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eve:industry:hauling:start [2017/02/16 21:24]
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eve:industry:hauling:start [2020/07/08 14:31] (current)
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 ====Freighters==== ====Freighters====
-**[[eve:​ships:​freighters]]** are the ultimate cargo carrying ships, with vast cargo holds. They are often seen flying between high sec trading hubs. All freighters have no high, mid, or rig slots but do have 3 low slots, with restrictive CPU and powergrid to limit the available modules with a role bonus to Reinforced Bulkheads. A freighter pilot'​s only other way of enhancing their ship's performance is via hardwiring implants.+**[[eve:​ships:capitals:​freighters]]** are the ultimate cargo carrying ships, with vast cargo holds. They are often seen flying between high sec trading hubs. All freighters have no high, mid, or rig slots but do have 3 low slots, with restrictive CPU and powergrid to limit the available modules with a role bonus to Reinforced Bulkheads. A freighter pilot'​s only other way of enhancing their ship's performance is via hardwiring implants.
 Use Freighters for huge cargo through high sec and very short distances into low sec. These require proper support (someone to web for faster aligns, scouts, preferably some EW). Use Freighters for huge cargo through high sec and very short distances into low sec. These require proper support (someone to web for faster aligns, scouts, preferably some EW).
 The four Tech 1 freighters are good for carrying very large amounts of cargo in high security space. They align and warp too slowly to be safely used in lowsec or nullsec. Freighters are very tough, but they are definitely not immune to suicide ganking -- organised and prepared groups of gankers can and do kill freighters. The four Tech 1 freighters are good for carrying very large amounts of cargo in high security space. They align and warp too slowly to be safely used in lowsec or nullsec. Freighters are very tough, but they are definitely not immune to suicide ganking -- organised and prepared groups of gankers can and do kill freighters.
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 ====Jump Freighters==== ====Jump Freighters====
-The Tech 2 versions of freighters, **[[eve:​ships:​freighters|jump freighters]]**,​ have a reduced cargo capacity but are capable of using cynosural fields to jump long distances. They are also able to use stargates like normal ships. (Since cynosural fields cannot be lit in highsec, jump freighters travelling in highsec have to use stargates.) This makes them ideal supply ships for people who live in nullsec.+The Tech 2 versions of freighters, **[[eve:​ships:capitals:​freighters|jump freighters]]**,​ have a reduced cargo capacity but are capable of using cynosural fields to jump long distances. They are also able to use stargates like normal ships. (Since cynosural fields cannot be lit in highsec, jump freighters travelling in highsec have to use stargates.) This makes them ideal supply ships for people who live in nullsec.
 Jump Freighters are used to carry cargo from the high/low sec border to wherever it is needed in null sec and back again. Caldari freighters are the largest, closely followed by Gallente, then Amarr and lastly Minmatar, which is partially compensated for by lower fuel use. The difference is not large though.\\ ​ Jump Freighters are used to carry cargo from the high/low sec border to wherever it is needed in null sec and back again. Caldari freighters are the largest, closely followed by Gallente, then Amarr and lastly Minmatar, which is partially compensated for by lower fuel use. The difference is not large though.\\ ​
  
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 ====Orca==== ====Orca====
-The **[[eve:​ships:​capitals:orca]]** offers 4 different cargo holds:+The **[[eve:​ships:​industrials:orca]]** offers 4 different cargo holds:
   * 30,000 m³ Cargo Hold which can be extended to 90,000+ m³ with skills and modules   * 30,000 m³ Cargo Hold which can be extended to 90,000+ m³ with skills and modules
   * 150,000 m³ Ore Hold for unrefined mining goods, with additional bonus due to ship skills (Mining, Ice Mining)   * 150,000 m³ Ore Hold for unrefined mining goods, with additional bonus due to ship skills (Mining, Ice Mining)
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 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 EM (or Kinetic, against Catalyst damage) Ward Amplifier, 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 Amplifier, 1x Thermic Dissipation Amplifier and 2-3x Medium Shield Extenders. One or two Multispectrum Shield Hardeners ​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. Note that Tech 2 Deep Space Transports, and specialized Gallente haulers like the Miasmos, Epithal or Kryos are mostly useful for their specialized holds which are unaffected by Expanded Cargohold modules. These ships can, and should, be fitted with tanking or agility low slot modules, making armour tanked Deep Space Transports like the Impel a common sight.\\ ​+For hauling, passive shield tank skills are key, followed by the ability to use a Damage Control II and Multispectrum Shield Hardener ​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 Tech 2 Deep Space Transports, and specialized Gallente haulers like the Miasmos, Epithal or Kryos are mostly useful for their specialized holds which are unaffected by Expanded Cargohold modules. These ships can, and should, be fitted with tanking or agility low slot modules, making armour tanked Deep Space Transports like the Impel a common sight.\\ ​
  
-Visibly active tanking (most notably the Adaptive Invulnerability Field) might discourage ganking by the discriminating ganker, but your capacitor will not allow you to keep them running at all times. Remember turn them on 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.\\ ​+Visibly active tanking (most notably the Multispectrum Shield Hardener) might discourage ganking by the discriminating ganker, but your capacitor will not allow you to keep them running at all times. Remember turn them on 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.\\ ​
  
 The best form of tanking for haulers is not getting caught in the first place. Use the Cloak Trick wherever possible (always on Deep Space Transports),​ and consider warp stabilisers as an option if you have fitting slots to spare. The best form of tanking for haulers is not getting caught in the first place. Use the Cloak Trick wherever possible (always on Deep Space Transports),​ and consider warp stabilisers as an option if you have fitting slots to spare.
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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 be 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 Unit 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 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 (Damage Control Unit 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) Multispectrum Shield Hardener ​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.\\ ​
  
 Blockade runners rely on good bookmarks, crafty use of their Covert Ops Cloak, 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.\\ ​ Blockade runners rely on good bookmarks, crafty use of their Covert Ops Cloak, 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.\\ ​
eve/industry/hauling/start.1487280250.txt.gz · Last modified: 2017/02/16 21:24 by conscript