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Hauling: Difference between revisions

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For high sec operation, the buffer tank is most common, as the goal is to survive the alpha strike (initial volley) of the attacking gankers and remain alive long enough for CONCORD to come and destroy the attacker(s).
For high sec operation, the buffer tank is most common, as the goal is to survive the alpha strike (initial volley) of the attacking gankers and remain alive long enough for CONCORD to come and destroy the attacker(s).


T1 Industrials are typically buffer shield tanked. In most cases you will be using your low slots for cargo expander modules; so using shield modules that fit in the middle slots is the preferred route.
T1 Industrials are typically buffer shield tanked. In most cases you will be using your low slots for cargo expander modules; so using shield modules that fit in the middle slots is the preferred route.


An example buffer tank fit would include 1x EMP Ward Ampplifier, 1x Thermic Dissipation Amplifier and 2-3x Medium Shield Extenders. One or two Adaptive Invulnerability Fields can also be used, but remember that requires capacitor to run and has to be restarted after every jump. A Damage Control II will also add a lot of buffer, but requires removing an Expanded Cargohold module.
An example buffer tank fit would include 1x EM (or Kinetic, against Catalyst damage) Ward Ampplifier, 1x Thermic Dissipation Amplifier and 2-3x Medium Shield Extenders. One or two Adaptive Invulnerability Fields can also be used, but remember that requires capacitor to run and has to be restarted after every jump. A Damage Control II will also add a lot of buffer, but requires removing an Expanded Cargohold module.


For hauling, passive shield tank skills are key, followed by the ability to use a Damage Control II and Adaptive Invulnerability Field II. After that, armor tanking can be considered, but that takes away cargo space quickly as you burn up low slots with armor plates/hardeners instead of Expanded Cargohold modules.
For hauling, passive shield tank skills are key, followed by the ability to use a Damage Control II and Adaptive Invulnerability Field II. After that, armor tanking can be considered, but that takes away cargo space quickly as you burn up low slots with armor plates/hardeners instead of Expanded Cargohold modules. Note that specialized Gallente haulers like the [[Miasmos]], [[Epithal]] or [[Kryos]] are mostly useful for their specialized holds and as such have no use for Expanded Cargohold modules. These ships can, and should, be fitted with tanking or agiliy low slot modules.  


Visibly active tanking (most notably the Adaptive Invulnerability Field) might discourage ganking by the discriminating ganker, so remember to keep your active modules (if any) running at all times.
Visibly active tanking (most notably the Adaptive Invulnerability Field) might discourage ganking by the discriminating ganker, but your capacitor will not allow you o keep them running at all times. Remember turn them in when you align out of a gate and to turn them off once you are in warp. Turning them back on when you land at your destination gate is optional, but having them active as you land at a busy station like a trade hub is recommended.


For hauling in null sec, a Microwarp Drive is key for getting out of bubbles. These are best used on a Blockade Runner that can cloak.
For hauling in null sec, a Microwarp Drive is key for getting out of bubbles. These are best used on a Blockade Runner that can cloak.
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Flying AFK using the autopilot is the #1 way that most haulers lose their ships.  When you use the autopilot to fly you to your destination, it warps you to 15km from the next gate then you slowly approach the gate at 100-200 m/s.  At a minimum, this leaves you exposed for about a minute per gate and gives any potential attacker time to scan your ship, scan your cargo, then get ahead of you and setup a gank party.
Flying AFK using the autopilot is the #1 way that most haulers lose their ships.  When you use the autopilot to fly you to your destination, it warps you to 15km from the next gate then you slowly approach the gate at 100-200 m/s.  At a minimum, this leaves you exposed for about a minute per gate and gives any potential attacker time to scan your ship, scan your cargo, then get ahead of you and setup a gank party.


If you must fly AFK, know your route and keep your cargo value very low.
If you must fly AFK, know your route and keep your cargo value very low. 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.


==== Fit your hauler well & use the right ship ====
==== Fit your hauler well & use the right ship ====
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The more [[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 [[WCS]] (warp core stabilizer) may be the difference between getting away and getting blown up.
The more [[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 [[WCS]] (warp core stabilizer) may be the difference between getting away and getting blown up.


For T1 industrial ships, you will want to fit as many medium/large shield extenders into the mid slots as possible.  This should balanced with shoring up your weak EMP/Thermal resist holes using Adaptive Invulnerability Field modules or Shield Resist Amplifier modules. In cases where you need more EHP and can sacrifice cargo space, consider adding [[DC2]] (Damage Control II) modules, reinforced bulkheads, or armor resist modules. A poorly fit T1 industrial hauler will only have 4k to 6k EHP, a well fit T1 industrial can have 10k to 20k EHP without sacrificing too much cargo space.
For T1 industrial ships, you will want to fit as many medium/large shield extenders into the mid slots as possible.  This should balanced with shoring up your weak EMP/Thermal resist holes using Adaptive Invulnerability Field modules or Shield Resist Amplifier modules. In cases where you need more EHP and can sacrifice cargo space, consider adding [[DC2]] (Damage Control II) modules, reinforced bulkheads, or armor resist modules. A poorly fit T1 industrial hauler will only have 4k to 6k EHP, a well fit T1 industrial can have 10k to 20k EHP without sacrificing too much cargo space.


For Orcas, the standard fit is (2) Adaptive Invulnerability Field II and (2) Large Shield Extender II, with a DC2 in the low-slot.  This takes your ship from around 60-70k EHP up to about 140k EHP.  The addition of a Reinforced Bulkhead II will boost that up to 220-240k EHP.  A fit using shield extender rigs instead of cargo rigs tops out at around 285k EHP.  Alternatively, you can fit a 100mn MWD that can be used to significantly reduce align times by activating it for 1 cycle while aligning. It does however require a powergrid fitting mod, and you likely won't be able to fit large shield extenders. The vast majority of the Orcas tank come from the hull though, so that's not a problem as long as you have a DCII.
For Orcas, the standard fit is (2) Adaptive Invulnerability Field II and (2) Large Shield Extender II, with a DC2 in the low-slot.  This takes your ship from around 60-70k EHP up to about 140k EHP.  The addition of a Reinforced Bulkhead II will boost that up to 220-240k EHP.  A fit using shield extender rigs instead of cargo rigs tops out at around 285k EHP.  Alternatively, you can fit a 100mn MWD that can be used to significantly reduce align times by activating it for 1 cycle while aligning. It does however require a powergrid fitting mod, and you likely won't be able to fit large shield extenders. The vast majority of the Orcas tank come from the hull though, so that's not a problem as long as you have a DCII.
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For freighters, which have about 180-200k EHP, the benchmark value is 1B ISK (one billion).  As your cargo value exceeds 1B ISK, combined with traveling through systems with a security status in the 0.5-0.6 range, it becomes more and more likely that someone will gank you for your cargo value.  This is a bit of a fuzzy rule of thumb and in the quieter portions of the galaxy with routes that take you only through 0.8 and above systems, you can get away with hauling higher value cargo loads for a very long time.
For freighters, which have about 180-200k EHP, the benchmark value is 1B ISK (one billion).  As your cargo value exceeds 1B ISK, combined with traveling through systems with a security status in the 0.5-0.6 range, it becomes more and more likely that someone will gank you for your cargo value.  This is a bit of a fuzzy rule of thumb and in the quieter portions of the galaxy with routes that take you only through 0.8 and above systems, you can get away with hauling higher value cargo loads for a very long time.


When you have expensive cargo above 1B to be moved in a freighter, consider double-wrapping it (create courier contract for some other alt of yours and then create another courier contract from this alt to actual freighter pilot). It will hide the contents of this package (assembled containers give same result), but still increases the risk, as some gankers tend to gank double wrapped transports, without knowing what's inside.
When you have expensive cargo above 1B to be moved in a freighter, you may want to consider double-wrapping it (create courier contract for some other alt of yours and then create another courier contract from this alt to actual freighter pilot). It will hide the contents of this package (assembled containers give same result), but some gankers tend to gank double wrapped transports without knowing what's inside, so most people (including hauling corporations) consider this will increase the risk, not decrease it.