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Updated as per request box which was at the top of the page to reflect changes to interdiction nullification. Copyedited. Some details added. |
m Link maintenance. Bypassing redirects, fixing dead/broken links etc. |
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| style="padding:0px; padding-right:5px;" | [[Image:SkillBook.png|32px|link=]] {{sk|Advanced Spaceship Command|mult=yes}} | | style="padding:0px; padding-right:5px;" | [[Image:SkillBook.png|32px|link=]] {{sk|Advanced Spaceship Command|mult=yes}} | ||
| style="padding:5px;" | 5% Bonus per skill level to the agility of ships requiring Advanced Spaceship Command<small> <ref>Only relevant for [[Freighter]]s & [[Capital | | style="padding:5px;" | 5% Bonus per skill level to the agility of ships requiring Advanced Spaceship Command<small> <ref>Only relevant for [[Hauling#Freighters|Freighter]]s & [[Capital ships]] including the {{sh|Orca}}, {{sh|Rorqual}} and {{sh|Bowhead}}.</ref></small> | ||
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| style="padding:0px; padding-right:5px;" | [[Image:SkillBook.png|32px|link=]] {{sk|Armor Layering|mult=yes}} | | style="padding:0px; padding-right:5px;" | [[Image:SkillBook.png|32px|link=]] {{sk|Armor Layering|mult=yes}} | ||
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| style="padding:0px; padding-right:5px;" | [[Image:SkillBook.png|32px|link=]] {{sk|Amarr Industrial|mult=yes}} | | style="padding:0px; padding-right:5px;" | [[Image:SkillBook.png|32px|link=]] {{sk|Amarr Industrial|mult=yes}} | ||
| style="padding:5px;" | 5% bonus to ship inertia modifier per level <ref name="industrial">Only relevant for some [[ | | style="padding:5px;" | 5% bonus to ship inertia modifier per level <ref name="industrial">Only relevant for some [[Industrials|industrial ships]], such as the smaller {{sh|Badger}}, {{sh|Nereus}}, {{sh|Sigil}} and {{sh|Wreathe}} as well as the larger {{sh|Bowhead}}.</ref> | ||
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| style="padding:0px; padding-right:5px;" | [[Image:SkillBook.png|32px|link=]] {{sk|Caldari Industrial|mult=yes}} | | style="padding:0px; padding-right:5px;" | [[Image:SkillBook.png|32px|link=]] {{sk|Caldari Industrial|mult=yes}} | ||
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For pilots who are ''constantly'' concerned with alignment time, there are also [[implants]] that help reduce your align time, such as the {{co|coral|Eifyr and Co. 'Rogue' Evasive Maneuvering EM-7}} and the {{co|coral|Nomad}} set. | For pilots who are ''constantly'' concerned with alignment time, there are also [[implants]] that help reduce your align time, such as the {{co|coral|Eifyr and Co. 'Rogue' Evasive Maneuvering EM-7}} and the {{co|coral|Nomad}} set. | ||
<p style="font-size:115%;">'''{{co|white|Propulsion modules}}'''</p> | <p style="font-size:115%;">{{Anchor|Propulsion modules}}'''{{co|white|Propulsion modules}}'''</p> | ||
If your align time is high enough, there's also the option to use propulsion modules such as '''Afterburners''' (cycles as fast as 7.5 seconds) and '''Microwarpdrives''' (cycles in 10 seconds) to reduce your align time. By pulsing the module once (activating it and then immediately deactivating it), you can align in 7.5–10 seconds flat as long as you start your align from a standstill (as when you've just jumped through a gate). This option is more suitable for larger, bulkier ships that simply cannot drop their align time far enough to matter, or for other reasons need their fitting room for other things. This can allow them to combine a decent align time with a proper tank, for example. | If your align time is high enough, there's also the option to use propulsion modules such as '''Afterburners''' (cycles as fast as 7.5 seconds) and '''Microwarpdrives''' (cycles in 10 seconds) to reduce your align time. By pulsing the module once (activating it and then immediately deactivating it), you can align in 7.5–10 seconds flat as long as you start your align from a standstill (as when you've just jumped through a gate). This option is more suitable for larger, bulkier ships that simply cannot drop their align time far enough to matter, or for other reasons need their fitting room for other things. This can allow them to combine a decent align time with a proper tank, for example. | ||
Using an afterburner in this fashion requires you to use a size-appropriate afterburner, 1MN for frigates, 10MN for cruisers, 100MN for battleships. Note that Capital ships such as the {{sh|Orca}} and {{sh|Bowhead}} can't align fast enough with undersized 100MN afterburners, but can still use undersized 500MN MWDs for a 10-second align. | Using an afterburner in this fashion requires you to use a size-appropriate afterburner, 1MN for frigates, 10MN for cruisers, 100MN for battleships. Note that Capital ships such as the {{sh|Orca}} and {{sh|Bowhead}} can't align fast enough with undersized 100MN afterburners, but can still use undersized 500MN MWDs for a 10-second align. | ||
<p style="font-size:115%;">'''{{co|white|Friendly webs}}'''</p> | <p style="font-size:115%;">{{Anchor|Friendly webs}}'''{{co|white|Friendly webs}}'''</p> | ||
Another option is to have a friend or an alt to web your ship as it starts aligning, dropping its maximum speed and making it align almost instantaneously. This can be extremely useful for very slow aligning ships like [[freighter]]s. It does require some effort and planning, however, as some gates are pretty large, so the webbing ship needs to either be really fast to close the distance, or have a web range bonus like the {{sh|Hyena}} or {{sh|Cruor}}. You also need to either be in a corp with '''friendly fire''' enabled, or set up a friendly '''duel''' between you and your alt in order to be able to web yourself safely without CONCORD intervention (highsec) or security status loss and gate gun intervention (lowsec). | Another option is to have a friend or an alt to web your ship as it starts aligning, dropping its maximum speed and making it align almost instantaneously. This can be extremely useful for very slow aligning ships like [[Hauling#Freighters|freighter]]s. It does require some effort and planning, however, as some gates are pretty large, so the webbing ship needs to either be really fast to close the distance, or have a web range bonus like the {{sh|Hyena}} or {{sh|Cruor}}. You also need to either be in a corp with '''friendly fire''' enabled, or set up a friendly '''duel''' between you and your alt in order to be able to web yourself safely without CONCORD intervention (highsec) or security status loss and gate gun intervention (lowsec). | ||
=== Increasing warp speed === | === Increasing warp speed === | ||
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== Fitting enough tank not to be worth ganking == | == Fitting enough tank not to be worth ganking == | ||
If you're in high security space and not at war, the only real threat to your ship comes from [[Suicide | If you're in high security space and not at war, the only real threat to your ship comes from [[Suicide ganking|suicide gankers]]. To remedy this, you can up your tank to the point where it's not financially efficient to gank you for profit. This will drastically reduce the chance of someone bothering to destroy your ship. | ||
Below are some examples of suitable modules for this task. | Below are some examples of suitable modules for this task. | ||
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{{alpha}} | {{alpha}} | ||
Shuttles have '''innate interdiction nullification''', which means that they '''totally ignore the effects of warp disruption bubbles''' in nullsec space. Combined with their fast warp speed and low price in most markets, this makes them fantastic choices for moving swiftly through potentially dangerous areas of nullsec. They are only at risk from dedicated remote-boosted "insta-lock" fits and from smartbombs, two tools which will only be employed by the most dedicated [[Gate | Shuttles have '''innate interdiction nullification''', which means that they '''totally ignore the effects of warp disruption bubbles''' in nullsec space. Combined with their fast warp speed and low price in most markets, this makes them fantastic choices for moving swiftly through potentially dangerous areas of nullsec. They are only at risk from dedicated remote-boosted "insta-lock" fits and from smartbombs, two tools which will only be employed by the most dedicated [[Gate camps|gatecampers]]. The main drawback to using a shuttle is the extremely cramped cargo space of 10m3. | ||
Getting the shuttle to less than two second align time only requires {{sk|Navigation|II|mult=yes|icon=yes}} and {{sk|Evasive Maneuvering|III|mult=yes|icon=yes}}, something new players start with already. Shuttles have no skill requirements and pilots need not stick to their own original faction's shuttle; whatever is cheapest will do. | Getting the shuttle to less than two second align time only requires {{sk|Navigation|II|mult=yes|icon=yes}} and {{sk|Evasive Maneuvering|III|mult=yes|icon=yes}}, something new players start with already. Shuttles have no skill requirements and pilots need not stick to their own original faction's shuttle; whatever is cheapest will do. | ||
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{{alpha}} | {{alpha}} | ||
While [[ | While [[Interceptors|interceptors]], [[Covert Ops|covops ships]] and shuttles are better for moving safely and quickly, basic T1 frigates also have their uses as cheap, usually-ignored ships with more cargo space than a shuttle. | ||
The travel-fit [[Atron]] below is one example. This fit only requires you to train a {{sk|Evasive Maneuvering|III|mult=yes|icon=yes}} and if you don't already have it, {{sk|Gallente Frigate|I|mult=yes|icon=yes}} which in total is less than 9 hours worth of training. This makes it a very accessible method of moving around. | The travel-fit [[Atron]] below is one example. This fit only requires you to train a {{sk|Evasive Maneuvering|III|mult=yes|icon=yes}} and if you don't already have it, {{sk|Gallente Frigate|I|mult=yes|icon=yes}} which in total is less than 9 hours worth of training. This makes it a very accessible method of moving around. | ||
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{{omega}} | {{omega}} | ||
[[ | [[Interceptors#Fleet Interceptors|Fleet interceptors]] can mount an Interdiction Nullifier, an active module which grants them temporary immunity to warp disruption bubbles. They can be fit to align in less than two seconds with hyperspatial rigs to improve its already impressive warp speed. | ||
Shuttles, with their innate interdiction nullification, offer a vastly cheaper, less skill-intensive, and less cognitively-demanding option: a shuttle pilot simply warps around ignoring bubbles, while an interceptor pilot must actively manage the Nullifier and its cooldowns. The main advantages of using an interceptor over a shuttle are (1) more cargo space and (2) a basic tank: a proper fit can mount enough of a tank to survive a few smartbombs. | Shuttles, with their innate interdiction nullification, offer a vastly cheaper, less skill-intensive, and less cognitively-demanding option: a shuttle pilot simply warps around ignoring bubbles, while an interceptor pilot must actively manage the Nullifier and its cooldowns. The main advantages of using an interceptor over a shuttle are (1) more cargo space and (2) a basic tank: a proper fit can mount enough of a tank to survive a few smartbombs. | ||
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Ships capable of fitting the '''Covert Ops Cloaking Device II''' module<small> <ref>Astero, Blockade Runner, Covert Ops, Etana, Prospect, Force Recon, Stealth Bomber, Strategic Cruiser, Stratios, Victorieux Luxury Yacht.</ref></small><small> <ref>The Covert Ops Cloaking Device II (aka. Covops Cloak) requires {{sk|Cloaking|IV|mult=yes|icon=yes}} to use.</ref></small> can be useful in moving about in hostile space. They can remain cloaked even in warp, assuming you don't let anything get too close, only very briefly appearing on grid and in the directional-scanner when they switch from gate cloak to Covert Ops cloak. | Ships capable of fitting the '''Covert Ops Cloaking Device II''' module<small> <ref>Astero, Blockade Runner, Covert Ops, Etana, Prospect, Force Recon, Stealth Bomber, Strategic Cruiser, Stratios, Victorieux Luxury Yacht.</ref></small><small> <ref>The Covert Ops Cloaking Device II (aka. Covops Cloak) requires {{sk|Cloaking|IV|mult=yes|icon=yes}} to use.</ref></small> can be useful in moving about in hostile space. They can remain cloaked even in warp, assuming you don't let anything get too close, only very briefly appearing on grid and in the directional-scanner when they switch from gate cloak to Covert Ops cloak. | ||
Covert Ops frigates, Blockade Runners, and [[Strategic | Covert Ops frigates, Blockade Runners, and [[Strategic Cruisers|T3 cruisers]] using the right subsystem can fit Interdiction Nullifiers, but the Nullifier cannot be activated while the ship is cloaked, requiring careful management and timing from pilots. Other cloaking ships—and Nullifier-fitted ships which are mismanaged or unlucky—will still be caught by bubbles in nullsec. | ||
Experienced gatecampers know, when they see or suspect a cloaked target is present, to spread around the outside of the bubble and launch their drones to increase the chance that something will get close enough to the cloaked ship to de-cloak it. Very dedicated bubble set-ups might also have items jettisoned at the bubble's edge along likely entry vectors to help de-cloak targets who are pulled out of warp. Sovereign nullsec systems might also be set up by their owners with Mobile Observatories, which have a chance to de-cloak a ship when its cloak stabilization timer has run out. | Experienced gatecampers know, when they see or suspect a cloaked target is present, to spread around the outside of the bubble and launch their drones to increase the chance that something will get close enough to the cloaked ship to de-cloak it. Very dedicated bubble set-ups might also have items jettisoned at the bubble's edge along likely entry vectors to help de-cloak targets who are pulled out of warp. Sovereign nullsec systems might also be set up by their owners with Mobile Observatories, which have a chance to de-cloak a ship when its cloak stabilization timer has run out. | ||