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{{Work in progress|Major rewrite due to the April 2022, Version 20.04 update changing the term industrial to hauler. [[User:Evon R | {{Work in progress|Major rewrite due to the April 2022, Version 20.04 update changing the term industrial to hauler. [[User:Evon R'al|Evon R'al]]<br> | ||
2022-04-10: Started a conversation in [[Discord]] #Wiki about a new article name|date= 14:31, 11 April 2022 (UTC)}} | |||
{{ShipTypes}} | {{ShipTypes}} | ||
'''Industrial''' ships are designed for [[hauling]]. They have much larger cargo holds than other ships of similar size. | '''Industrial''' ships are designed for [[hauling]]. They have much larger cargo holds than other ships of similar hull size. | ||
== {{Anchor|T1 Industrials}}Hauler == | == {{Anchor|T1 Industrials}}Hauler == | ||
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Primary use: Very bulky, expensive cargo through highsec or scouted lowsec. | Primary use: Very bulky, expensive cargo through highsec or scouted lowsec. | ||
Unlike blockade runners, deep space transports (DST) have a larger capacity than their hauler equivalents. They also have a fleet hangar that holds (base) 50,000m³. They have bonuses to active tanking, either shield resistances or armor resistances, helping them to fit substantial [[ | Unlike blockade runners, deep space transports (DST) have a larger capacity than their hauler equivalents. They also have a fleet hangar that holds (base) 50,000m³. They have bonuses to active tanking, either shield resistances or armor resistances, helping them to fit substantial [[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]]. | 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]]. | ||
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All DSTs have a base 50k m³ (60k m³ with the Transport Ships skill trained to IV) fleet hangar which can hold any type of cargo, assembled ships, or even packaged battleships. As such, fitting these ships for cargo is redundant since cargo rigs and modules only affect the much smaller main cargo bay. DSTs should be fit and skilled into to play to their active tanking and overheating bonuses in order to maximize survivability, as these ships will primarily be used to transport large quantities of high-value goods. | All DSTs have a base 50k m³ (60k m³ with the Transport Ships skill trained to IV) fleet hangar which can hold any type of cargo, assembled ships, or even packaged battleships. As such, fitting these ships for cargo is redundant since cargo rigs and modules only affect the much smaller main cargo bay. DSTs should be fit and skilled into to play to their active tanking and overheating bonuses in order to maximize survivability, as these ships will primarily be used to transport large quantities of high-value goods. | ||
== Freighters== | == Freighters == | ||
Primary use: Moving massive freight through | Primary use: Moving massive freight through highsec, often between trade hubs. | ||
Freighters are the ultimate cargo carrying ships, with vast cargo holds. Freighters can often be spotted on New Eden's major highsec trade routes, while the | Freighters are the ultimate cargo carrying ships, with vast cargo holds. Freighters can often be spotted on New Eden's major highsec trade routes, while the jump freighters are used to transport cargo out to nullsec. All freighters have no high, mid, or rig slots but with the Kronos expansion received 3 low slots, with restrictive CPU and Powergrid to limit the available modules with a role bonus to Reinforced Bulkheads. A freighter pilot's only other way of enhancing their ship's performance is via [[Implants#Skill Hardwirings|hardwiring implants]]. | ||
Freighters are subject to certain restrictions: Assembled containers and assembled secure containers cannot be put in a freighter's cargo hold, so that pilots can't use containers to increase freighters' cargo capacity in the same way that they're used to increase the capacity of [[hauler]]s. | Freighters are subject to certain restrictions: Assembled containers and assembled secure containers cannot be put in a freighter's cargo hold, so that pilots can't use containers to increase freighters' cargo capacity in the same way that they're used to increase the capacity of [[hauler]]s. | ||
Use Freighters for huge cargo through | Use Freighters for huge cargo through highsec and very short distances into lowsec. These require proper support (someone to web for faster aligns, scouts, preferably some EW). | ||
The four | The four general freighters are good for carrying very large amounts of cargo in high security space. They align and warp too slowly to be safely used in lowsec or nullsec. Freighters are very tough, but they are definitely ''not'' immune to suicide ganking -- organized and prepared groups of gankers can and do kill freighters. | ||
The | The ORE freighter is specialized in carrying assembled ships, and is used widely for transporting [[incursion]] ships through high security space. | ||
All | All freighters get 5% bonuses to cargo capacity (or ship maintenance bay in the case of the Bowhead) and velocity per level of their pilot's racial freighter skill ({{sk|Amarr Freighter|icon=yes}}, {{sk|Gallente Freighter|icon=yes}}, etc.). Since you must train the freighter skill to at least level I, the base capacity of the ship is only used to calculate the actual capacity. It is worth noting that the Caldari freighters with Caldari Freighter IV can hold more than any other freighter, even with their respective freighter skills trained to V. | ||
With the Kronos update, freighters and jump freighters all gained 3 low slots and reductions in cargo capacity. They can be fit to surpass their pre-Kronos cargo capacities with expanded cargoholds at the expense of tank. The tendency for freighter pilots to fit for maximum ISK rather than maximum tank and then proceed to autopilot their freighters between trade hubs led to [http://themittani.com/features/post-kronos-aufay-burns widespread ganking]. As such, it is strongly recommended that pilots who unwisely opt to autopilot their ships fit reinforced bulkheads instead in order to protect their investments. | With the Kronos update, freighters and jump freighters all gained 3 low slots and reductions in cargo capacity. They can be fit to surpass their pre-Kronos cargo capacities with expanded cargoholds at the expense of tank. The tendency for freighter pilots to fit for maximum ISK rather than maximum tank and then proceed to autopilot their freighters between trade hubs led to [http://themittani.com/features/post-kronos-aufay-burns widespread ganking]. As such, it is strongly recommended that pilots who unwisely opt to autopilot their ships fit reinforced bulkheads instead in order to protect their investments. | ||
The {{icon|isis amarr|22}}[[Providence]] has | The {{icon|isis amarr|22}}[[Providence]] has | ||
*A cargo hold starting at a base of 435,000 m3 and a max of 1,127,015 m3 | * A cargo hold starting at a base of 435,000 m3 and a max of 1,127,015 m3 | ||
*A velocity starting at a base of 70 m/s | * A velocity starting at a base of 70 m/s | ||
*Second most agile and second highest EHP. | * Second most agile and second highest EHP. | ||
The {{icon|isis caldari|22}}[[Charon]] has | The {{icon|isis caldari|22}}[[Charon]] has | ||
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* A velocity starting at a base of 65 m/s | * A velocity starting at a base of 65 m/s | ||
{|class="wikitable sortable" style="text-align: right;" | |||
|+ Freighter capacity | |||
{|class="wikitable sortable" | |||
|- | |- | ||
!style="width: 28%"|Freighter !!style="width: 12%"|Base (m3)!!style="width: 12%"|Skill I !!style="width=12%"|Skill II !!style="width: 12%"|Skill III !!style="width: 12%"|Skill IV !!style="width: 12%"|Skill V | !style="width: 28%"|Freighter !!style="width: 12%"|Base (m3)!!style="width: 12%"|Skill I !!style="width=12%"|Skill II !!style="width: 12%"|Skill III !!style="width: 12%"|Skill IV !!style="width: 12%"|Skill V | ||
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|} | |} | ||
== | == {{Anchor|Jump Freighters (T2 Freighter)}}Jump freighter == | ||
{{main|Jump Freighters}} | {{main|Jump Freighters}} | ||
Jump freighters, have a reduced cargo capacity but are capable of using cynosural fields to jump long distances. They are also able to use stargates like normal ships. (Since cynosural fields cannot be lit in highsec, jump freighters traveling in highsec have to use stargates.) This makes them ideal supply ships for people who live in nullsec. | |||
Jump freighters get 5% bonuses to cargo capacity and agility per level of the pilot's racial freighter skill, and 10% bonuses to shield, armor and hull hitpoints for each level the pilot has in {{sk|Jump Freighters}}. The Jump Freighters skill also gives them a 10% per level reduction in jump fuel needs. | Jump freighters get 5% bonuses to cargo capacity and agility per level of the pilot's racial freighter skill, and 10% bonuses to shield, armor and hull hitpoints for each level the pilot has in {{sk|Jump Freighters}}. The Jump Freighters skill also gives them a 10% per level reduction in jump fuel needs. | ||
{|class="wikitable sortable" Style="text-align: right;" | |||
|+ Jump freighter capacity | |||
{|class="wikitable sortable" | |||
|- | |- | ||
!style="width: 44%"|Freighter !!style="width: 19%"|Base (m3) | !style="width: 44%"|Freighter !!style="width: 19%"|Base (m3) | ||
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|} | |} | ||
Use Jump Freighters to carry cargo from the high/ | Use Jump Freighters to carry cargo from the high-/lowsec border to wherever it is needed in nullsec 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 have much larger potential tanks than | Jump freighters have much larger potential tanks than freighters when properly fit, but at the cost of a much reduced cargo bay. All jump freighters can exceed 500,000 EHP in tank, which makes ganking them in highsec extraordinarily difficult and expensive. | ||
==Comparison Table for EVE Industrial Ships== | == {{Anchor|Comparison Table for EVE Industrial Ships}}Comparison table for industrial ships == | ||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
|+ EVE Industrial Ships | |+ EVE Industrial Ships | ||