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eve:industry:hauling:jump_freighters [2017/02/16 23:53]
conscript [Questions]
eve:industry:hauling:jump_freighters [2021/03/01 15:46] (current)
Vanillaaa [Questions]
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   - **Regulate the amount of cargo value you carry.** This is to avoid being [[eve:​pvp:​suicide_ganking|suicide ganked]] high security space. You can eliminate this risk by just undocking and jumping straight out of Jita if you want, for the ultra paranoid. Then you can carry any value you want. In general, if flying through highsec, try to stay under 2b at most, but 1b is a better number.   - **Regulate the amount of cargo value you carry.** This is to avoid being [[eve:​pvp:​suicide_ganking|suicide ganked]] high security space. You can eliminate this risk by just undocking and jumping straight out of Jita if you want, for the ultra paranoid. Then you can carry any value you want. In general, if flying through highsec, try to stay under 2b at most, but 1b is a better number.
   - **ALWAYS prescout citadels you will use.** citadels should fit three criteria:   - **ALWAYS prescout citadels you will use.** citadels should fit three criteria:
-    * Huge undock. Meaning you can undock, and mash control-space to stop before you would be out of undock range so that you could redock when the timer is up. If the friendly citadel would land you outside redock range before you can stop, NEVER use it, ever. Minmatar and Amarr citadels are the worst about this, so avoid those. Caldari/​Gallente are best for JF's. (As a side note, control-space does not break the invulnerability timer. Use it every time. Make it a habit when undocking anything to hit control-space.) ​    +     * You must be able to make a "​safe"​ cyno spot. This spot should be 5km from bumping the citadel, but still within dock range. It should further have another 5km beyond that still in dock range. You need 2 chars to test this easily. One char undocks and stops. Another char goes 5km from that char and stops. First char then goes 5km more away from friendly citadel past the second char. If that is in range, second char (still in the middle point) makes a bookmark. This is your cyno spot. This way you will never cyno bump off friendly citadel. ​
-    ​* You must be able to make a "​safe"​ cyno spot. This spot should be 5km from bumping the citadel, but still within dock range. It should further have another 5km beyond that still in dock range. You need 2 chars to test this easily. One char undocks and stops. Another char goes 5km from that char and stops. First char then goes 5km more away from friendly citadel past the second char. If that is in range, second char (still in the middle point) makes a bookmark. This is your cyno spot. This way you will never cyno bump off friendly citadel ​and end up out of range before the dock timer is up. Most citadels can accomodate this if you picked using criteria A correctly   +
     *friendly citadel shouldn'​t require you to warp through it to get to your destinations like an exit gate to highsec. This is more for convenience. Tying into this, always check the exit gate's jump radius. Some gates have odd layouts when you consider orientation to the solar system, meaning they will OFTEN land you outside jump range (2500m) when you warp to them at 0. Check the exit gate 10-20 times with warps to see if this happens to you. It only takes once for it to get you whacked. Fortunately,​ these are fairly rare.     *friendly citadel shouldn'​t require you to warp through it to get to your destinations like an exit gate to highsec. This is more for convenience. Tying into this, always check the exit gate's jump radius. Some gates have odd layouts when you consider orientation to the solar system, meaning they will OFTEN land you outside jump range (2500m) when you warp to them at 0. Check the exit gate 10-20 times with warps to see if this happens to you. It only takes once for it to get you whacked. Fortunately,​ these are fairly rare.
   - **ALWAYS make a good cyno spot.** Don't be lazy and just undock and pop cyno with your alt. Make an insta undock for your cyno alt, and then warp back to your cyno bookmark at the citadel. This makes it mostly painless to keep this habit up. The first time you get a mega bump because you appeared inside the friendly citadel geometry when cynoing in, you will wish you had done this.   - **ALWAYS make a good cyno spot.** Don't be lazy and just undock and pop cyno with your alt. Make an insta undock for your cyno alt, and then warp back to your cyno bookmark at the citadel. This makes it mostly painless to keep this habit up. The first time you get a mega bump because you appeared inside the friendly citadel geometry when cynoing in, you will wish you had done this.
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 ===== Jump Freighter Capacity ===== ===== Jump Freighter Capacity =====
-  * **Amarr**: [[eve:​ships:​capitals:​ark|Ark]] (275,625 m<​sup>​3</​sup>​) +  * **Amarr**: [[eve:​ships:​capitals:​ark]] (275,625 m<​sup>​3</​sup>​) 
-  * **Caldari**:​ [[eve:​ships:​freighters:rhea|Rhea]] (294,375 m<​sup>​3</​sup>​) +  * **Caldari**:​ [[eve:​ships:​capitals:rhea]] (294,375 m<​sup>​3</​sup>​) 
-  * **Gallente**:​ [[eve:​ships:​capitals:​anshar|Anshar]] (281,250 m<​sup>​3</​sup>​) +  * **Gallente**:​ [[eve:​ships:​capitals:​anshar]] (281,250 m<​sup>​3</​sup>​) 
-  * **Minmatar**:​ [[eve:​ships:​freighters:nomad|Nomad]] (270,000 m<​sup>​3</​sup>​)+  * **Minmatar**:​ [[eve:​ships:​capitals:nomad]] (270,000 m<​sup>​3</​sup>​)
  
 Since you need freighter IV to fly a Jump Freighter and they get 5% cargo per freighter level, the numbers are actually: Since you need freighter IV to fly a Jump Freighter and they get 5% cargo per freighter level, the numbers are actually:
    
-  * **Amarr**: [[eve:​ships:​capitals:​ark|Ark]] (330,750 m<​sup>​3</​sup>​)  +  * **Amarr**: [[eve:​ships:​capitals:​ark]] (330,750 m<​sup>​3</​sup>​)  
-  * **Caldari**:​ [[eve:​ships:​freighters:rhea|Rhea]] (353,250 m<​sup>​3</​sup>​) +  * **Caldari**:​ [[eve:​ships:​capitals:rhea]] (353,250 m<​sup>​3</​sup>​) 
-  * **Gallente**:​ [[eve:​ships:​capitals:​anshar|Anshar]] (337,500 m<​sup>​3</​sup>​) +  * **Gallente**:​ [[eve:​ships:​capitals:​anshar]] (337,500 m<​sup>​3</​sup>​) 
-  * **Minmatar**:​ [[eve:​ships:​freighters:nomad|Nomad]] (324,000 m<​sup>​3</​sup>​)+  * **Minmatar**:​ [[eve:​ships:​capitals:nomad]] (324,000 m<​sup>​3</​sup>​)
  
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   - **Always jump from friendly citadel to friendly citadel when in 0.0 or low-sec. Do not use mid-point locations that are not a citadel.** So you are either cynoing from high-sec directly to a 0.0 friendly citadel or from a 0.0 friendly citadel to a low-sec citadel. Never ever cyno to a cyno beacon, that's where people will have traps waiting. Its so tempting, but don't fucking do it. That is the #1 rule people get lazy and break: instead of using a cyno alt, they use a beacon to cut corners, and they die.   - **Always jump from friendly citadel to friendly citadel when in 0.0 or low-sec. Do not use mid-point locations that are not a citadel.** So you are either cynoing from high-sec directly to a 0.0 friendly citadel or from a 0.0 friendly citadel to a low-sec citadel. Never ever cyno to a cyno beacon, that's where people will have traps waiting. Its so tempting, but don't fucking do it. That is the #1 rule people get lazy and break: instead of using a cyno alt, they use a beacon to cut corners, and they die.
   - **Never carry super valuable stuff all at once.** Stay below 1 bil if possible. This will discourage people from suicide ganking you in high-sec. Always scout the .5 high-sec systems when carrying big cargo, too. If there is a big suicide gank fleet full of hurricanes waiting, you should probably not jump through.   - **Never carry super valuable stuff all at once.** Stay below 1 bil if possible. This will discourage people from suicide ganking you in high-sec. Always scout the .5 high-sec systems when carrying big cargo, too. If there is a big suicide gank fleet full of hurricanes waiting, you should probably not jump through.
-  - **Always prescout citadels .** You must make fucking sure they aren't a kick-out ​friendly citadel ​that undocks you out of range of immediately re-docking. Make sure that you can undock and control-space and be in range of re-docking. ​ It is incredibly difficult to bump a jump freighter out of dock range, especially if you are going to re-dock. Try to only use the citadels that have a massive undock radius. The only way you die to this should be if you really fuck up and don't notice the plated-out ship charging at you and you align to a highsec gate, anyway. If you are using correct citadels and paying attention, you are unkillable.+  - **Always prescout citadels .** You must make fucking sure there aren'​t ​bad guys at  friendly citadel. The only way you die to this should be if you really fuck up and don't notice the plated-out ship charging at you and you align to a highsec gate, anyway. If you are using correct citadels and paying attention, you are unkillable.
   - **Always make a good cynosural spot bookmark.** The spot needs to be located so that you are sure a jump freighter that cynos in will not be ejected by the friendly citadel model and hurled into space. I usually use 2 chars for this: one that undocks and stops and another that goes 7km away into space. The undock character then goes 6km from that. If they are still in range, and you bookmark at the middle spot between them, a cyno there will never put you in the citadel. I use 2 characters over cans because cans poop out like 1.5km randomly from your location, and so you can't be 100% sure.   - **Always make a good cynosural spot bookmark.** The spot needs to be located so that you are sure a jump freighter that cynos in will not be ejected by the friendly citadel model and hurled into space. I usually use 2 chars for this: one that undocks and stops and another that goes 7km away into space. The undock character then goes 6km from that. If they are still in range, and you bookmark at the middle spot between them, a cyno there will never put you in the citadel. I use 2 characters over cans because cans poop out like 1.5km randomly from your location, and so you can't be 100% sure.
   - **Very important: when going back to highsec, always set your waypoint for the destination high-sec system and turn on autopilot as you are mid-warp to the gate.** That way if you lag and bounce off your exit gate (or tab out of EVE) your autopilot will save you. It's insurance against laziness and accidentally bumping off the stargate.   - **Very important: when going back to highsec, always set your waypoint for the destination high-sec system and turn on autopilot as you are mid-warp to the gate.** That way if you lag and bounce off your exit gate (or tab out of EVE) your autopilot will save you. It's insurance against laziness and accidentally bumping off the stargate.
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-===== Questions ===== 
-  * **"​When you light a cyno everyone in the system can see it, right?"​** 
-    * Yes. This is why you never use a jump freighter at a POS, even in low-security space. The guns won't save you, what will happen is your shit will be raped silly and they will lose one or two battleships,​ if anything. 
  
-  * **"​Having two alts is so you can light 2 cynos in a system to halve the chance someone will find you?"​** 
-    * No, they are in a chain. One alt is at low-sec friendly citadel that connect to high-sec. The other alt is at the 0.0 point. If there is a mid-point needed then you add another alt to make it easier. In order to make things really effortless you want as many accounts as you need cyno points. Otherwise you are relogging clients and shit. 
- 
-  * **"Am I grossly overestimating the number of cynos you'd need to light?"​** 
-    * For a VFK-based Deklein service, you would need at most 3 cynos up at the same time, plus the jump freighter character. 
- 
-  * **"​Which jump freighter is best?"​** 
-    * The [[eve:​ships:​freighters:​rhea|Rhea]]. Period. Case closed. ​ 
-    * Actually, this guy is a liar. The Nomad and the Ark are the most cost effective when you compare the Isotopes:​cargo ratio. It depends on your volume, though. The Nomad uses the least amount of fuel by a fairly wide margin. The Rhea uses a lot more in comparison but doesn'​t hold a lot more. 
- 
-  * **"​Really?"​** 
-    * The [[eve:​ships:​freighters:​nomad|Nomad]] is the most cost effective because it uses the cheapest kind of jump fuel and because it can align faster than the others (especially useful in high-sec), but in general capacity is the most desirable attribute for a jump freighter in order to best minimize effort. Fuel is usually easier to come by than effort. That means you want the Rhea.  
-    * The Nomad doesn'​t use the cheapest fuel, it uses the LEAST amount of fuel per jump. Important difference to notice. And yes, it does align and warp all mega-speed like. Nomads and Arks are incredibly cost-effective to run since they also don't use Isotopes that are often interdicted and/or manipulated(Gallente and Caldari) 
- 
-  * **"​What about the Anshar?"​** 
-    * Okay, I can get behind the [[eve:​ships:​capitals:​anshar|Anshar]] because having Gallente Industrials trained to 5 is amazing. It's also the second best freighter by capacity. It's more that the Anshar is solid, and the [[eve:​ships:​industrials:​iteron_mark_v| Iteron V]] is by far the best industrial. The [[eve:​ships:​industrials:​viator|Viator]] is pretty good as far as blockade runners go, too. 
eve/industry/hauling/jump_freighters.1487289239.txt.gz · Last modified: 2017/02/16 23:53 by conscript