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eve:pvp:suicide_ganking [2017/02/18 16:17]
conscript [Lulz]
eve:pvp:suicide_ganking [2021/06/16 14:11] (current)
Rufus_McFarleigh [System Security Rankings]
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-=====  Suicide Ganking =====+=====Suicide Ganking=====
  
 ---- ----
  
 =====Overview===== =====Overview=====
-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 processSuicide 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, ​heavily guarded ​target ​is the only one that can be considered a suicide ​gank.+Suicide ​Ganking ​is the act of attacking another ​ship in High Security space without a valid kill-right on them (via 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 targetThe aim of suicide ganking ​therefore ​is to destroy ​higher value target ​than the value of the ship being used to gank.
  
 ---- ----
  
-=====  ​Objectives  ​===== +=====Ships Used===== 
-There are four common objectives of suicide ganking: +Ships used for suicide ganking ​prioritise damage over tank, and try to do as much damage to their target for a given ship cost. Ships that are typically used include
- +  * Catalyst and Thrasher to deal damage 
-====  Profit ​ ==== +  ​* Machariel for bumping 
-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.+  * Corvettes for distraction etc 
 +  * Industrial or Freighter ​to be used to loot the wreck after a successful gank
  
 ---- ----
  
-====  ​Griefing  ​==== +=====Starter Suicide Destroyers===== 
-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 itselfSome ships are incredibly expensive, making them very juicy targets for suicide gankingThere are also lots of types of modules, blueprints, and other items that are very costly ​to lose, making them as interesting as some ships.+The basic template will be blaster Catalysts, or artillery fit ThrashersTwo sample fits using cheap Meta modules ​are shown belowTech 2 fits look essentially the samewith all guns and damage modifiers upgraded ​to T2 variants for a substantial boost to DPS
  
-----+====Thrasher====
  
-====  Disruption of Enemy Activities ​ ==== +<​code>​ 
-In this casegrief and profit are not the primary objective of suicide ganking (although profit can happenand grief most likely will). Suicide ganking enemy logistical ships is a great way to limit their ability to attackdefendand 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 a lot of damage.+[Thrasherbasic gank] 
 +280mm Howitzer Artillery IRepublic Fleet EMP S 
 +280mm Howitzer Artillery IRepublic Fleet EMP S 
 +280mm Howitzer Artillery IRepublic 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]
  
-----+Prototype Sensor Booster, Scan Resolution Script 
 +Prototype Sensor Booster, Scan Resolution Script 
 +Warp Scrambler I
  
 +Gyrostabilizer I
 +Beta Reactor Control: Reaction Control I
  
-=====  Identifying a Target ​ =====+Small Projectile Collision Accelerator I 
 +Small Projectile Collision Accelerator I 
 +</​code>​ 
 +   
 +====Catalyst====
  
-With suicide gankingyour first goal is to find something expensive. The more expensive the better. ​ +<​code>​ 
-Alternativelyyou could go for tears - in this casemost targets you can kill are good options. If you don't get any tears right awayfear not! You can always convo or mail the victim to mock them or try to piss them off. +[CatalystBasic Gank] 
 +Light Ion BlasterCaldari Navy Antimatter Charge S 
 +Light Ion BlasterCaldari 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
  
-Regardless of your objective, blowing up expensive things will likely get you to it.+J5b Phased Prototype Warp Scrambler I 
 +'​Langour'​ Drive Disruptor I
  
-----+Magnetic Field Stabilizer I 
 +Magnetic Field Stabilizer I 
 +Magnetic Field Stabilizer I
  
-==== Ships to Look For  ==== +Small Hybrid Burst Aerator I 
-  * Miners (the most common gank targets for single players/small gangs, especially in highsec) +Small Hybrid Collision Accelerator I 
-  * Faction or Limited Edition ships +[empty rig slot] 
-  * Tech II ships +</code> 
-    * Note: These are rarely worth itand can be difficult to kill once you'​re ​looking at something larger than a frigate hull. + 
-  * Freighters +Switch ammo according to targetif you know what you'​re ​doing, load different ammo for shield/armorAlways 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
-    * Note: //Very// difficult to killYou will need at least ten well-piloted gank battleships ​to get away with this+When using blasters check whether ​the Federation Navy or Caldari Navy version of the ammo is cheapest.
-  * 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  ​==== +=====System Security Rankings===== 
-  * Blueprints +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 actsand therefore the less time a ganker has to destroy his target before [[eve:​factions:​concord|CONCORD]] appears and takes him out.\\ ​
-  * Faction/​deadspace/​officer modules +
-  * Expensive hulls +
-    * NoteHulls will not drop as lootso if you're doing this for profit an expensive ship will not make you money. +
-  * High-level implants +
-  * Skillbooks +
-  * Resources +
-    * Ex: Mineralsorehulls, 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 itIf 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.+CCP has never confirmed "​official"​ response timers however by observation,​ most of the community has accepted ​the below as "​average"​ valuesThese numbers can vary by 1-2 seconds due to server ticks.
  
-----+^Security Rating^Base Response Time^ 
 +|0.5|19 seconds| 
 +|0.6|14 seconds| 
 +|0.7|10 seconds| 
 +|0.8|7 seconds| 
 +|0.9 & 1.0|6 seconds|
  
-=====  Preparing ​and Engaging ​ ===== +A few caveats: 
-Generally speakingwhen suicide ganking it is better ​to have several cheaply fit ships as opposed ​to one expensive ​ship. As well, it is advisable to engage with more DPS (damage ​per second) than you think you will need. The whole point of 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.+  * This assumes that the criminal act is the first recent act in the system, ​and therefore that CONCORD are a "​fresh"​ spawn. If they have already spawned and are on-grid elsewheretheir reaction time will be slower (around 5-6 seconds additional time) - smart gankers can exploit this as explained in the tactics section below. 
 +  * This is only the time to arrive. Once on-grid, they will lock the target (around 2 seconds) then 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 alive. While most gank ships cannot tank Concord ​damage ​(or the capacitor neutsfor more than a few seconds, it is important to note that additional time is required after Concord arrives for them to actually ​destroy the criminal ships
  
 ---- ----
  
-====  ​Fitting Your Ship  ​==== +=====DPS Calculations===== 
-  * 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 damageuse projectiles. If your ship has bonuses to missile damageuse missiles+The table below gives very rough calculations of the total damage ​applied by typical ​gank ships (as per the fits abovewith max skills) in various sectorsassuming CONCORD is already on grid elsewhere in system – i.e the maximum possible time is available for ganking
-  * Know what you're going to be shootingThere'​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.+^Ship^DPS^Approximate cost^ 
 +|Catalyst (Meta Fit)|422|1.5m ISK| 
 +|Catalyst ​(T2 Fit)|596|4.5m ISK|
  
-  * A simple format for fitting a ganking ship: +^Approximate Response Timings^0.5 Security^1.0 Security^ 
-    * As many damage-dealing modules as your ship has room for. +|Base Response|19|6| 
-    * A warp disruptor or scrambler +|Additional Time if Distracted|+6|+6| 
-      * A scrambler is recommended if your target is likely to have a MicrowarpDrive fitted+|Locking Time|+2|+2| 
-      * As many damage modules as your ship has room for. +|Total Gank Time|27 seconds|14 seconds|
-        * Ballistic Control Systems, Heat Sinks, Magnetic Field Stabilizers,​ Gyrostabilizers. +
-      * A Tech I 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.+
  
-----+^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|
  
-====  What Kind of Attack is It?  ==== +^Total Damage Dealt before ​Concord^0.5 Security^1.0 Security^ 
-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.+|1 Catalyst (T2 fit)|16,​092|8,​344| 
 +|5 Catalyst (T2 fit)|80,​460|41,​720| 
 +|10 Catalyst (T2 fit)|160,​920|83,​440|
  
-  * Fitting for DPS: +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 easilyor even a Freighter running cargo hold expandersalthough tankier fits on either can take considerably higher DPS levels.\\ 
-    * Use short range weapons that use high-damage ​ammunition and have low cycle times such as AutocannonsPulse lasersBlasters, Heavy Assault Launchers, and Torpedo Launchers.+
  
-  * Fitting for Alpha: +HaulersNote 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 shipsA Freighter with Reinforced Bulkheads ​is therefore unlikely ​to be ganked except by the largest gank fleets – which are naturally rarer.\\  
-    * 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 damageYou will want Stasis Webifier and a Warp Scrambler for this. +Also just reminder, if anyone needed itof the dangers of carrying expensive cargo in a T1 IndustrialThe effort ​to suicide gank you is minimal in both preparation ​and ISK.
-      * Alternativelyyou can sacrifice damage for range if you are confident in your alpha-striking abilities. If you want to do thisswap out the high-damage ammunition for long-range ammunitionBeing 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  ​==== +=====Tactics=====
-For suicide ganking you will need however many people it takes to kill the target. For suicide ganking for profit you will need however many people it takes to kill the target, plus one ship that will scoop the loot from the wreck.+
  
-  * All looters should be hugging ​the target ship (unless ​the DPS is fitting smartbombs, ​in which case the looter(s) should stay out of range until the smartbombs are off). +====Scanning Alts==== 
-  * All DPS ships should be keeping the target at their optimal. +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 targettingThis is particularly useful in busy routes such as Jita – Amarr\\ ​
-  * All tacklers should be keeping the target within scram/​web/​disruptor range.+
  
-----+As a hauler, if you get yellow boxed at any time on your trip, you 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.\\ ​
  
-====  Going For the Kill  ==== +You can prevent scans from penetrating your cargo by using cargo containershowever many gankers will simply assume in that case that the cargo is valuable ​and gank you anywaySimple rule of thumb for safety ​is just to never haul more than 2bn ISK to avoid being a high priority target.
-This is the easy part, but if there are multiple damage ships involved, it can take some coordination. If you are the only DPS shiplock 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.+
  
-If there are multiple DPS ships, there are two approaches: +====Bumping==== 
-  ​- If all the ships have similar lock timeshave everyone fire at will+  ​* 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 alignmentand 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
-  ​- If the ships have high differentiation in their lock times, you should use a dedicated tackler. The 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 first, and should activate their warp scrambling module(sas soon as lock is madeAs the DPS locks on, they should open fire as soon as they can. +  ​* 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. 
-  * One exceptionif 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 lockOnce everyone has a lock they should open fire simultaneously. This waymore DPS can be put out before the police arrive ​and destroy you all.+  * For bumping ​ships the following is important:​ 
 +    * High Speed - easily able to reach a freighter before it warps to start the bumpingand 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 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 timeryou 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 haulerThere 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 hauler: Just remember that rookie ships are not necessarily harmlessAs you can see, they are used by gankers for a variety of utility tasksand 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 heldThis allows faster response time for gank fleets, and a safe harbor following a gank attempt
  
 ---- ----
  
-=====  The Aftermath  ​===== +=====Key Locations===== 
-Once you're in your podwarp 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 screenbefore attempting ​to dock.+When looking for a gank location, ​you are essentially looking for high trafficor 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 space, Caldari 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 above. Many of these 0.5 pipe systems have other 0.5 or 0.6 systems either side, for example Sivala (0.6next to Uedama (0.5), which are often also used for ganking where targets may be less prepared and aware
  
-If you are a looteryou should scoop the loot and dock in a station/​get ​to a friendly POS as soon as possibleIt would be unfortunate to be suicide ​ganked with all of the loot from suicide gank in your cargo hold.+====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 covert ops cloak making them challenging to gank. The most common way they are caught therefore is on the undock of trade hubsif 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 tripIf 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 gatesThis requires a considerable fleet to successfully gank before the Concord response however
  
-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 outlawIf you can take another security status hitfeel free to repeat as desired.+====Ganking Groups==== 
 +There are several organisations which exist primarily to gank others 
 +  * CODE are the primary ganking group in New Eden. Unlike others thoughthe 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 ISKIn 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 Uedamaand 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.1487434665.txt.gz · Last modified: 2017/02/18 16:17 by conscript