Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Haulers: Difference between revisions

From EVE University Wiki
m Rewrite, session 4
m Rewrite, session 5
Line 1: Line 1:
{{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>
{{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= 12:23, 18 April 2022 (UTC)}}
2022-04-10: Started a conversation in [[Discord]] #Wiki about a new article name|date= 13:54, 28 April 2022 (UTC)}}


{{ShipTypes}}
{{ShipTypes}}
'''Cargo''' ships are designed for [[hauling]]. They have much larger cargo<ref>Either general or specialized.</ref> holds than other ships of similar hull size.
'''Cargo''' ships are designed for [[hauling]]. They have much larger cargo holds, either general or specialized, than other ships of similar hull size.


== {{Anchor|T1 Industrials}}Hauler ==
== {{Anchor|T1 Industrials}}Hauler ==
'''Haulers'''<ref>To be found in the market under: Haulers and Industrial Ships &#9658; Standard Haulers</ref>, previously<ref name= "Version 20.04">With the April 2022 Version 20.04 the industrial ship class has been renamed to hauler [https://www.eveonline.com/news/view/patch-notes-version-20-04 patch notes]</ref> known as Tech 1 industrials, can be divided into three classes:
'''Haulers'''<ref>To be found in the market under: Haulers and Industrial Ships &#9658; Standard Haulers</ref>, previously<ref name= "Version 20.04">With the April 2022 Version 20.04 the industrial ship class has been renamed to hauler. [https://www.eveonline.com/news/view/patch-notes-version-20-04 patch notes]</ref> known as Tech 1 industrials, can be divided into three 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 have less [[tank]].
* Bulk transports, which have a much higher capacity than the fast transports, but are slower and have less [[tank]].
Line 13: Line 13:
For example, the [[Wreathe]] (Minmatar fast transport) can be fit to align in as little as 4 seconds while having 22k EHP, but would only have a cargo capacity of up to 4,622 {{m3}}. On the opposite end of the spectrum, a [[Bestower]] (Amarr bulk transport) can be fit to carry up to 39k {{m3}} but will take at least 13 seconds to align and have less than 8k EHP. To that end, fast transports can be fit to transport material through [[lowsec]] relatively safely, whereas bulk transports should be restricted to systems known to be safe unless accompanied by an escort, e.g. an [[OOC]] alt.  
For example, the [[Wreathe]] (Minmatar fast transport) can be fit to align in as little as 4 seconds while having 22k EHP, but would only have a cargo capacity of up to 4,622 {{m3}}. On the opposite end of the spectrum, a [[Bestower]] (Amarr bulk transport) can be fit to carry up to 39k {{m3}} but will take at least 13 seconds to align and have less than 8k EHP. To that end, fast transports can be fit to transport material through [[lowsec]] relatively safely, whereas bulk transports should be restricted to systems known to be safe unless accompanied by an escort, e.g. an [[OOC]] alt.  


For fitting, industrials tend to have base powergrid around the level of [[destroyer]]s and quite high amounts of CPU, which is mostly used by a [[Shield Tanking|shield tank]]. The low slots are often filled with expanded cargoholds, though these can be swapped out with inertial stabilizers or nanofiber internal structures for smaller hauls to increase agility, thereby decreasing align time and cutting down a little on travel time. Agility mods are especially important on fast transports operating in low security space. If you are looking to do a lot of [[distribution missions]] or otherwise do a lot of traveling, warp speed rigs (Hyperspatial Velocity Optimizers) can cut travel time by more than half.
For fitting, haulers tend to have base powergrid around the level of [[destroyer]]s and quite high amounts of CPU, which is mostly used by a [[Shield Tanking|shield tank]]. The low slots are often filled with expanded cargoholds, though these can be swapped out with inertial stabilizers or nanofiber internal structures for smaller hauls to increase agility, thereby decreasing align time and cutting down a little on travel time. Agility mods are especially important on fast transports operating in low security space. If you are looking to do a lot of [[distribution missions]] or otherwise do a lot of traveling, warp speed rigs (Hyperspatial Velocity Optimizers) can cut travel time by more than half.


Each race has its own haulers, which require their racial hauler skill - for example, {{sk|Amarr Hauler|icon= yes}}. [[Alpha clones]] are limited to one skill level of their racial hauler. The haulers get 5% bonuses to cargo capacity and either agility (fast transports) or velocity (bulk transports) per level of skill. You receive a free fast transport when you complete the [[Industrialist (Producer)]] career agent mission [[Industrialist (Producer)#Making Mountains of Molehills (10 of 10)|Making Mountains of Molehills (10 of 10)]].  
Each race has its own haulers, which require their racial hauler skill - for example, {{sk|Amarr Hauler|icon= yes}}. [[Alpha clones]] are limited to one skill level of their racial hauler. The haulers get 5% bonuses to cargo capacity and either agility (fast transports) or velocity (bulk transports) per level of skill. You receive a free fast transport when you complete the [[Industrialist (Producer)]] career agent mission [[Industrialist (Producer)#Making Mountains of Molehills (10 of 10)|Making Mountains of Molehills (10 of 10)]].  
Line 73: Line 73:
* {{icon|isis minmatar|22}}[[Mastodon]]
* {{icon|isis minmatar|22}}[[Mastodon]]


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 general 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.


== {{Anchor|Freighters}} Freighter ==
== {{Anchor|Freighters}} Freighter ==
Line 81: Line 81:
Freighters<ref>To be found in the market under: Capital Ships &#9658; Freighters</ref> 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<ref>To be found in the market under: Capital Ships &#9658; Freighters</ref> 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 (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 highsec and very short distances into lowsec. These require proper support (someone to web for faster aligns, scouts, preferably some EW).  
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).