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| If you must fly AFK, know your route, keep your cargo value very low, and fit as much buffer tank as possible. There are areas of space where flying AFK is reasonably safe, but the longer you do it, the higher the chances that someone will notice the pattern and try to take advantage of it. | | If you must fly AFK, know your route, keep your cargo value very low, and fit as much buffer tank as possible. There are areas of space where flying AFK is reasonably safe, but the longer you do it, the higher the chances that someone will notice the pattern and try to take advantage of it. |
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| ==== Fit your hauler well & use the right ship ==== | | ==== Use the right ship & fit your ship well ==== |
| The more [[Tanking|EHP]] that you have, the harder it is for the attacker to blow up your ship and steal your stuff. In the case of low/null security space, a [[Tackling#Warp core stabilizers|WCS]] (warp core stabilizer) may be the difference between getting away and getting blown up.
| | Use the information in the other sections to make an informed decision on which ship to use, and what an appropriate fit for the intended journey is. Many ganks happen because a player is using an under-tanked or inappropriate ship for the job or has not considered the dangers along the route and at the destination. Remember: Both using evasion and actually fitting a tank to your ship counts as "tanking". Don't be tempted to haul expensive faction BPCs to a trade hub in a bulk T1 Hauler because you're already in that ship anyway to pick up Tritanium for your other industry jobs, do a separate trip for those in a fast-align ship. |
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| For T1 haulers ships, you will want to fit as many medium/large shield extenders into the mid slots as possible. This should be balanced with shoring up your weak EMP/Thermal resist holes using Multispectrum Shield Hardener modules or Shield Resist Amplifier modules. In cases where you need more EHP and can sacrifice cargo space, consider adding DC2 ([[Tanking|Damage Control Unit]] II) modules, reinforced bulkheads, or armor resist modules. A poorly fit T1 hauler will only have 4k to 6k EHP, a well fit T1 hauler can have 10k to 20k EHP without sacrificing too much cargo space.
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| For Orcas, the standard fit is a DC2 and a Reinforced Bulkhead II in the Low Slots and three Large Transverse Bulkhead II rigs. This takes your ship from about 150k EHP up to about 420k EHP. The addition of some passive shield resistance amplifiers (2x EM, 1x Kinetic, 1x Thermal) will increase the EHP to about 450k without any shield skills. Replacing the passive Amplifiers with active Hardeners adds another bit of EHP but requires more attention and has no effect on alpha damage. Using Cargo rigs is discouraged since you lose about 170k EHP for a low amount of additional cargohold.
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| You should train {{Sk|Hull Upgrades|IV}} and {{Sk|Mechanics|IV}} (or better V) before undocking, being able to use a [[Tanking|DCU II]] gives a really nice EHP boost and since you are almost full-hull-tank, the extra 5% from Mechanics V are also very nice. You should also consider using a [[Skill Hardwiring#Slot 8|Inherent Implants 'Noble' MC]] (Slot 8) which increases hull HP by anything from 1% up to 6%.
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| Blockade runners rely on good bookmarks, crafty use of their Covert Ops Cloak, [[Propulsion equipment#Afterburners and microwarpdrives|MWD]], and not fitting anything that would increase signature radius (no shield extenders). Due to their use of a covops cloak, well-flown blockade runners can be almost impossible to catch in hi-sec / lo-sec. So they are a good choice for more expensive cargo runs. But they are also very flimsy and can easily be ganked if you leave them uncloaked at a gate.
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| Deep Space Transports, used in high-security space, haul almost exclusively in their Fleet Hangar which is unaffected by expanded cargoholds, so low slots can be used entirely for armor tank, or for shield tanked ships, for ability/speed modules.
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| Freighters and Jump Freighters have three low slots and can fit any combination of cargohold expanders, nanofiber structures, inertia stabilizers, or reinforced bulkheads. How you fit a freighter depends on what you want to do, but it is strongly recommended to fit reinforced bulkheads whenever possible and to not fit cargohold expanders unless absolutely necessary, as the expanders will reduce your overall tank substantially.
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| ==== Expensive cargo ==== | | ==== Expensive cargo ==== |