Difference between revisions of "Suicide ganking"

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'''Suicide Ganking''' is the act of attacking another ship in [[high-sec|High Security space]] without a legal reason, such as via a [[War Declaration|war declaration]], [[Crimewatch#Legality_Timers|suspect timer]], [[Duel]], or [[Friendly Fire]]). Shooting someone without any of those flags or statuses is an illegal action, and will grant you a [[Criminal Timer]] which lasts for 15 minutes, during which being in space in any ship other than a [[Capsule]] will result in it's destruction in seconds.
 
'''Suicide Ganking''' is the act of attacking another ship in [[high-sec|High Security space]] without a legal reason, such as via a [[War Declaration|war declaration]], [[Crimewatch#Legality_Timers|suspect timer]], [[Duel]], or [[Friendly Fire]]). Shooting someone without any of those flags or statuses is an illegal action, and will grant you a [[Criminal Timer]] which lasts for 15 minutes, during which being in space in any ship other than a [[Capsule]] will result in it's destruction in seconds.
  
As [[CONCORD]] will always react to destroy any ship which earns a [[Criminal Timer]], the aggressor is guaranteed to lose their ship - hence the term "suicide ganking". 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 or ships being used to gank. Frequently, this manifests in a maximum DPS destroyer destroying a [[Mining Barge]], a cruiser destroying an [[Industrial]], or a swarm of destroyers destroying a [[Freighter]].
+
As [[CONCORD]] will always react to destroy any ship which earns a [[Criminal Timer]], the aggressor is guaranteed to lose their ship - hence the term "suicide ganking". 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 or ships being used to gank. Frequently, this manifests in a maximum DPS destroyer destroying a [[Mining Barge]], a cruiser destroying an [[Industrial]], or a swarm of destroyers destroying a [[Freighter]].
  
  
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</pre>
 
</pre>
  
Knowing how to gank in the T1 Catalyst above is benefitted by knowing the capabilities of the ship. It an optimal range of 1.4km, and falls off to half damage at approximately 5km at maximum skills. The goal is to get as close as possible and to engage before the target warps off, this is best done by utilizing a friend or an alt in a ship that can provide a warp-in, either via a probe scan or by approaching the target, and then having the gank catalyst warp to the friend or alt in fleet. Every meter you can get closer to the target, the more damage you'll do before CONCORD destroys you. When you're at a close enough range, approach the target, activate your warp disruptor, then your guns and webifier immediately after.  
+
Knowing how to gank in the T1 Catalyst above is benefitted by knowing the capabilities of the ship. It an optimal range of 1.4km, and falls off to half damage at approximately 5km at maximum skills. The goal is to get as close as possible and to engage before the target warps off, this is best done by utilizing a friend or an alt in a ship that can provide a warp-in, either via a probe scan or by approaching the target, and then having the gank catalyst warp to the friend or alt in fleet. Every meter you can get closer to the target, the more damage you'll do before [[CONCORD]] destroys you. When you're at a close enough range, approach the target, activate your warp disruptor, then your guns and webifier immediately after.  
  
  
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In general for suicide ganking, you don't need to bring that much ammo since you're going to end up dead anyway, just enough has been added into the cargohold of the above ships to ensure that you have plenty before CONCORD arrives.
+
In general for suicide ganking, you don't need to bring that much ammo since you're going to end up dead anyway, just enough has been added into the cargohold of the above ships to ensure that you have plenty before [[CONCORD]] arrives.
  
 
== System Security Rankings ==
 
== System Security Rankings ==
 
{{main|CONCORD}}
 
{{main|CONCORD}}
  
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.
+
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. Response time can vary by 1-2 seconds.
 
CCP has never confirmed "official" response timers however by observation, most of the community has accepted the below as "average" values. Response time can vary by 1-2 seconds.
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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 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.
+
* If ganking in a system that has already been ganked in with the same number of players, the [[CONCORD]] response time is roughly 5-6 seconds slower.
  
* 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
  
 
== 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 CONCORD is already on grid elsewhere in system – i.e the maximum possible time is available for ganking.
+
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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|}
 
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Multiplying the DPS of a ship by the seconds you have before the CONCORD response is a good way to approximate the damage you can do before you're destroyed. Just keep in mind that the overall raw DPS will be slightly higher than the estimate, but range and tracking issues may reduce the overall DPS.  
+
Multiplying the DPS of a ship by the seconds you have before the [[CONCORD]] response is a good way to approximate the damage you can do before you're destroyed. Just keep in mind that the overall raw DPS will be slightly higher than the estimate, but range and tracking issues may reduce the overall DPS.  
  
 
Industrials vary vastly in EHP, they can have anywhere between 4,000 and 25,000 EHP. Blockade Runners are slightly more tanky, capping out at around 39,000 EHP. Deep Space Transports can have hundreds of thousands potentially, capping out at approximately 500,000 EHP.
 
Industrials vary vastly in EHP, they can have anywhere between 4,000 and 25,000 EHP. Blockade Runners are slightly more tanky, capping out at around 39,000 EHP. Deep Space Transports can have hundreds of thousands potentially, capping out at approximately 500,000 EHP.
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== Key Locations ==
 
== Key Locations ==
  
When looking for a gank location, you are essentially looking for high traffic, or high value traffic, and also for low security status which allows you the most time to execute the gank before Concord responds.
+
When looking for a gank location, you are essentially looking for high traffic, or high value traffic, and also for low security status which allows you the most time to execute the gank before [[CONCORD]] responds.
  
 
=== Trade Pipes ===
 
=== Trade Pipes ===
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*[[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
 
*[[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 in systems like Jita, Amarr, Rens, and Dodixie.
+
*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 in systems like Jita, Amarr, Rens, and Dodixie.
  
  
 
[[Category:PvP]]
 
[[Category:PvP]]
 
[[Category:Hauling]]
 
[[Category:Hauling]]

Revision as of 20:50, 9 November 2021

This page should be updated due to game changes.
Reason: September 2019 release added 3 minute timer to initiate warp. Impossible to perma-bump a freighter now.
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Suicide Ganking is the act of attacking another ship in High Security space without a legal reason, such as via a war declaration, suspect timer, Duel, or Friendly Fire). Shooting someone without any of those flags or statuses is an illegal action, and will grant you a Criminal Timer which lasts for 15 minutes, during which being in space in any ship other than a Capsule will result in it's destruction in seconds.

As CONCORD will always react to destroy any ship which earns a Criminal Timer, the aggressor is guaranteed to lose their ship - hence the term "suicide ganking". 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 or ships being used to gank. Frequently, this manifests in a maximum DPS destroyer destroying a Mining Barge, a cruiser destroying an Industrial, or a swarm of destroyers destroying a Freighter.


Suicide gankers tend to have a target or type of target in mind when ganking, and as such the most common types of suicide ganking can be broken into several categories. Roughly from the most basic to the more complex:

Shuttle and Podkilling - The act of killing Shuttles (including the expensive Leopard) and Capsules for large killmails. Looting is optional if your goal is to simply pop the capsule, and since you can't scan you can do this with a single account! Simply grab a thrasher, lock a pod, make sure you're in optimal range, and press F1.

Miner Ganking - The ganking of Ventures, Mining Barges, or Exhumers that are mining in belts. Requires 1 or more accounts to engage in, although having a scout is required if you have too low of a security status to slowly approach a target, and even more useful in order to scan the fitting of the miner so you know if you can destroy it or not. The scout can also double as a looting ship, as the cargo of a Mining Barge or Exhumer is generally low volume and can easily recoup the loss of T1 Catalysts.

Industrial Ganking - The ganking of Industrials, Blockade Runners, or Deep Space Transports as they travel from location to location. Generally requires a minimum of 3 accounts, as you'd need a scout (scanner), a ganker generally in a cruiser in order to tank the gate guns and get effective DPS onto the Industrial, and an Industrial alt of your own in order to loot the wreck. If you're selective enough with your targets a relatively large profit margin can be made, although there might be large gaps of time without a viable target.

Abyssal Ganking - The ganking of ships capable of running Abyssal sites in highsec, which can range from Assault Frigates, to Faction and Pirate Cruisers, and T2 Cruisers. These generally are much more difficult to gank, as Heavy Assault Cruisers and Assault Frigates have an Assault Damage Control which can nullify a large percentage of incoming damage. Usually requires 5+ accounts, but is more cost effective with more accounts. Finding viable targets can also be difficult, as it can be hard to get a scan on the Abyssal Runner and it requires a bit of ingenuity to figure out how to do this.

Mission Runner Ganking - Very similar to Abyssal Ganking, but centered around following and hunting ships attempting to do level 4 missions. These are usually killed when jumping gate to gate, as opposed to them being inside a mission complex.

Freighter Ganking - The classic large fleet versus Freighter fleets. This setup also lets you hit other high tank ships such as Battleships (Including Marauders, Blackops, and Faction/Pirate Battleships), Deep Space Transports, Orcas, and other ships. Usually requires 20+ accounts in order to start hitting the weakest of freighters, and can have up to 100+ before it can kill the most tanked freighters with T1 Catalysts even in Uedama.

Jump Freighter Hunting - The hunting of Jump Freighters. 99% of this involves trying to catch the nigh uncatchable Jump Freighters using tricks, social engineering, or praying that Jump Freighter pilot got lazy and complacent.

Ships Used

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:

Starter Suicide Destroyers

The basic template will be blaster Catalysts, or artillery fit Thrashers. Two sample fits using cheap Meta modules are shown below. Tech 2 fits look essentially the same, with all guns and damage modifiers upgraded to T2 variants for a substantial boost to DPS

[Thrasher, T1 Thrasher]

Gyrostabilizer I
Gyrostabilizer I

F-90 Compact Sensor Booster
F-90 Compact Sensor Booster
Warp Scrambler I

280mm Howitzer Artillery I
280mm Howitzer Artillery I
280mm Howitzer Artillery I
280mm Howitzer Artillery I
280mm Howitzer Artillery I
280mm Howitzer Artillery I
280mm Howitzer Artillery I
[Empty High slot]

Small Processor Overclocking Unit I
Small Hyperspatial Velocity Optimizer I
Small Hyperspatial Velocity Optimizer I


Republic Fleet EMP S x49
Republic Fleet Fusion S x49
Republic Fleet Phased Plasma S x49
ECCM Script x2
Scan Resolution Script x2
[Catalyst, T1 Starter]

Magnetic Field Stabilizer I
Magnetic Field Stabilizer I
Magnetic Field Stabilizer I

Initiated Compact Warp Scrambler
Fleeting Compact Stasis Webifier

Light Neutron Blaster I
Light Neutron Blaster I
Light Neutron Blaster I
Light Neutron Blaster I
Light Neutron Blaster I
Light Neutron Blaster I
Light Neutron Blaster I
Light Neutron Blaster I

Small Processor Overclocking Unit I
Small Processor Overclocking Unit I
Small Hyperspatial Velocity Optimizer I


Federation Navy Antimatter Charge S x160

Knowing how to gank in the T1 Catalyst above is benefitted by knowing the capabilities of the ship. It an optimal range of 1.4km, and falls off to half damage at approximately 5km at maximum skills. The goal is to get as close as possible and to engage before the target warps off, this is best done by utilizing a friend or an alt in a ship that can provide a warp-in, either via a probe scan or by approaching the target, and then having the gank catalyst warp to the friend or alt in fleet. Every meter you can get closer to the target, the more damage you'll do before CONCORD destroys you. When you're at a close enough range, approach the target, activate your warp disruptor, then your guns and webifier immediately after.


As for a strategy for the above Thrasher, the main benefit for the Thrasher is it's much higher alpha strike and range in contrast to it's much lower overall DPS. It has an optimal range of approx 9.4km and falls off to half damage at approximately 16km. The goal with the Thrasher is to first make sure you're within range, and then to minimize the transversal to the target you're shooting if it's a smaller target- this is best done by stopping your ship for a couple seconds before firing on the target. Thrashers excel at killing capsules, ventures, shuttles (including leopards) and other ships that a Catalyst cannot deal with due to it's low range. A benefit to a Thrasher is it's ability to select damage, if you aren't sure what to shoot EMP tends to be the best ammo for most targets you'd want to shoot.


In general for suicide ganking, you don't need to bring that much ammo since you're going to end up dead anyway, just enough has been added into the cargohold of the above ships to ensure that you have plenty before CONCORD arrives.

System Security Rankings

Main article: CONCORD

All systems are assigned a 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. Response time can vary by 1-2 seconds.

Security Rating Base Response Time
0.5 19 seconds
0.6 14 seconds
0.7 10 seconds
0.8 7 seconds
0.9 & 1.0 6 seconds

A few caveats:

  • If ganking in a system that has already been ganked in with the same number of players, the CONCORD response time is roughly 5-6 seconds slower.
  • 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

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 CONCORD is already on grid elsewhere in system – i.e the maximum possible time is available for ganking.

Ship DPS Approximate cost
Catalyst (Meta Fit) 385 2m ISK
Catalyst (T2 Fit) 770 14m ISK


Approximate Response Timings 0.5 Security 1.0 Security
Base Response 19 6
Time if System is Pulled 24 11

Multiplying the DPS of a ship by the seconds you have before the CONCORD response is a good way to approximate the damage you can do before you're destroyed. Just keep in mind that the overall raw DPS will be slightly higher than the estimate, but range and tracking issues may reduce the overall DPS.

Industrials vary vastly in EHP, they can have anywhere between 4,000 and 25,000 EHP. Blockade Runners are slightly more tanky, capping out at around 39,000 EHP. Deep Space Transports can have hundreds of thousands potentially, capping out at approximately 500,000 EHP.

The Retriever and Covetor tend to have under 15,000 EHP, and the Procurer caps out at around 50,000. The Hulk and Mackinaw tend to have under 25,000, and the Skiff tends to cap out at around 70,000.

Freighters on the low end have approximately 240,000 EHP at the weakest, and can have up to 750,000 max tanked and with implants (freighter pilots often have implants). Jump Freighters can vary anywhere from 400,000 to 1,100,000 EHP with implants.

Always know the fitting of the ship you're shooting before you engage as the way any ship is fit could drastically change it's EHP.

Tactics

Scanning Alts

When hunting for high value targets, it is common to use a neutral alt either at nearby trade hubs, or further along the pipe where the gank is planned in order to use a cargo scanner on potential targets so that the gank fleet can select and prioritize ships for targeting. This is particularly useful in busy routes such as in systems like Uedama. Passive targeters allow you to lock and cargo scan and ship scan a target without them knowing you've locked them.

Market Manipulation and Locator Agents

Some abyssal runner gankers corner the market on certain high value items that abyssal runners utilize frequently in order to get the names from the market transaction, and use that to find targets. Coupled with Locator Agents, gankers can quickly find the system and find out whether a target is online and move to kill them without them ever being physically scanned at times.

Mobile Scan Inhibitor

If you want to remain hidden off of Dscan, use a Mobile Scan Inhibitor and it will make you invisible in a radius of 30km. This has limited usefulness but can help out in niche circumstances.


Citadels

  • The introduction of Citadels 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.
    • 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.

Key Locations

When looking for a gank location, you are essentially looking for high traffic, or high value traffic, and also for low security status which allows you the most time to execute the gank before CONCORD responds.

Trade Pipes

The key regions of Empire space (Amarr space, Caldari space etc) tend to be linked via “pipes” of systems with single entries and exits through which all ship traffic between these regions must pass, without a huge detour. More specifically, freighters travelling between Trade Hubs (the most frequent destinations for cargo) MUST pass through these pipes without going through low-sec (very dangerous particularly for Freighters), or adding on 20 or so more jumps to go around.

These pipes also tend to be lower security than “core” empire worlds, often at the lowest hi-sec security ranking: 0.5

This makes these systems ideal for ganking of high value targets such as Freighters.

Common Hi-Sec Ganking locations include:

  • Uedama: On the Jita – Dodixie trade route
  • Balle: Key system on the Amarr – Hek route, and second choke point of the Jita – Hek route
  • Systems surrounding any of the above. Many of these 0.5 pipe systems have other 0.5 or 0.6 systems either side, for example Sivala (0.6) next to Uedama (0.5), which are often also used for ganking where targets may be less prepared and aware.
  • Jita, and Perimeter: Gankers frequent these high security status areas despite the safety there because of the significantly increased traffic. Most people that gank here are either killing abyssal runners, pods, leopards/shuttles, Industrials, or hunting Jump Freighters.

Trade Hubs

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 Runners – 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 in systems like Jita, Amarr, Rens, and Dodixie.