Difference between revisions of "User:Amoni Panala/WIP/1"

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Jump Drive Calibration IV
 
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===Ship skills===
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Third remap: '''Remapping (active) : i17 p27 c17 w21 m17'''
  
 
== Fitting haulers  ==
 
== Fitting haulers  ==

Revision as of 09:39, 26 December 2023

Main article: Alternate characters

A hauler alt is character trained specifically for hauling. There are many reasons to create such an alt, but it primarily it stems from a need to move things to and from places on your own timetable.

This guide is designed to train an alt into Deep Space Transport and Blockade Runner in just under 96 days. This is sufficient for most personal hauler, but if needed you can train an alt into a Freighter, Bowhead, and Jump Freighter in under 217 days. The guide is segmented to allow you to pick and choose which ship types you wish to train your alt into based on your needs. Hauling is generally a skill that requires Omega and this guide assumes that your hauler alt is either on its own Omega account or that you are using Multiple Character Training.

You will want to use the appropriate skill plan for the empire faction you're training into: Armor-tanked Hauler for Gallente/Amarr and Shield-tanked Hauler for Minmatar/Caldari.

Why use a hauler alt?

Training into a hauler can be a long train, especially if training into Jump Freighters. Training one character to do hauling as well as a variety of other activities takes significantly longer and delays being able to either well. Specialization with multiple characters means that you can do both well when training into the desired skills is completed. Additionally, training a hauler alt on a separate account means that you can haul your cargo while doing something else as opposed to choosing between two activities. A hauler alt is also useful because they can be put in an player-owned alt corp such as the Hall of Residence without much concern for things like hisec wars. Without a hauler alt, hisec wars can mean losing cargo to war targets who camp trade hubs and have a proficiency in destroying anything that undocks from the main hub stations.

When hauling in with Jump Freighter, it becomes almost entirely necessary to have an alt that can haul while another alt lights an industrial cyno at a waypoint in order to allow the Jump Freighter to get where its going.

Training multiple characters

If you are creating an alt on an account with other characters, it is important to note that only one character can be training skills at a time unless you are willing to pay for Multiple Character Training. Attempting to add skills to the training queue will result in an error, so you will need to pause training on your currently training character.

Dual Character Training, introduced in the June 2013 Odyssey expansion, allowed a player to train two characters on the same account for one month for the cost of an additional PLEX. That became Multiple Character Training in late 2013, so you can now train both alts at the same time, and can purchase more than one month of alt training.

Why no T1 haulers?

T1 haulers fill a niche created by the fact that other ships simply cannot hold as much as haulers. If all you want to do is move a large amount of gas, ore, minerals, or planetary commodities from one station or structure within or to a nearby system, then you might consider training up the relevant faction's hauler to fly a specialized hauler. For example, at Gallente Hauler V the Miasmos can hold 63,000m3 which is almost as much as much as a Deep Space Transport's fleet hangar at max skills, but it has a paper tank that cannot hold up against any ganker. Moving anything valuable over longer distances, such as from Stacmon to Jita, puts your cargo at an unnecessary risk. Moving short distances in a T1 hauler in hisec is generally safe, but beyond that T2 haulers are necessary to prevent the loss of all your cargo.

If you are a member of EVE University and cannot train into T2 hauling ships because you are an Alpha clone, consider using the University Hauling Service to move your stuff around safely for free and the University Buyback Program to sell goods for profit.

Notes:
  • There are some restrictions on where the University Hauling Service will take your goods and there is a recommended fee for hauling on goods you intend to make a profit on. See the forum post for additional information.

Preparing for training

It is important to read about hauling as it will save you a lot of time and frustrations. Before you even create a character, consider that the Amarr, Gallente, and Minmatar start with Mechanics III and Hull Upgrades III. Regardless of which faction you start with, you can train into any hauling ship. The Charon (Caldari) is generally considered the best freighter because of its carrying capacity, but the Obelisk (Gallente) offers the highest EHP and the Fenrir (Minmatar) is the fastest. The Providence (Amarr) comes in second for agility and tank which means that it might be considered a balanced option. For Deep Space Transports, the Occator (Gallente) is the fastest at aligning while the Impel (Amarr) can fit a solid amount of tank thanks to its generous number of low slots. The Mastodon (Minmatar) is a good choice for those looking for a balanced choice between align time and tank.

The Bowhead is a unique freighter in that it does not have a large cargo hold like the other freighters. Instead it features a massive ship maintenance bay which allows it to haul fitted ships. Note that the Bowhead is shield-tanked and if you want to train both a regular freighter and the Bowhead, you might consider training into one of the shield-tanked transport ships for the fastest train. Otherwise, you could train support skills for both shield and armor-tanked hauling ships.

Skill plan

The skill plans are divided up between armor-tanked and shield-tanked ships as well Transport Ships (DSTs and Blockade Runners), Freighters, and Jump Freighters.

All characters start with Cybernetics I which allows the use of +3 training implants and this guide assumes you are using them, but you may wish to train Cybernetics V to unlock +5 implants and allows you to use implant sets like Amulets (armor) or Nirvanas (shield) for additional tank and Ascendancies (warp time) or Nomads (align time) for speed.

The skill plan utilizes neural remaps to reduce training time. It is not required to use the neural remap, but the difference in time is significant. Because this skill plan utilizes three neural remaps, you will want to create a new character rather than training an existing alt. If you are using an existing character, you might consider using the first and third neural remaps to train up support and ship skills as these are the most lengthy skill trains. If your existing character only has the annual remap, consider remapping for the ship skills section as that will be the longest train. The remaps are as follows:

  • Support skills: Intelligence-Memory
  • Navigation skills: Intelligence-Perception
  • Ship skills: Willpower-Perception

The skills are not all maxed, meaning that after you have trained into the ships you wish to fly you may wish to train certain skills further than this skill plan covers, especially the support and navigation skills.

The skill plan has also been optimized for the dopamine effect of hearing that a skill has completed training by organizing skills from shortest to longest train wherever possible.

Support skills

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Armor-tanked support skills

Gallente/Amarr
Expand this box to view a Skill queue to use in-game

Jury Rigging I
Armor Layering I
Cloaking I
Industry II
Jury Rigging II
Armor Layering II
Cloaking II
Industry III
Jury Rigging III
Armor Layering III
Cloaking III
Industry IV
Hull Upgrades IV
Armor Layering IV
Explosive Armor Compensation I
EM Armor Compensation I
Kinetic Armor Compensation I
Thermal Armor Compensation I
Armor Rigging I
Astronautics Rigging I
EM Armor Compensation II
Thermal Armor Compensation II
Kinetic Armor Compensation II
Explosive Armor Compensation II
Astronautics Rigging II
Armor Rigging II
Explosive Armor Compensation III
Kinetic Armor Compensation III
Thermal Armor Compensation III
EM Armor Compensation III
Armor Rigging III
Astronautics Rigging III
Mechanics IV
Capacitor Systems Operation IV
EM Armor Compensation IV
Thermal Armor Compensation IV
Kinetic Armor Compensation IV
Explosive Armor Compensation IV
Capacitor Management IV
Astronautics Rigging IV
Armor Rigging IV
Industry V
Capacitor Systems Operation V
Cloaking IV
Capacitor Management V


Shield-tanked support skills

Caldari/Minmatar
Expand this box to view a Skill queue to use in-game

Shield Operation I
Jury Rigging I
Cloaking I
Shield Operation II
Shield Upgrades II
Industry II
Jury Rigging II
Tactical Shield Manipulation II
Cloaking II
Shield Operation III
Industry III
Jury Rigging III
Astronautics Rigging I
Shield Rigging I
Astronautics Rigging II
Shield Rigging II
Shield Upgrades III
Shield Rigging III
Astronautics Rigging III
Tactical Shield Manipulation III
Cloaking III
Shield Operation IV
Industry IV
Mechanics IV
Capacitor Systems Operation IV
Shield Upgrades IV
Capacitor Management IV
Tactical Shield Manipulation IV
Shield Rigging IV
Astronautics Rigging IV
Capacitor Management V
Industry V
Capacitor Systems Operation V


Navigation

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Navigation skills

Valid for all empire factions
Expand this box to view a Skill queue to use in-game

Acceleration Control I
Acceleration Control II
High Speed Maneuvering II
Warp Drive Operation III
Acceleration Control III
High Speed Maneuvering III
Warp Drive Operation IV
Acceleration Control IV
Navigation IV
High Speed Maneuvering IV
Warp Drive Operation V
Micro Jump Drive Operation I


Navigation skills - Jump Freighter

Only use this if you are planning to train into jump freighter
Expand this box to view a Skill queue to use in-game

Navigation IV
Navigation V
Warp Drive Operation III
Warp Drive Operation IV
Warp Drive Operation V
Jump Drive Operation I
Evasive Maneuvering II
High Speed Maneuvering II
Jump Drive Operation II
Evasive Maneuvering III
High Speed Maneuvering III
Jump Drive Operation III
High Speed Maneuvering IV
Jump Drive Operation IV
Evasive Maneuvering IV
Jump Drive Operation V
Micro Jump Drive Operation I
Jump Fuel Conservation I
Jump Drive Calibration I
Jump Fuel Conservation II
Jump Drive Calibration II
Jump Fuel Conservation III
Jump Drive Calibration III
Jump Fuel Conservation IV
Jump Drive Calibration IV
Jump Drive Calibration V


Ship skills

Third remap: Remapping (active) : i17 p27 c17 w21 m17

Fitting haulers

Haulers are relatively straightforward to fit. For ore hauling, you will want to have maximum cargo capacity, meaning you want to fit Expanded Cargoholds in low slots and Cargohold Optimization in rigs.

For courier missions, you might want to have faster align and warp speed, so you might want to fit Nanofiber Internal Structures and Inertial Stabilizers in low slots and Hyperspatial Velocity Optimizer in rigs.

If you wish, you can train skills to equip shield mods such as Shield Extenders and Invulnerability Fields in the mid slots to tank belt rats for a short time. It is also worth while to train skills for these modules to give some basic protection against high-sec ganking.

Optimize with Giant Secure Containers

There are items called Giant Secure Containers (GSC) which take up 3,000 m3 in your cargo hold. The interesting thing is that you can actually put 3,900 m3 of stuff in a GSC - which means you get a 30% space bonus.

Note: Giant Secure Containers are great but with a minor limitation, they cannot store some goods like frozen food, livestock. So keep this in mind if you are using these containers to haul goods.

Advanced hauling and earning ISK via hauling

The next step after mastering industrial hauling are Freighters and Transports.

You can use outside databases, such as EVE Trade, to find profitable trade routes.

To take the first steps in making ISK with your new hauler, you might consider playing the market or running Level 4 Cargo Missions.

Credits

  • Raddick Tseng for suggesting this, and giving some interesting statistics.

See also

References