User Tools

Site Tools


eve:pvp:suicide_ganking

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Next revision
Previous revision
eve:pvp:suicide_ganking [2016/06/22 23:34]
conscript created
eve:pvp:suicide_ganking [2021/06/16 14:11] (current)
Rufus_McFarleigh [System Security Rankings]
Line 1: Line 1:
-=====  Suicide Ganking ===== +=====Suicide Ganking=====
-Suicide ganking is the act of killing a player'​s ship in a situation where it is sure or very likely that your ship will die in the process. Suicide ganking is typically done in high security space where you will be destroyed by CONCORD (space police) or faction ships/gate guns (other space police). In low security space, suicide ganking can be done against a target on a gate or a station (provided that you cannot tank the sentry guns), or against a target that is heavily guarded. In zero security space, a heavily guarded target is the only one that can be considered a suicide gank.+
  
-=====  Objectives ​ ===== +----
-There are four common objectives of suicide ganking:+
  
-====  ​Profit  ​==== +=====Overview===== 
-If you can identify and destroy a target carrying valuable cargo, it is possible to profit from suicide ganking. To profit, two things must happen; ​the item(s) in question must be dropped from the ship when it explodes (known as loot), and the profit you make from the drop must be worth more than the ship(s) you lost to acquire the loot.+Suicide Ganking ​is the act of attacking another ship in High Security space without a valid kill-right on them (via a war declaration,​ suspect timer, or otherwise)
 +As CONCORD will always react to destroy any ship which acts in such an aggressive manner, ​the aggressor is guaranteed to lose their ship - hence the term "​suicide"​. However, CONCORD does not react instantly, giving ​the attacker time to try and destroy their target. The aim of suicide ganking therefore is to destroy a higher value target ​than the value of the ship being used to gank.
  
-====  Griefing ​ ==== +----
-Griefing is the act of intentionally making another player angry by doing something to them. Griefing can come in many different forms, ​ but one of the most common forms is suicide ganking. For nothing else, some players may suicide gank others simply to make the victim unhappy. The target of a griefing suicide ganker can be either the things inside of the ship's cargo hold, or the ship itself. Some ships are incredibly expensive, making them very juicy targets for suicide ganking. There are also lots of types of modules, blueprints, and other items that are very costly to lose, making them as interesting as some ships.+
  
-====  ​Disruption of Enemy Activities  ​==== +=====Ships Used===== 
-In this case, grief and profit are not the primary objective of suicide ganking ​(although profit can happen, and grief most likely will). Suicide ganking enemy logistical ships is a great way to limit their ability ​to attack, defend, and grow. Taking out a ship that is either very expensive ​and logistically valuable (i.e. a jump freighter or carrier) or is carrying valuable resources ​for the enemy can cause lot of damage.+Ships used for suicide ganking ​prioritise damage over tank, and try to do as much damage ​to their target for given ship cost. Ships that are typically used include: 
 +  * Catalyst ​and Thrasher to deal damage 
 +  * Machariel ​for bumping 
 +  * Corvettes for distraction etc 
 +  * Industrial or Freighter to be used to loot the wreck after successful gank
  
-====  Lulz  ==== +----
-Sometimes it's just plain funny to watch a hold full of BPOs or that Black Ops go up in flames. Call them what you will, but some people just need to soak up some delicious tears. That's EVE for ya.+
  
-=====  ​Identifying a Target  ​=====+=====Starter Suicide Destroyers===== 
 +The basic template will be blaster Catalysts, or artillery fit Thrashers. Two sample fits using cheap Meta modules are shown below. Tech 2 fits look essentially the same, with all guns and damage modifiers upgraded to T2 variants for a substantial boost to DPS
  
-With suicide ganking, your first goal is to find something expensive. The more expensive the better.  +====Thrasher====
-Alternatively,​ you could go for tears - in this case, most targets you can kill are good options. If you don't get any tears right away, fear not! You can always convo or mail the victim to mock them or try to piss them off. +
  
-Regardless of your objectiveblowing up expensive things will likely get you to it.+<​code>​ 
 +[Thrasherbasic gank] 
 +280mm Howitzer Artillery I, Republic Fleet EMP S 
 +280mm Howitzer Artillery I, Republic Fleet EMP S 
 +280mm Howitzer Artillery I, Republic Fleet EMP S 
 +280mm Howitzer Artillery I, Republic Fleet EMP S 
 +280mm Howitzer Artillery I, Republic Fleet EMP S 
 +280mm Howitzer Artillery I, Republic Fleet EMP S 
 +280mm Howitzer Artillery I, Republic Fleet EMP S 
 +[Empty High Slot]
  
-==== Ships to Look For  ==== +Prototype Sensor BoosterScan Resolution Script 
-  * Miners (the most common gank targets for single players/​small gangsespecially in highsec) +Prototype Sensor BoosterScan Resolution Script 
-  * Faction or Limited Edition ships +Warp Scrambler I
-  * Tech II ships +
-    * Note: These are rarely worth itand can be difficult to kill once you're looking at something larger than a frigate hull. +
-  * Freighters +
-    * Note: //Very// difficult to kill. You will need at least ten well-piloted gank battleships to get away with this. +
-  * Ships with logistical value, like carriers and jump freighters +
-    * Note: If the people who own these are not complete idiots, these will be //​extremely//​ well defended, and will most likely be in low or nullsec. This fulfills the suicide part, but be sure you're going to meet your objective when engaging ships like these.+
  
-====  Items to Look For  ==== +Gyrostabilizer I 
-  * Blueprints +Beta Reactor ControlReaction Control I
-  * Faction/​deadspace/​officer modules +
-  * Expensive hulls +
-    * Note: Hulls will not drop as loot, so if you're doing this for profit an expensive ship will not make you money. +
-  * High-level implants +
-  * Skillbooks +
-  * Resources +
-    * ExMinerals, ore, hulls, ammunition+
  
-In order to figure out what items are in the cargo hold of a ship, you need a Cargo Hold Scanner. It does exactly what the name implies; it scans the cargo hold of whatever you activate it on, and reports back with what's in it. If you're scanning ships, it's also advisable to fit a Passive Targeting module. This prevents the ship you've targeted from knowing that you've targeted it before you perform an act of aggression on it (Note: scanning a ship is not an act of aggression). If your target is active and in an expensive ship or carrying expensive cargo, they will probably turn tail and run if they see someone targeting them.+Small Projectile Collision Accelerator I 
 +Small Projectile Collision Accelerator I 
 +</​code>​ 
 +   
 +====Catalyst====
  
-=====  Preparing and Engaging ​ ===== +<​code>​ 
-Generally speakingwhen suicide ganking it is better to have several cheaply fit ships as opposed to one expensive ship. As wellit is advisable to engage with more DPS (damage per second) than you think you will need. The whole point of a suicide gank is to destroy the target as quickly as possible to avoid the space police blowing you up before you blow the target up.+[CatalystBasic Gank] 
 +Light Ion Blaster, Caldari Navy Antimatter Charge S 
 +Light Ion Blaster, Caldari Navy Antimatter Charge S 
 +Light Ion Blaster, Caldari Navy Antimatter Charge S 
 +Light Ion Blaster, Caldari Navy Antimatter Charge S 
 +Light Ion Blaster, Caldari Navy Antimatter Charge S 
 +Light Ion Blaster, Caldari Navy Antimatter Charge S 
 +Light Ion Blaster, Caldari Navy Antimatter Charge S 
 +Light Ion BlasterCaldari Navy Antimatter Charge S
  
-====  Fitting Your Ship  ==== +J5b Phased Prototype Warp Scrambler I 
-  * Play to whatever bonuses your ship gives to damage (any suicide gank ship should have bonuses to damage). If your ships has bonuses to projectile turret damage, use projectiles. If your ship has bonuses to missile damage, use missiles. +'Langour' ​Drive Disruptor I
-  * Know what you're going to be shooting. There'​s an awfully big difference between going after a freighter and a Covert Ops (if you don't know what that means, a freighter has several orders of magnitude more hitpoints than a Covert Ops ship). There is no way to appropriately prepare to gank anything, so it's best to have at least a vague idea of what your target is before you go hunting.+
  
-  * A simple format for fitting a ganking ship: +Magnetic Field Stabilizer I 
-    * As many damage-dealing modules as your ship has room for. +Magnetic Field Stabilizer ​
-    * A warp disruptor or scrambler +Magnetic Field Stabilizer I
-      * A scrambler is recommended if your target is likely to have a MicrowarpDrive fitted. +
-      * As many damage modules as your ship has room for. +
-        * Ballistic Control Systems, Heat Sinks, ​Magnetic Field Stabilizers,​ Gyrostabilizers. +
-      * A Tech tank if you can fit it. +
-        * This is really only necessary if your target can survive long enough for CONCORD or the local faction police to respond. This will probably only happen if you're shooting at something with a very heavy tank, or is a battleship or larger. +
-        * Make sure you fit your damage modules and point first. Damage is primary, survivability is secondary.+
  
-====  What Kind of Attack is It?  ==== +Small Hybrid Burst Aerator I 
-There are two main kinds of attacks: DPSing and Alpha'​ing. DPSing is any kind of attack that takes more than one volley of your weapons to kill the target. Alpha'​ing is an attack where you only fire one volley of your weapons before the target explodes.+Small Hybrid Collision Accelerator I 
 +[empty rig slot] 
 +</​code>​
  
-  * Fitting ​for DPS: +Switch ammo according to target, if you know what you're doing, load different ammo for shield/​armor. Always ​use faction ammo, and load just enough for a few rounds for each gun - no need to store additional ammo in your cargo as you won't get time to reload. 
-    * Use short range weapons that use high-damage ammunition and have low cycle times such as Autocannons,​ Pulse lasers, Blasters, Heavy Assault Launchers, and Torpedo Launchers.+When using blasters check whether the Federation Navy or Caldari Navy version of the ammo is cheapest.
  
-  * Fitting for Alpha: +----
-    * Artillery cannons with the highest damage ammunition you can get your hands on. +
-      * Artillery cannons have low tracking, and the ammunition you will be using is probably short range. Because of this, you will need to slow your target down before you can hit it for proper damage. You will want a Stasis Webifier and a Warp Scrambler for this. +
-      * Alternatively,​ you can sacrifice damage for range if you are confident in your alpha-striking abilities. If you want to do this, swap out the high-damage ammunition for long-range ammunition. Being so much further away, your cannons don't have to track nearly as fast as before, meaning you don't need to be within scrambler and web range.+
  
-====  ​Positioning Yourself and Your Cohorts in Crime  ​==== +=====System Security Rankings===== 
-For suicide ganking you will need however many people it takes to kill the targetFor suicide ganking ​for profit ​you will need however many people it takes to kill the targetplus one ship that will scoop the loot from the wreck.+All systems are assigned a [[training:​game_mechanics:​security_rating|security ranking]], from -1.0 to +1.0, visible in the top left of your screen, next to the system name for the system ​you are in. High Security systems range from 0.5 to 1.0. The higher ​the security rating of a systemthe faster CONCORD ​will respond to criminal acts, and therefore ​the less time a ganker has to destroy his target before [[eve:​factions:​concord|CONCORD]] appears and takes him out.\\ 
  
-  * All looters should be hugging the target ship (unless the DPS is fitting smartbombsin which case the looter(s) should stay out of range until the smartbombs are off). +CCP has never confirmed "​official"​ response timers however by observationmost of the community has accepted ​the below as "​average"​ valuesThese numbers can vary by 1-2 seconds due to server ticks.
-  * All DPS ships should be keeping ​the target at their optimal. +
-  * All tacklers should be keeping the target within scram/​web/​disruptor range.+
  
-====  Going For the Kill  ==== +^Security Rating^Base Response Time^ 
-This is the easy part, but if there are multiple damage ships involved, it can take some coordinationIf you are the only DPS ship, lock the target and fire as soon as you have a lockYou should prime your weapons and scrambler/​disruptor so that they fire as soon as the lock is made.+|0.5|19 seconds| 
 +|0.6|14 seconds| 
 +|0.7|10 seconds| 
 +|0.8|7 seconds| 
 +|0.9 & 1.0|6 seconds|
  
-If there are multiple DPS ships, there are two approaches+A few caveats
-  ​- If all the ships have similar lock times, have everyone fire at will. +  ​* This assumes that the criminal act is the first recent act in the systemand therefore that CONCORD are "​fresh"​ spawnIf they have already spawned ​and are on-grid elsewhere, their reaction time will be slower ​(around 5-6 seconds additional time- smart gankers can exploit this as explained in the tactics section below
-  - If the ships have high differentiation ​in their lock timesyou should use dedicated tacklerThe dedicated tackler should ​have very high scan resolution so they can lock things faster. Frigates ​and destroyers ​are good for this. The tackler should lock firstand should activate ​their warp scrambling module(s) as soon as a lock is made. As the DPS locks on, they should open fire as soon as they can+  * This is only the time to arrive. Once on-grid, they will lock the target ​(around 2 secondsthen aggress the criminal for up to 15 seconds with high damage weapons, and capacitor neuts, before they one-shot the ship if it is still aliveWhile most gank ships cannot tank Concord damage (or the capacitor neuts) for more than few secondsit is important to note that additional time is required after Concord arrives for them to actually destroy ​the criminal ships
-  * One exception: if you are ganking something that will take a longer ​time to kill (think battleship or freighter**or if you are ganking in highsec** where CONCORD response time limits your DPS time, nobody should attack until everyone has a lockOnce everyone has lock they should open fire simultaneously. This waymore DPS can be put out before ​the police arrive and destroy you all.+
  
-=====  The Aftermath ​ ===== +----
-Once you're in your pod, warp off to a safe spot (having one ahead of time is especially important in low/​nullsec). Make sure you wait out your aggression timer (visible in the top-left hand corner of your screen) before attempting to dock.+
  
-If you are a looter, you should scoop the loot and dock in a station/get to a friendly POS as soon as possible. It would be unfortunate to be suicide ganked with all of the loot from a suicide ​gank in your cargo hold[[Insert Yo' Dawg joke here]].+=====DPS Calculations===== 
 +The table below gives very rough calculations ​of the total damage applied by typical ​gank ships (as per the fits above, with max skills) ​in various sectors, assuming CONCORD is already on grid elsewhere in system – i.e the maximum possible time is available for ganking. 
 +^Ship^DPS^Approximate cost^ 
 +|Catalyst (Meta Fit)|422|1.5m ISK| 
 +|Catalyst (T2 Fit)|596|4.5m ISK|
  
-If you aggressed ​the target ​in any waycheck your security status ​to make sure it hasn't dropped low enough ​for you to become ​an outlaw. If you can take another security status ​hitfeel free to repeat ​as desired.+^Approximate Response Timings^0.5 Security^1.0 Security^ 
 +|Base Response|19|6| 
 +|Additional Time if Distracted|+6|+6| 
 +|Locking Time|+2|+2| 
 +|Total Gank Time|27 seconds|14 seconds| 
 + 
 +^Total Damage Dealt before Concord^0.5 Security^1.0 Security^ 
 +|1 Catalyst (Meta fit)|11,​394|5,​908| 
 +|5 Catalyst (Meta fit)|56,​970|29,​540| 
 +|10 Catalyst (Meta fit)|113,​490|59,​080| 
 + 
 +^Total Damage Dealt before Concord^0.5 Security^1.0 Security^ 
 +|1 Catalyst (T2 fit)|16,​092|8,​344| 
 +|5 Catalyst (T2 fit)|80,​460|41,​720| 
 +|10 Catalyst (T2 fit)|160,​920|83,​440| 
 + 
 +As can be seen, even a single gank ship in a 0.5 security system can do enough damage to take down most Tech 1 Industrials. A 10 ship gang in a 0.5 system can take down a standard fit Deep Space Transport relatively easily, or even a Freighter running cargo hold expanders, although tankier fits on either can take considerably higher DPS levels.\\  
 + 
 +Haulers: Note that the difference between ganking a Freighter with 3x cargohold expanders (around 150k EHP) vs 3x reinforced bulkheads (300k EHP+) is around an additional 10 ships. A Freighter with Reinforced Bulkheads is therefore unlikely to be ganked except by the largest gank fleets – which are naturally rarer.\\  
 + 
 +Also just a reminder, if anyone needed it, of the dangers of carrying expensive cargo in a T1 Industrial. The effort to suicide gank you is minimal in both preparation and ISK. 
 + 
 +---- 
 + 
 +=====Tactics===== 
 + 
 +====Scanning Alts==== 
 +When hunting for high value targets, it is common to use a neutral alt either at nearby trade hubs, or further along the pipe where the gank is planned ​in order to use a cargo scanner on potential targets so that the gank fleet can select and prioritize ships for targetting. This is particularly useful in busy routes such as Jita – Amarr\\  
 + 
 +As a hauler, if you get yellow boxed at any time on your tripyou can assume that you were being cargo scanned for this purpose, and that a gang of gankers is active in the area. If you are flying high value cargo, you may have been flagged as a target. However note that passive target modules can allow smart cargo scanners to scan you without yellow boxing. The safest is to always assume gankers know what you are hauling at all times.\\  
 + 
 +You can prevent scans from penetrating ​your cargo by using cargo containers, however many gankers will simply assume in that case that the cargo is valuable and gank you anyway. Simple rule of thumb for safety is just to never haul more than 2bn ISK to avoid being a high priority target. 
 + 
 +====Bumping==== 
 +  * Bumping is the bane of any Freighter pilot’s life. Essentially ​it means ramming a target ship with yours. This knocks the target off their alignment, and prevents them from warping. Importantly,​ this act does not trigger any suspect or criminal timer with Concord, meaning that a persistent bumper can keep a ship from warping effectively indefinitely. 
 +  * The standard use of this is to keep a freighter (being the slowest ship to align) on grid for as long as it takes for a gank fleet to form to destroy the unlucky hauler. 
 +  * For bumping ships the following is important:​ 
 +    * High Speed - easily able to reach a freighter before it warps to start the bumping, and able to build up good momentum for the bump, assuming it also has: 
 +    * High Mass – again, mass + velocity gives you the momentum ​to bump large targets such as freighters 
 +    * High Tank – A hauler pilot may, if the bumper is squishy, simply have an alt suicide gank the bumper in order to escape. A high tank ship makes this impractical and assures the bump can continue for extended periods 
 +For all these reasons, the most common and useful ship for this is the Machariel, and a Machariel hanging around a gate at range is a strong sign of a ganking gang looking for targets\\  
 + 
 +As a hauler: The best way to avoid a bump is to use a webbing alt to allow you to get into warp faster (before the bumper can catch you). Once you are being bumped you have very limited options. If the bumper makes a mistake and accidentally bumps you into alignment with another object you might be able to warp out.\\  
 + 
 +The best option is generally just to immediately click "​log-out"​ (NOT "safe log out"). This will leave your ship in space for 1 minute after you log out, after which it will disappear, and you can log back in later once the gank fleet has moved on. However if the bumper can assemble a gank fleet inside the 1 minute log-off timer, you may still die, or if the bumper employs a rookie suicide ship as below. For this reason it is best to initiate this strategy as soon as possible after the bumping commences.\\  
 + 
 +Other strategies can be attempted such as suicide webbing the bumping ship, however none are particularly effective against an experienced ganker. 
 + 
 +====Rookie Ship Aggression==== 
 +  * If a bumped target initiates a log-off during the bump, the ship will remain in space for 1 minute, then disappear, UNLESS they have a combat timer of any sort. A common tactic then is to have an alt fly a rookie ship to shoot the bumped target. CONCORD will immediately destroy the rookie ship, but the combat timer on the target Freighter will prevent log-off for another ​15 minutes. This can, with preparation,​ be used to keep even a logged off target in space indefinitely until the actual gank fleet arrives 
 + 
 +As a hauler: There is no real defense here. If a gank fleet has gone to these lengths and prepared well, then you are likely dead at this point. 
 + 
 +====CONCORD Distraction==== 
 +  * CONCORD uses advanced technology to warp extremely quickly around space. However they are NOT instantaneous. If a capsuleer engages in illegal activity (combat for instance) elsewhere in the system, CONCORD will warp there to destroy them, and it will take some time for them to re-set and head to a second location (where the real gank is occurring). By using rookie ships to engage in illegal combat away from the intended location of a gank, a fleet can delay CONCORD’s response time 
 + 
 +As a hauler: Just remember that rookie ships are not necessarily harmless. As you can see, they are used by gankers for a variety of utility tasks, and a system with many rookie ship kills on Z-Kill may be an indicator of gank activity 
 + 
 +====Citadels==== 
 +  * The introduction of Citadels offers a few key benefits to gankers. 
 +    * **Logistics:​** Citadels can be deployed almost anywhere in Hi-Sec (besides trade hubs and rookie systems), allowing staging bases for re-shipping and free jump clones to be established nearby to a ganking area 
 +    * **Tethering:​** Fleets can tether off Citadels for remote repairs and invulnerability so long as no criminal timer is held. This allows faster response time for gank fleets, and a safe harbor following a gank attempt 
 + 
 +---- 
 + 
 +=====Key Locations===== 
 +When looking for a gank location, you are essentially looking for high traffic, or high value traffic, and also for low security status ​which allows you the most time to execute the gank before Concord responds 
 + 
 +====Trade Pipes==== 
 +The key regions of Empire space (Amarr spaceCaldari space etc) tend to be linked via “pipes” of systems with single entries and exits through which all ship traffic between these regions must pass, without a huge detour. More specifically,​ freighters travelling between Trade Hubs (the most frequent destinations for cargo) MUST pass through these pipes without going through low-sec (very dangerous particularly for Freighters),​ or adding on 20 or so more jumps to go around. 
 +These pipes also tend to be lower security than “core” empire worlds, often at the lowest hi-sec security ranking: 0.5 
 +This makes these systems ideal for ganking of high value targets such as Freighters 
 +Common Hi-Sec pipes for ganking include: 
 +  * Uedama – on the Jita – Dodixe trade route 
 +  * Niarja – On the Jita – Amaar trade route, and also the first stage of the Jita – Hek route 
 +  * Balle – Key system on the Amarr – Hek route, and second choke point of the Jita – Hek route 
 +  * Systems surrounding any of the aboveMany of these 0.5 pipe systems have other 0.5 or 0.6 systems either side, for example Sivala (0.6) next to Uedama (0.5), which are often also used for ganking where targets may be less prepared and aware 
 + 
 +====Trade Hubs==== 
 +Trade hubs are some of the highest security space around (0.9 – 1.0) however they have various characteristics which make them useful for certain types of ganking 
 +  * **Blockade Runners** – Blockade Runners carry some of the most valuable cargo around, and also carry very small tanks. However they are extremely fast, and generally always travel under a covert ops cloak making them challenging to gank. The most common way they are caught therefore is on the undock of trade hubs, if they are slow to issue the warp command, or around the docking radius where lazy pilots use the “dock” command rather than an instant-dock bookmark, and land outside of the docking radius 
 +  * **Freighter Undocks** – Most freighter pilots try to avoid ganks on the undock by using an instant-undock in dead space from where they prepare their actual trip. If an instant-undock is known, or can be scanned down, then the freighter can be ganked in dead-space, with a lower Concor d response time than on gates. This requires a considerable fleet to successfully gank before the Concord response however 
 + 
 +====Ganking Groups==== 
 +There are several organisations which exist primarily to gank others 
 +  * CODE are the primary ganking group in New Eden. Unlike others though, the aim of CODE (at least in theory) is not to gank for profit, but to gank simply to increase the dangers of life in Hi Sec space, to prevent capsuleers getting too comfortable making money in peaceful Hi-Sec activities (becoming care-bears),​ and force them to learn PvP skills, or relocate to Low or Null sec areas to make ISK. In theory CODE exist to make Eve more interesting. Haulers will generally disagree 
 +    * The "​Kusions"​ are a group within CODE of ganking alts controlled by one man (Jason Kusion) via multiboxing who frequently live-streams his activities. The Kusion fleet tends to operate out of Uedama, and is both an ongoing threat (for Haulers), and a useful learning experience (for prospective gankers) 
 +    * The "​Smurfs"​ (Lazy St0ner Smurf, Handy St0ner Smurf etc) are another group of alts within CODE who do multiboxing (around 15 ships) gank activities similar to the Kusions, however they base themselves out of Niarja 
 +  * Miniluv is the ganking group within the Goonswarm Alliance (vast Null-Sec group). They operate intermittently in Hi Sec, however they carry large numbers whenever they operate. In theory they target cargo of 2bn ISK or more for profit, however in practice they often gank lower amounts if there is a lack of available targets
eve/pvp/suicide_ganking.1466638499.txt.gz · Last modified: 2016/06/22 23:34 by conscript