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training:running_freight [2016/02/20 20:17]
MichaelIgnisArchangel
training:running_freight [2022/05/26 14:58] (current)
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-====== Fucking ​Jump Freighters, How Do They Work ======+==== Jump Freighters ==== 
 +Jump freighters are a <​del>​magical ship</​del>​ juicy kill waiting to happen that transports massive quantities of goods across null-sec via the mechanic known as jumping to cynosural fields. ​ Someone more familiar with jump freighters should write a more detailed article on how to use them here:
  
-This article is intended as resource for pilots seeking to break into the business of hauling freight in nullsec. Jump freighters are the most expensive non-supercapital hulls in the game, and as such, learning proper risk mitigation techniques is highly recommended before embarking on your first journey.+I don't know how this page went more than year without anyone at least mentioning ​the basics.
  
-==== The Different Races ====+==== 1. Word of Warning ​==== 
 + Jump freighters are big, juicy, defenseless targets for literally everyone, so there are a few things you should know to keep yours alive. I suggest you heed this advice if you don't want to lose an ~8bil ship plus whatever the slaves in your cargo are worth. Seriously peruse this killboard for jump freighters [[https://​zkillboard.com/​group/​902/​]] and notice that they die fairly often, in all types of space, and that they are often worth as much as a supercarrier,​ so:
  
-Jump freighters come in 4 flavors, and all have varying characteristicsLuckily, proper use of this guide will boil all those choices down to the following spectrum: cargo size and fuel burn. Luckily this is an inverse relationship. A listing is given below.+Don't fly one unless you're sober, can afford to lose it, and are paranoid about losing itIf you're careful you should be literally unkillable in one of these barring disconnects ​and other server-fuckery.
  
-Rhea (Caldari): largest cargo/​highest fuel burn +==== 2. What You Need ====
-Anshar (Gallente) +
-Ark (Amarr) +
-Nomad (Minmatar): smallest cargo/​lowest fuel burn+
  
-At the writing of this articleCaldari fuel is also the most expensive per unithowever fuel cost calculations are left as an exercise for the reader since they change with market conditions ​(sometimes rapidly). The same can be said for the cost hulls themselves.+=== Accounts and Skills === 
 + ​You'​re gonna need at least two separate accountsone is your jumpy boy, the other is a cyno alt. The jump freighter pilot (JF from now on) should obviously be able to fly the ship, but you're also gonna want some decent hull/armor fitting skills, as well as Jump Drive Calibration V if you can bear the two month train (it makes your life easier and safer, so it's worth it), and Jump Fuel Efficiency as high as you can go, cause fuel costs eat up your bottom line and you want money and TEST wants you to provide affordable goods to their markets.
  
-=== WaitHitpoints ​and Agility Don't Matter? ===+ As far as the cyno alt goesit can be fairly basic with the bare minimum being a rookie ship and a cyno; however, I personally recommend being able to fit T2 webs, and a daredevil, but that's up to you. It will save your butt in highsec though, which is ironically where you are most vulnerable.
  
-Nonot really. The assumption is made that if you're shot atyou're already dead. Agility is effectively negated with the use of webbing alts in highsec (which is the only time your JF should ever be taking a gate).+ Aside from those two accounts, you may want to have additional characters for things like exit cynos, a highsec only hauler so your JF doesn't get put at risk (although ​you could just use your JF pilot for this, cause they won'​t ​be in the JF), and a scout. You can get by with just the two accounts though, and having too many can get really expensive.
  
-==== How to Most of The Time Not Lose Your Jump Freighter ====+=== Jump Freighters ​=== 
 + Okay, so obviously you're going to need a jump freighter, "But which one?" you may ask, "​Don'​t they all do the same thing?"​ and yes they all do the same thing, that is to say they all transport massive amounts of goods across huge regions of space ignoring any and all would be gatecampers (in their element that is), but they each have a different flavor and fuel.
  
-=== Where Jump Freighters Die ===+Note: all following stats are given with the assumption that all relevant skills are maxed out on an unfit hull. 
 +== Amarr-Ark ​== 
 +  * Fuel: Helium Isotopes 
 +  * Fuel Consumption:​ 2200u 
 +  * Cargo: 168,​750m<​sup>​3</​sup>​ 
 +  * EHP: 530,095 
 +My personal favorite is the Ark. It looks the best out of all of them in my objectively correct opinion, and it can also do this weird gimmick where you fit deadspace adaptive nano plates to get nearly as much tank as a bulk-headed ansher with no loss in cargo capacity. Truly a product of Amarrian genius. It's also a pretty middle-road JF not being the best at anything, but not being the worst either.
  
-Jump freighters die in three places.+== Caldari-Rhea == 
 +  * Fuel: Nitrogen Isotopes 
 +  * Fuel Consumption:​ 2500u 
 +  * Cargo: 180,​000m<​sup>​3</​sup>​ 
 +  * EHP: 468,145 
 +The Caldari carry on their tradition of having the best in class cargo capacity in their brutally industrial brick of a ship. It is the biggest gas guzzler of the bunch though. And doesn'​t have much tank comparatively. Still, if you want pure cargo capacity, this is the ship for you.
  
-  ​On gates in high security space +== Gallente-Ansher == 
-  * Anywhere but station docking ring in low- and null-security space+  ​Fuel: Oxygen Isotopes 
-  * Within station docking rings while the pilot is being bad.+  * Fuel Consumption:​ 2350u 
 +  * Cargo: 171,​875m<​sup>​3</​sup>​ 
 +  * EHP: 547,665 
 +The Ansher is the answer to the question "How do I survive ​full Nyx volley?"​ this ship has a whopping 900k EHP when fit with bulkheads. It also seems to be the most popular jump freighter. Despite only having the second highest fuel requirement,​ it's actually the most expensive to fuel, with a full jump at max skills coming ​in at about 2m. The others only cost about 2/3 that amount. Bear in mind that prices fluctuate. (It's popularity may be because the Gallente hauler line has specialized ships for hauling specialized commodities. As a result, many people train down the Gallente Industrial line, and would naturally progress to the Gallente Freighter and JF. This popularity may drive fuel prices up). 
 +== Minmatar-Nomad == 
 +  * Fuel: Hydrogen Isotopes 
 +  * Fuel Consumption:​ 2050u 
 +  * Cargo: 165,​000m<​sup>​3</​sup>​ 
 +  * EHP: 440,102 
 +Nomads seem to get ganked a lot more than the others, perhaps because of their squish, but they are the most "​nimble"​ and fuel efficient of all the jump freighters. They also somewhat resemble those weird jawa sandcrawlers from Star Wars.
  
-As such, you'll want to absolutely minimize ​your time in these places.+Honestly thoughfuel prices change, if you get tackled and you have no help on the way you're gonna die no matter how much tank you have, and at the end of the day, you're gonna be spending most of your time ship spinning like usual, so pick the one you like to look at the most.
  
-=== Actual Jumping ​===+=== Jump Freighter Fits === 
 + "​Hah! Fitting diversity, on a hauling ship, that's rich" - Probably CCP at some point 
 +There'​s really only five modules you're gonna be looking at, and you should absolutely keep three of each on you at all times even if you never use some. They are as follows: 
 +  * Expanded Cargoholds 
 +  * Jump Economizers 
 +  * Reinforced Bulkheads 
 +  * Inertial Stabilizers 
 +  * Warp Accelerators 
 +Personally, I wouldn'​t use warp accelerators or I-stabs, but some people like them. You can also fit some other weird shit like nanos, or overdrive injectors, but why you would ever want to, I can't fathom. 
 +I will give a special shoutout to A-type adaptive nano plates on an Ark because it shows some level of creative thinking when it comes to these annoyingly simple ships.
  
-It is assumed the reader is familiar with what a cynosural field is and doesas well as how jump mechanics workWe will cover here where to locate ​your cyno ship for jumping into a station system.+Generally speakingyou should use jump econs when you're jumping, bulkheads when you're in highsec, and only use expanders as neededIf you only need one expander ​to hold your fatass together, then for god's sake use the other slots for more useful mods as the situation demands. 
 +=== Cynos ===
  
-== Station Selection ==+Cynos can be as cheap as you want, or as expensive as you want. It's totally up to you. Bear in mind that if you are using a racial rookie ship that you legit can't even fuel one cyno in the Amarr corvette without an expanded cargohold, even at Cynosuaral Field Theory 5.
  
-This is arguably the most important part of your jump freighting career. Where are you actually going to jump into. Certain stations ​can mean almost certain deathwhile others take a truly epic failure on multiple fronts to cause death. Stations should be selected for, in rough order of priority:+If you're just using rookie ships I would recommend that you at least have an instalock webbing frigate at your lowsec border stop so you can web your ship into warp into and through highsecdrastically reducing the amount ​of time you spend entering warp and therefor vulnerable.
  
-  * Excellent station models +Something like a max skill Daredevil with a couple T2 Webs and a scripted Sensor Boosters should do perfectly. It might even be a bit overkill, but safety is priority number one.
-  * Relative quiet in terms of pirate/​neutral activity +
-  * Fuel efficiency along your route+
  
-Station selection is based upon the avoidance of "​bouncing"​Upon jumping to your cynosural field (Yesyours. Never trust anyone else to light cyno.), you will land somewhere 5,000m from the field. ​You will not be able to dock until the session change timer expires (that'​s the little circular timer thingy in the very top left of your screen, it appears when you join or leave fleets, change your ship, die, jump gates, or activate ​your jump drive). Since you can't dock until it expires, you'​re ​at risk of landing within the station ​model and bouncing off it. This can cause your JF to attain extreme velocities which may place you more than 250m from the station'​s ​docking ring (i.e. the distance from your selected station as per your overview). If you are bounced from the station in such manneryou will have to bring your JF to a complete stop and get back to the station, either by warping to somewhere and then back, or by slowburning back to the station. Both of these will result in dead jump freighters if there are any neutrals ​around who are even remotely paying attention (see #2 of "where jump freighters die").+==== 3Travel ==== 
 +=== Non-Highsec === 
 + Soyou just spent several billion isk on jump freighter in Jitaand you have no idea what to do next.  
 +First things first**don'​t undock** until this simple checklist is complete: 
 +  - You have a fuel bay full of the appropriate type of isotopes 
 +  - Your cargohold and/or fit has three of each of the jump freighter mods listed above 
 +  - Your cyno is online and in fleet with your JF 
 +  - Your cyno has enough ozone in it for at least one cycle 
 +  - Your cyno is in position ​at your target citadel/station and it'​s ​not kickout or a freeportbut is a safe place to dock up instantly 
 +  - Your cyno target is actually within ​your jump range 
 +  - There are no hostiles/neutrals ​on grid with your cyno, ESPECIALLY OTHER CYNOS 
  
-In order to determine if your station is a good one, fit a module with ~5-8km range onto a rookie ship, undock, and turn on the tactical viewer. Explore around and place book marks scattered around the area that is the rough border ​of 0-50m from the station, per your overview. This is the docking ring's boundary. Ships within this can dock. Ships outside cannot. If you hover your mouse over the module, a range bubble will appear around your ship (when in tactical view)If you can fit that bubble so it'​s ​comfortably within ​the docking ring and not intersecting the station model, you've found a good cyno spot.+Assuming you meet all of those criteria ​you are ready to goHere's the process ​and which characters to do what with:
  
-Note that weird things can still happen, and you can still bounce if you hit a '​solid'​ part of the station with your ship modelHoweverif you're not too far in, the speed of your bounce won'​t ​be as badand you can still dock once the session timer expires.+  * [Cyno] Manually fly to within tether/dock range of the friendly citadel, and mouseover ​the cyno button to make sure the big red sphere is all within range and not clipping into the structure. 
 +  * [Cyno] Stop ship and initiate self destructAbout 20 seconds before Cyno ship blows upactivate ​your cyno beacon. 
 +  * [JF] Undock and don'​t ​do anything at all except jump to YOUR cyno. (Seriously, you'd be surprised how many people mess this up.) 
 +  * [JF] Upon landing immediately ​dock up. 
 +If you did everything right, your JF should be safe and sound and your cyno ship should be a wreck outside. Reship your cyno alt and clean up the wreck. (You can carry spare fits in your JF if you don't have any way to prestock your destinations.)
  
-== Route Selection ==+Now, fly you cyno to the next desto and repeat the checklist and jumping process til you're where you want to be. Honestly this is the easy part.
  
-This one isn't too hard - just string together a bunch of stations that get you to where you're going. Using DOTLAN, you can play with the route and even examine station models until you've gotten a satisfactory one.+=== Highsec ===
  
-== Crossing Into High Security Space from Low Security Space ==+This is where it gets funky. So, you've just docked up at a friendly station/​citadel in a lowsec system right next to highsec. 
 +If you have a more than two accounts this is where you show your bling cause one of them should be cyno ready at all times for you to jump back to if shit's hairy. 
 +This is your new checklist 
 +  - Your JF has "​auto-reject dual invitations"​ enabled in the settings menu 
 +  - You have a single button hotkey bound for "set full speed"​ 
 +  - Web alt in fleet and chilling on the undock with sebos online 
 +  - Escape cynos tethered and ready
  
-When travelling back from nullsec to empireyou should select a system ​to re-enter high security space that borders lowsecThe few direct high-to-null-sec gates are remarkably inappropriate ​for this purpose due to warp bubbles.+Got that? Coolnow: 
 +  * [JF] Undocks and sends duel invite ​to Web alt without doing anything else 
 +  * [Web] Accepts and instalocks JF 
 +  * [JF] Align to outgate 
 +  * [Web] Web JF at full power 
 +  * [JF] Click warp and instantly ​enter warp towards outgate 
 +  * [JF] Jump immediately upon landingSpam the jump button 
 +  * [Web] Warp to outgate as well, and wait for aggro timer to end 
 +  * [JF] Stay jumpcloaked the whole time 
 +  * [Web] Jump as soon as timer ends
  
-As always, the goal here is to minimize ​your time in the 3 places jump freighters dieThings that let you do this include:+Once your web is jumped you wanna repeat the whole sequence againgate after gate, until docked. When on gate cloak you use the Full speed key to instantly break gate cloak and E-jump out or lock and web your self. 
 +Let's say you are surprised by hostiles just after gating ​in to highsecThis is your most vulnerable time, and you're probably already fucked, but there are things you can do.
  
-  * Paying ​the fuck attention +First, you can light your Escape cyno and mouse over the jump button, then hit your fullspeed key and immediately jump. Hopefully they can't lock you in time. 
-  * Not having a jump timer +You can also try to web/warp like normal and hope they don't catch you. This works sometimes, but generally you want to avoid jumping into gatecamp.
-  * Being within the docking ring of station +
-  * Having a webbing alt +
-  * Having enough capacitor to jump again+
  
-The basic process for re-entering highsec ​is to jump to station in lowsec ​and get to your highsec destination system intactIn detail, this means:+Preferably use a scout, and/or http://eve-gatecheck.space/​eve/​ 
 + 
 +==== 4. TEST Rules ==== 
 + 
 +The TEST hauling contract page is here https://​freight.pleaseignore.com/​ and you should use that if you've got some spare space. 
 + 
 +Otherwise, if you're hauling for arbitrage I'm gonna assume you can figure out the market yourself, just try not to be douche about it and read the wiki article about the market ruleshttps://​wiki.pleaseignore.com/​diplo:​marketguide 
 + 
 +Thems the basics 
 + 
 +~Kazmani Vindictus 
 + 
 +P.S. If you don't like something change it 'til it's not so offensive, and don't be a spod about it.
  
-  * Cyno onto your not-shitty lowsec/​highsec border system station. 
-  * DOCK. See #5 and #2 above. If you try to gate immediately,​ you might find yourself unable to jump. 
-  * Wait for #2. Undock. Align to gate to highsec. Don't just hit 'jump through stargate'​ and go AFK to pour yourself another appletini. 
-  * Warp to gate at zero. In-flight, mash "​D"​ to jump on landing. If you hit "jump through",​ sometimes you'll short-land the gate. See #2 about 'where jump freighters die'. 
-  * Jump through. See #1 of minimizing time in dangerous places. Are there 14 nado's on the other side of the gate? If so, pull up your "jump to" menu, select the cyno you just landed on moments ago, and jump THE LITERAL FUCKING SECOND GATE CLOAK DROPS. Then change your underwear, and go watch Netflix until those guys fuck off. 
  
-Once you are in high security space, your job is to get to your destination without dying. To accomplish this, it's best to have a webbing alt  
training/running_freight.1455999475.txt.gz · Last modified: 2016/02/20 20:17 by MichaelIgnisArchangel