Difference between revisions of "Haulers"

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Industrials are, as the name suggests, not combat ships. They are designed to carry things -- large amounts of things -- around.
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{{ShipTypes}}
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{{hatnote|This page is about the ship group Haulers and not hauling ships in general. You can find an overview of hauling ships on [[Hauling]]. For other meanings of hauler(s) see [[Hauler (Disambiguation)]]}}
  
==Tech 1 Industrial Ships==
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'''Haulers''' are T1 cargo ships which can be divided into three subgroups:
Tech 1 industrials all have a large cargo capacity but fairly weak shields and armor and low agility. They are cheap but they die very easily. This makes them useful for hauling large volumes with a low ISK value around in highsec, but unsuitable for lowsec or nullsec or for carrying high value cargo which will attract suicide gankers. For fitting, industrials tend to have base powergrid around the level of destroyers and quite high amounts of CPU.
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* Fast transports, which are used to move low-volume, high-value goods quickly and safely.
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* Bulk transports, which have a much higher capacity than the fast transports, but are slower and have less [[tank]].
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* 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)
  
Each race has its own industrials, which require their racial Industrial skill ([http://wiki.eveonline.com/en/wiki/Caldari_Industrial Caldari Industrial], [http://wiki.eveonline.com/en/wiki/Gallente_Industrial Gallente Industrial] &c -- these skills cannot be trained on trial accounts). All Tech 1 industrials get 5% bonuses to maximum velocity and cargo capacity per level in their racial industrial skill.
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Each empire faction has its own haulers, which require the corresponding hauler skill. [[Alpha clones]] are limited to level one of those skills. The haulers get 5% bonuses to cargo capacity and either agility (fast transports) or velocity (bulk transports) per skill level.
  
However, the four races do not all have the same number of Tech 1 industrials, and which race's industrials will offer the highest cargo capacity depends on the amount of training time you are prepared to invest (as explained and demonstrated via a table of cargo capacities [http://wiki.eveonline.com/en/wiki/Industrial#Choosing_a_T1_Industrial_Ship on the official Eve wiki]).
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Each empire has certain general characteristics for their cargo ships and those transfer for Haulers too. Caldari have the biggest base cargo hold. Amarr have more low slots though and thus have the biggest potential cargo hold after fitting. Minmatar has the best base align time. Gallente is fairly balanced between those three and also a lot of specialized variants. It's very quick to train into the first level thus you might want to do so for all of them. Considerations to which faction you commit more are usually rather dictated by their T2 variants, the [[Blockade Runners]] and [[Deep Space Transports]].
  
===Amarr===
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Haulers can fit [[Interdiction Nullifier]]s and industrial cynos. They count as medium sized hulls and thus fit medium rigs and 10mn afterburners or 50mn microwarpdrives are considered the normal size. Their powergrid is very limited but the CPU is rather good. 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. It's also pretty popular to fit for the [[Cloak trick|MWD + cloak trick]].
If you're only willing to train three levels of an industrial skill, the Amarr Bestower will offer you the best cargo capacity.
 
*[http://wiki.eveonline.com/wiki/Bestower Bestower]
 
*[http://wiki.eveonline.com/wiki/Sigil Sigil]
 
  
===Caldari===
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The game treats the [[Noctis]] and [[Primae]] also as haulers. This means that if a gated site allows haulers, those ships are allowed too. We won't go into further details about them here but refer to their corresponding pages as they're rather unique and don't fit into the rest of the haulers.
*[http://wiki.eveonline.com/wiki/Badger Badger]
 
*[http://wiki.eveonline.com/wiki/Badger_Mark_II Badger Mark II]
 
  
===Gallente===
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== Fast transports ==
If you're willing to train all five levels of an industrial skill, the Gallente Iteron Mark V will offer you the best cargo capacity.
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Fast transports are used to move low-volume, high-value goods quickly and safely. Each empire has one fast transport:
*[http://wiki.eveonline.com/wiki/Iteron Iteron]
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* {{sh|Sigil}}
*[http://wiki.eveonline.com/wiki/Iteron_Mark_II Iteron Mark II]
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* {{sh|Badger}}
*[http://wiki.eveonline.com/wiki/Iteron_Mark_III Iteron Mark III]
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* {{sh|Nereus}}
*[http://wiki.eveonline.com/wiki/Iteron_Mark_IV Iteron Mark IV]
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* {{sh|Wreathe}}
*[http://wiki.eveonline.com/wiki/Iteron_Mark_V Iteron Mark V]
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As an example, a [[Wreathe]] 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}}.
  
===Minmatar===
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== Bulk transports ==
If you're only willing to train four levels of an industrial skill the Minmatar Mammoth will offer you the best cargo capacity.
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which have a much higher capacity than the fast transports, but are slower. Each empire has one bulk transport:
*[http://wiki.eveonline.com/wiki/Hoarder Hoarder]
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* {{sh|Bestower}}
*[http://wiki.eveonline.com/wiki/Mammoth Mammoth]
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* {{sh|Tayra}}
*[http://wiki.eveonline.com/wiki/Wreathe Wreathe]
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* {{sh|Iteron Mark V}}
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* {{sh|Mammoth}}
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As an example, a [[Bestower]] can be fit to carry up to 39k {{m3}} but takes 13 seconds to align and has less than 8k EHP.
  
==Tech 2 Industrial Ships==
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== Specialized transports ==
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Specialized transports 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). Those specialized holds are not expanded by fittings. Not every empire has a specialized transport. The Minmatar have one while the Gallente even have three:
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* {{sh|Epithal}} (specialized ship with a  [[Planetary Commodities|planetary commodities]] and a [[Planetary Industry#Setting Up a New_Colony|command center]] hold)
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* {{sh|Hoarder}} (specialized ship with an ammunition and a [[gas cloud harvesting|gas]] hold)
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* {{sh|Kryos}} (specialized ship with a [[Reprocessing#Ore|minerals]] and a [[Ice harvesting|ice]] hold)
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* {{sh|Miasmos}} (specialized ship with a mining hold<ref>A mining hold allows for all harvestable resources to be held inside it (asteroid & moon ore, gas, and ice)</ref>)
  
Both types of Tech 2 industrial require the [http://wiki.eveonline.com/en/wiki/Transport_Ships Transport Ships] skill, and both have abilities which make them better at surviving trips to lawless space. Both also have the same two 5% per level bonuses to speed and capacity for their racial industrial skill that the Tech 1 industrials have (and you need all five levels of the racial industrial skill to fly them in the first place). Naturally, they also cost a lot.
 
  
===Blockade Runners===
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== History ==
Blockade runners align much faster than their Tech 1 equivalents, have a (possibly superfluous) bonus for some form of active tanking (shield boosting or armor repairing), and, most importantly, a bonus that lets them fit covert ops cloaking devices (and hence warp while cloaked). This means that even in nullsec the only dangerous moments for a properly-fitted and -flown blockade runner should be when it has to pass through stargates. The trade-off is that blockade runners carry less cargo than their Tech 1 equivalents.
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With the April 2022 Version 20.04 the industrial ship class has been renamed to hauler.<ref>https://www.eveonline.com/news/view/patch-notes-version-20-04</ref>
  
Blockade runners are also one of the few classes of ship able to use the covert cynosural fields lit by [[Battleship#Black Ops black ops battleships]].
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On 2021-05-18, Haulers gained the ability to fit interdiction nullifiers.<ref>[https://www.eveonline.com/news/view/patch-notes-version-19-04#2021-05-18.1 Patch notes] and [https://www.eveonline.com/news/view/nullification-and-warp-module-update-live-now news post] for the changes to nullification and warp core stabilizers.</ref>
  
*Amarr : [http://wiki.eveonline.com/wiki/Prorator Prorator]
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== Notes ==
*Caldari : [http://wiki.eveonline.com/wiki/Crane Crane]
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<references />
*Gallente : [http://wiki.eveonline.com/wiki/Viator Viator]
 
*Minmatar : [http://wiki.eveonline.com/wiki/Prowler Prowler]
 
 
 
===Deep Space Transports===
 
Unlike blockade runners, deep space transports have a larger capacity than their Tech 1 equivalents. They have the same bonuses to active tanking that blockade runners have, but instead of the bonus that lets blockade runners fit a covert ops cloak, they have a bonus to either raw shield hitpoints or raw armor hitpoints, helping them to fit substantial buffer tanks.
 
 
 
They also have a role bonus of +2 warp strength: this means they can't be tackled by just one warp disruptor or warp scrambler, though they can still be caught by bubbles, gangs of tacklers or the infinite strength point that can be used by [[Cruiser#Heavy Interdictors|HICtors]].
 
 
 
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.
 
 
 
*Amarr : [http://wiki.eveonline.com/wiki/Impel Impel]
 
*Caldari : [http://wiki.eveonline.com/wiki/Bustard Bustard]
 
*Gallente : [http://wiki.eveonline.com/wiki/Occator Occator]
 
*Minmatar : [http://wiki.eveonline.com/wiki/Mastodon Mastodon]
 
 
 
 
 
==See also==
 
[[Creating an Alt Hauler]]
 
  
 
[[Category:Ships]]
 
[[Category:Ships]]
[[Category:Industry]]
 

Latest revision as of 07:38, 28 April 2024

This page is about the ship group Haulers and not hauling ships in general. You can find an overview of hauling ships on Hauling. For other meanings of hauler(s) see Hauler (Disambiguation)

Haulers are T1 cargo ships which can be divided into three subgroups:

  • 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)

Each empire faction has its own haulers, which require the corresponding hauler skill. Alpha clones are limited to level one of those skills. The haulers get 5% bonuses to cargo capacity and either agility (fast transports) or velocity (bulk transports) per skill level.

Each empire has certain general characteristics for their cargo ships and those transfer for Haulers too. Caldari have the biggest base cargo hold. Amarr have more low slots though and thus have the biggest potential cargo hold after fitting. Minmatar has the best base align time. Gallente is fairly balanced between those three and also a lot of specialized variants. It's very quick to train into the first level thus you might want to do so for all of them. Considerations to which faction you commit more are usually rather dictated by their T2 variants, the Blockade Runners and Deep Space Transports.

Haulers can fit Interdiction Nullifiers and industrial cynos. They count as medium sized hulls and thus fit medium rigs and 10mn afterburners or 50mn microwarpdrives are considered the normal size. Their powergrid is very limited but the CPU is rather good. 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. It's also pretty popular to fit for the MWD + cloak trick.

The game treats the Noctis and Primae also as haulers. This means that if a gated site allows haulers, those ships are allowed too. We won't go into further details about them here but refer to their corresponding pages as they're rather unique and don't fit into the rest of the haulers.

Fast transports

Fast transports are used to move low-volume, high-value goods quickly and safely. Each empire has one fast transport:

As an example, a Wreathe 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.

Bulk transports

which have a much higher capacity than the fast transports, but are slower. Each empire has one bulk transport:

As an example, a Bestower can be fit to carry up to 39k m3 but takes 13 seconds to align and has less than 8k EHP.

Specialized transports

Specialized transports 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). Those specialized holds are not expanded by fittings. Not every empire has a specialized transport. The Minmatar have one while the Gallente even have three:


History

With the April 2022 Version 20.04 the industrial ship class has been renamed to hauler.[2]

On 2021-05-18, Haulers gained the ability to fit interdiction nullifiers.[3]

Notes

  1. ^ A mining hold allows for all harvestable resources to be held inside it (asteroid & moon ore, gas, and ice)
  2. ^ https://www.eveonline.com/news/view/patch-notes-version-20-04
  3. ^ Patch notes and news post for the changes to nullification and warp core stabilizers.