93713c2bdf4cebb9.png not 100% safe] if you carry valuable cargo (the Perimeter gate in Jita is the most scanned point in the game). | ||
A [http://i.imgur.com/BTVUYYc.png travel ceptor] is another option: fast, quick-aligning, and immune to bubbles in nullsec. A [[Victorieux Luxury Yacht]] can warp cloaked, ignores nullsec bubbles, can be fit with enough tank to survive smartbombs, and has very decent align time and warp speed. That is another good option for moving high-value, low-volume cargo. | A [http://i.imgur.com/BTVUYYc.png travel ceptor] is another option: fast, quick-aligning, and immune to bubbles in nullsec. A [[Victorieux Luxury Yacht]] can warp cloaked, ignores nullsec bubbles, can be fit with enough tank to survive smartbombs, and has very decent align time and warp speed. That is another good option for moving high-value, low-volume cargo. | ||
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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. | 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 | 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. | ||
== Avoiding Ganking == | == Avoiding Ganking == | ||
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* Don't haul expensive cargo in a flimsy ship | * Don't haul expensive cargo in a flimsy ship | ||
* Know your route, and know the most dangerous ganking spots | * Know your route, and know the most dangerous ganking spots | ||
* Use [[Bookmarks# | * Use [[Bookmarks#Common bookmark uses|undock bookmarks]] at busy stations | ||
* Consider using a contractor | * Consider using a contractor | ||
* Other tips and tricks | * Other tips and tricks | ||
For further information consider reading [[Suicide | For further information consider reading [[Suicide ganking]] for detailed ganking and anti-ganking strategies for haulers | ||
==== Wardecced corp ==== | ==== Wardecced corp ==== | ||
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==== Fit your hauler well & use the right ship ==== | ==== Fit your hauler well & use the right ship ==== | ||
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 [[Tanking|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 [[Tackling#Warp core stabilizers|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 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 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 ([[Tanking|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. | ||
You should train [[ | You should train [[Skills:Armor#Hull Upgrades|Hull Upgrades IV]] and [[Skills:Armor#Mechanics|Mechanics IV]] (or better V) before undocking, being able to use a [[Tanking|DCU II]] gives a really nice EHP boost and since you are almost full-hull-tank, the extra 5% from Mechanics V are also very nice. You should also consider using a [[Skill_Hardwiring#Slot_8|Inherent Implants 'Noble' MC]] (Slot 8) which increase hull HP by anything from 1% up to 6%. | ||
Blockade runners rely on good bookmarks, crafty use of their Covert Ops Cloak, [[MWD]], and not fitting anything that would increase signature radius (no shield extenders). Due to their use of a covops cloak, well-flown blockade runners can be almost impossible to catch in hi-sec / lo-sec. So they are a good choice for more expensive cargo runs. But they are also very flimsy and can easily be ganked if you leave them uncloaked at a gate. | Blockade runners rely on good bookmarks, crafty use of their Covert Ops Cloak, [[Propulsion equipment#Afterburners and microwarpdrives|MWD]], and not fitting anything that would increase signature radius (no shield extenders). Due to their use of a covops cloak, well-flown blockade runners can be almost impossible to catch in hi-sec / lo-sec. So they are a good choice for more expensive cargo runs. But they are also very flimsy and can easily be ganked if you leave them uncloaked at a gate. | ||
Deep Space Transports, used in high-security space, haul almost exclusively in their Fleet Hangar which is unaffected by expanded cargoholds, so low slots can be used entirely for armor tank, or for shield tanked ships, for ability/speed modules. | Deep Space Transports, used in high-security space, haul almost exclusively in their Fleet Hangar which is unaffected by expanded cargoholds, so low slots can be used entirely for armor tank, or for shield tanked ships, for ability/speed modules. | ||
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==== Instant dock/undock bookmarks ==== | ==== Instant dock/undock bookmarks ==== | ||
Busier market hub stations (such as Jita CNAP 4-4) will have people camping the undock 23x7, waiting for you to undock with something shiny in the cargo hold. Your #1 defense against this is to prepare an [[Bookmarks# | Busier market hub stations (such as Jita CNAP 4-4) will have people camping the undock 23x7, waiting for you to undock with something shiny in the cargo hold. Your #1 defense against this is to prepare an [[Bookmarks#Common bookmark uses|instaundock bookmark]] ahead of time. | ||
A good bookmark will get you off the station undock and out to a safe-spot before anyone has time to lock you, scan you and gank you. They are a must-have for Blockade Runners and rather important for the slower-aligning ships like Orcas and Freighters. | A good bookmark will get you off the station undock and out to a safe-spot before anyone has time to lock you, scan you and gank you. They are a must-have for Blockade Runners and rather important for the slower-aligning ships like Orcas and Freighters. | ||
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While not an exhaustive list, some of the most common (in no particular order) include: | While not an exhaustive list, some of the most common (in no particular order) include: | ||
*[ | *[https://red-frog.org Red Frog Freight] | ||
*[https://www.pushx.net/ Push X] | *[https://www.pushx.net/ Push X] | ||