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{{Template:Legality}} | {{Template:Legality}} | ||
{{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 legal reason, such as via a [[War Declaration|war declaration]], [[Crimewatch#Legality_Timers|suspect timer]], [[Timers|duel]], or [[Timers|friendly fire]]. Shooting someone without any of those flags or statuses is an illegal action, and will grant you a [[timers|Criminal Timer]] which lasts for 15 minutes, during which being in space in any ship other than a [[Capsule]] will result in | '''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]], [[Timers|duel]], or [[Timers|friendly fire]]. Shooting someone without any of those flags or statuses is an illegal action, and will grant you a [[timers|Criminal Timer]] which lasts for 15 minutes, during which being in space in any ship other than a [[Capsule]] will result in its destruction in seconds. | ||
As [[CONCORD]] will always react to destroy any ship which earns a [[timers|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 [[timers|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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Ships used for suicide ganking tend to prioritize damage over tank, and try to do as much damage to their target for a given ship cost. Ships that are typically used include: | Ships used for suicide ganking tend to prioritize 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]] , [[Coercer]] and [[Thrasher]] are the basic cost effective ships that do high damage for low cost. | * [[Catalyst]] , [[Coercer]] and [[Thrasher]] are the basic cost effective ships that do high damage for low cost. | ||
* [[Talos]] , [[Purifier]] , [[Hound]] and [[Tornado]] for more advanced, higher DPS but higher cost ships. The Tornado is utilized for | * [[Talos]] , [[Purifier]] , [[Hound]] and [[Tornado]] for more advanced, higher DPS but higher cost ships. The Tornado is utilized for its high alpha strike to quickly kill a target. | ||
* [[Vexor]] , [[Caracal]] , or [[Maller]] to suicide gank industrials, as ships with some tank are required to tank the Sentry Guns that are present on gates and stations. | * [[Vexor]] , [[Caracal]] , or [[Maller]] to suicide gank industrials, as ships with some tank are required to tank the Sentry Guns that are present on gates and stations. | ||
* [[Heron]] , [[Blackbird]] , [[Gnosis]] and [[Nereus]] for use as support ships, to scout, scan, scoop loot, or suicide point targets so they can't warp off | * [[Heron]] , [[Blackbird]] , [[Gnosis]] and [[Nereus]] for use as support ships, to scout, scan, scoop loot, or suicide point targets so they can't warp off | ||
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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. | 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 | Always know the fitting of the ship you're shooting before you engage as the way any ship is fit could drastically change its EHP. | ||
== Tactics and Mechanics == | == Tactics and Mechanics == | ||