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| == {{Anchor|T2 Industrials}}Transport ships == | | == {{Anchor|T2 Industrials}}Transport ships == |
| '''Transport ships'''<ref>To be found in the market under: Haulers and Industrial Ships ► Advanced Haulers ► Transport Ships</ref>, previously<ref name= "Version 20.04" /> known as tech 2 industrials, can be divided in two types with different foci. Both of these ship types require the {{sk|Transport Ships}} skill. | | '''Transport ships'''<ref>To be found in the market under: Haulers and Industrial Ships ► Advanced Haulers ► Transport Ships</ref>, previously<ref name= "Version 20.04" /> known as tech 2 industrials, can be divided in two types with different foci. Both of these ship types require the {{sk|Transport Ships}} skill. |
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− | === Blockade Runners ===
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− | {{main|Blockade Runners}}
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− | Primary use: Relatively small and/or very expensive cargo through lowsec/nullsec/w-space.
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− | Blockade runners are the fastest and most agile haulers by quite a margin. They can align as quickly as a [[frigate]], are some of the fastest ships in EVE at warp speeds, and even at sub-light speeds they can fly as quickly as a fast cruiser. Additionally, they can fit covert ops [[cloaking|cloaking devices]] (and hence can warp while cloaked). This means that the only real danger to a properly fitted and flown blockade runner are the [[Interdiction 101|warp disruption bubbles]] in nullsec and w-space.
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− | They can carry a little less cargo than the fast transport haulers, but can be fitted to carry up to about 10,000m<sup>3</sup> of cargo (enough to carry a packaged [[cruiser]]) at the cost of reduced agility and/or speed.
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− | * {{Sh|Prorator}}
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− | * {{Sh|Crane}}
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− | * {{Sh|Viator}}
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− | * {{Sh|Prowler}}
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− | === Deep Space Transports ===
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− | Primary use: Very bulky, expensive cargo through highsec or scouted lowsec.
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− | 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.
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− | 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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− | Where blockade runners are meant to rely on speed and stealth to slip by the enemy, deep space transports are designed to bust their way through the enemy, relying on their warp strength and tanking abilities to escape. This probably won't work against a determined and well-prepared [[gatecamp]], and using a deep space transport indicates to all and sundry that you have cargo you want to protect, so you should think carefully before deploying one.
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− | * {{Sh|Impel}}
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− | * {{Sh|Bustard}}
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− | * {{Sh|Occator}}
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− | * {{Sh|Mastodon}}
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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 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.
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− | == {{Anchor|Freighters}} Freighters ==
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− | Primary use: Moving massive freight through highsec, often between trade hubs.
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− | Freighters<ref>To be found in the market under: Capital Ships ► 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]].
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− | 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.
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− | 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).
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− | 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.
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− | The ORE freighter is specialized in carrying assembled ships, and is used widely for transporting [[incursion]] ships through high security space.
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− | 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.
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− | 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.
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− | The {{Sh|Providence}} has
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− | * A cargo hold starting at a base of 435,000 m3 and a max of 1,127,015 m3
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− | * A velocity starting at a base of 70 m/s
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− | * Second most agile and second highest EHP.
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− | The {{Sh|Charon}} has
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− | * The largest cargo hold of the group, starting at a base of 465,000 m3 and a max of 1,204,741 m3
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− | * The slowest velocity of the group, started at a base 60 m/s
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− | * Least agile of the group.
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− | The {{Sh|Obelisk}} has
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− | * A cargo hold starting at a base of 440,000 m3 and a max of 1,139,969 m3
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− | * A velocity starting at a base of 65 m/s
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− | * Highest EHP of the group.
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− | The {{Sh|Fenrir}} has
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− | * The same size cargo hold as the Providence, starting at a base of 435,000 m3 and a max of 1,127,015 m3
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− | * The fastest velocity of the group, started at a base 80 m/s)
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− | * Most agile of the group.
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− | The {{Sh|Bowhead}} has
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− | * A negligible general cargo hold of 4,000 m3
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− | * An enormous Ship Maintenance Bay of 1,600,000 m3
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− | * A velocity starting at a base of 65 m/s
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− | {|class="wikitable sortable" style="text-align: right;"
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− | |+ Freighter capacity
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− | !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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− | |style="text-align: left;"|{{Sh|Providence}} || 435,000 || 456,750 || 478,500 || 500,250 || 522,000 || 543,750
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− | |style="text-align: left;"|{{Sh|Charon}} || 465,000 || 488,250 || 511,500 || 534,750 || 558,000 || 581,250
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− | |style="text-align: left;"|{{Sh|Obelisk}} || 440,000 || 462,000 || 484,000 || 506,000 || 528,000 || 550,000
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− | |style="text-align: left;"|{{Sh|Fenrir}} || 435,000 || 456,750 || 478,500 || 500,250 || 522,000 || 543,750
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− | |}
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− | == {{Anchor|Jump Freighters (T2 Freighter)}}Jump freighter ==
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− | {{main|Jump Freighters}}
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− | Jump freighters<ref>To be found in the market under: Capital Ships ► Jump Freighters</ref>, 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.
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− | 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.
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− | {|class="wikitable sortable" Style="text-align: right;"
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− | |+ Jump freighter capacity
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− | ! style="width: 44%"|Freighter !! style="width: 19%"|Base (m3) !! style="width: 19%"|Skill IV !! style="width: 19%"|Skill V
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− | |style="text-align: left;"|{{Sh|Ark}} || 135,000 || 162,000 || 168,750
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− | |style="text-align: left;"|{{Sh|Rhea}} || 144,000|| 172,800 || 180,000
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− | |style="text-align: left;"|{{Sh|Anshar}} || 137,500 || 165,000 || 171,875
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− | |style="text-align: left;"|{{Sh|Nomad}} || 132,000 || 158,400 || 165,000
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− | |}
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− | 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.
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− | 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.
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| == Notes == | | == Notes == |
Cargo ships are designed for hauling. They have much larger cargo holds, either general or specialized, than other ships of similar hull size.
Haulers
Haulers[1], previously[2] 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.
- Bulk transports, which have a much higher capacity than the fast transports, but are slower and have less tank.
- Specialized transports, which are similar to bulk transports in terms of tank and agility but have an extra, specialized, very large, hold that can carry only one type of item (such as ammunition or minerals)
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, haulers tend to have base powergrid around the level of destroyers and quite high amounts of CPU, which is mostly used by a 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, Amarr Hauler. Alpha clones are limited to level I of their racial hauler skill. 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 Making Mountains of Molehills (10 of 10).
The four races do not all have the same number of haulers, and which race's haulers will offer the highest cargo capacity depends on the amount of training time you are prepared to invest.
Amarr
The Bestower offers you the best potential cargo capacity for general cargo but has less than 8k EHP when fit this way. Meanwhile the Sigil is an overall poor industrial ship.
Caldari
The Badger has the highest base cargo capacity of the fast transports. The Tayra has the least potential capacity of the bulk transports but the highest base capacity and highest tank, however it is outperformed in fast, secure hauling by the Badger and in bulk hauling by the other races' bulk transports.
Gallente
The Gallente have several specialized ships (which have vast specialized bays but can only transport specific kinds of items in them), while the non-specialized fast/bulk transports give good all-round performance.
Minmatar
The Minmatar haulers are significantly faster than other haulers in the same ship class. They manage this speed without sacrificing tank or cargo capacity, making them ideal for doing distribution missions or even for lowsec hauling.
Transport ships
Transport ships[4], previously[2] known as tech 2 industrials, can be divided in two types with different foci. Both of these ship types require the Transport Ships skill.
Notes
- ^ To be found in the market under: Haulers and Industrial Ships ► Standard Haulers
- ^ a b With the April 2022 Version 20.04 the industrial ship class has been renamed to hauler. patch notes
- ^ A mining hold allows for all harvestable resources to be held inside it (asteroid & moon ore, gas, and ice)
- ^ To be found in the market under: Haulers and Industrial Ships ► Advanced Haulers ► Transport Ships