Asset Protection

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Part of hauling with Push Industries is knowing how to protect your assets (namely your ships). As a Pusher you will have to fly a freighter as well as provide 1 billion ISK or more as collateral for the contract you accept. However, the reward for the courier may be as little as just a few million ISK. As a jump freighter pilot (JF Pilot) you will be flying a jump freighter worth much more than a normal freighter and in more dangerous space. The safety of the assets you use to deliver contracts (your ships) is very important and it is necessary that you try to protect your ships.

Freighters - High Sec Only

Freighter Ganking

In High Sec there is a danger of a "freighter gank" where a group of players aim to immobilize and destroy your freighter before CONCORD destroys all of their ships (usually seconds on both counts.) Immediately afterwards they will use other characters and loot your freighter wreck. Long standing examples of this have happened in Niarja and Uedama and any 0.5/0.6 system on the major trade routes can be problematic at times.
A freighter should never have more than 2bil ISK in cargo at any time. Once a freighter has more than that, it becomes a gank target.
Gankers are attracted to certain conditions and they are usually (but not exclusively), if a cargo is worth more than 2 bil or if it is double wrapped (Thus potentially being over 2B). If a contract is double wrapped it can not be scanned and they will likely assume that you have something valuable and usually try to gank you. It is recommended to not double wrap a contract in a freighter. Gankers will almost always gank the ship to see what is inside.
A common technique gankers use is bumping.
The first scenario is the most common. A bumping ship start to bumping you (usually a Machariel) while aligning, and prevents you from warp. Once you are far from the gate guns, a DPS fleet (often Catalysts, Coercers, bombers, Talos) land on you, and kill you. This can be preventing by webbing yourself before the bump starts.
The second scenario is less common, but can happen, mostly if you don’t respect the 2B rules or the double wrap rule. You are scanned a few gates before the ganking system or at your undock (often by Blackbird, Heron, Maulus), and the ganking team wait for you on the gate. As soon as you decloak, they tackle you and kill you. This can be prevented by following the safety rules, and by scouting the hot systems.


The use of a webbing alt is highly recommended when passing through hotzones such as Niarja or Uedama. A webbing alt (or webber) can be any ship with 3 or more stasis webifiers on it. After a stargate jump if you activate the webs on your freighter, the freighter's max speed will be reduced allowing it to get into warp nearly instantly. Here is a video demonstrating the tactic: . To web your freighter without getting CONCORDed your webber must be in the same corp as your hauler or your hauler must accept a duel from your webber.
Some ships have bonuses to webbing range such as the Huginn, Rapier, Hyena, Vigil Fleet Issue, or Cruor making them ideal for use as a freighter webbing ship. While training for a proper web ship, a fast frigate with a MWD can do but they should only be used while you train for a better webber. A squishy frigate can easily be popped.
Rapier offers the most benefits for a webbing ship and is recommended. Frigates are not recommended as a permanent webber but can be used for our pilots with less skill points while training for a proper webbing ship.
Webbing is a useful tool but it is not recommended to web all the time or when is it not needed. A freighter being webbed the whole time can draw attention to the freighter as it looks as though it has valuable cargo. Also, if a freighter is being webbed, gankers can not scan the cargo and assume the freighter is carrying high value cargo so gankers may form a whole fleet and pull out all the tricks to kill the freighter. Then, even if the freighter is found to not have valuable cargo gankers will probably still kill it for fun since a fleet has already been formed.

Log off trick

If you do get bumped a webber will no longer work. Never take a duel from somebody that is offering to help you (with webs or anything else) that you do not know and trust. Another option to try is the log off trick. If certain conditions are met your ship will disappear from space after 1 minute even if your ship can not warp or is locked by another ship. There are a few steps to the log off trick.
  1. You can not have any timers. If you have webbed yourself you will have a 15 minute log out timer. Since webbing after a bump does not help anyways, it's best to not web after getting bumped because that will prevent you from doing the log off trick without having to wait 15 minutes.
  2. Stop the warp on your ship by hitting Control+Space.
  3. Open Esc menu and click "Log Off", NOT Safe Log Off.
If these steps are followed your ship will disappear from space after 1 minute even if your ship is locked.
This trick will work if the other players are bumping you just for fun or ransom but the log trick can be negated by the aggressors shooting your freighter with a rookie ship, thus giving you a timer and preventing your ship from disappearing.
Here is an example of the log off trick working:

BR/DST - High Sec/Low Sec/Thera

Blockade Runners and Deep Space Transports should not be used in Null Sec because of bubbles. Even with a cloak, bubbles greatly increase your risk. BR/DST contracts should stay in the highest security of space that the contract allows. That means High Sec contracts should not be taken through Low Sec as a shortcut. The customer is being charged for the safest route.

Remember these important attributes about these ships:

BRs are not scannable and fit a Covert Ops cloak meaning they can warp cloaked
DSTs have bonuses to overheating that affect tank and propulsion mods. They have a large Power Grid so they are ideal for fitting large tank


Using specialized bookmarks to immediately warp away from a station or immediately dock are key to flying a BR/DST properly.
Blockade Runners are particularly vulnerable on station because they have little EHP. Instalock Tornadoes will often try to one shot kill BRs that are docking or undocking at station.
See the Docking/Undocking section for more information.

Cloaking/MWD Trick

Blockade Runners should always have a Covert Ops Cloak and should always use it. Blockade Runners usually die to insta-lock Tornadoes on station or gates. Blockade Runners' cargo can not be scanned so gankers never know what you have or if you are empty and will gank you on chance. For this reason, you must use the covert-ops cloak for each warp.
Deep Space Transport should be equipped with a Cloak and a Microwarp Drive to perform the MWD+Cloak trick. A MJD is also acceptable in High Sec with a strong tank. See this video for a tutorial on how to do the MWD+Cloak trick.


Some dangers in low sec are gate camps and station camps. Scouting is always recommended and knowing the proper procedures for flying industrials is important. For small deliveries to Low sec you should always use a proper ship with a proper fit.
If necessary, warp to a station at 100km while cloaked to view the activity on the station before warping your hauler there.


Our only wormhole serviced is Thera which has a mix of Low Sec and Null Sec risks. Entrances can be heavily camped at times, especially when they are near trade hubs. There are also interdiction spheres (bubbles) as in Null Sec which usually occur around stations. PushX has many Thera safe spots in corp bookmarks which can be used to bounce celestials to avoid landing in bubbles. Haulers should never warp from the wormhole to the station as a bubble could be placed there.
DST pilots should also be advised that High Sec wormholes will not accept your ship through if its stability has been compromised.
See for more information.


We offer a service for small contracts up to 110m3 everywhere in New Eden. We have a mandatory corp fit for Nano contracts.

Bubbles (Null Sec)

Null Sec will often have bubbles on gate. Most interceptors have an immunity to bubbles that overcomes this danger. Combat interceptors do not have the nullification bonus.

Instalock tackle on gate

There can be very quick lock tacklers on gate in LS or NS usually with a gate camp. To avoid this your interceptor must be sub 2s align time.


There can be battleships with smartbombs equipped sitting a gates to destroy your ship as you warp to the exit gate. Our corp fit will have some tank to handle multiple battleships (usually 3) but some camps can be larger. To avoid this you can warp to a different celestial that is not in line with the gate then warp to the exit gate. This will cause you to come in at a different angle away from the battleships.

Jump Freighter

Jump Freighting takes planning and patience. Never rush through a JF contract as a small mistake can lead to a devastating loss.

Prefer Lowsec

JFs should use cynos in Low Sec to travel as much as possible. Avoid gating your JF through High Sec as much as possible. Our JF prices are price-pointed to meet this security requirement. If leaving from Jita you should jump your JF directly to a Low Sec system on your route.

Cynos and Docking/Undocking

There is the danger of having your cyno ship destroyed before, during or after your jump, having your freighter bumped off station, or being station camped.
Here are some guides that help with cyno placement and knowing the dangerous stations for cynos and undocking.

Exit cynos in High Sec

One of the most effective ways to get your JF out of danger in High Sec is by jumping to a cyno in Low Sec and away from the aggressors. Exits cynos should be in place before your JF enters High Sec. Be sure to use our route tool found in PIR to show you where to place your exit cynos. We have some citadels in strategic locations to assist placing e-cynos. An e-cyno can sit tethered on a citadel for safety while it waits.
The best technique for a JF pilot to escape danger in High Sec is to insta-jump to an exit cyno. Insta-point gankers can counter your insta-webs. The winner of that will be whoever has a better ping.
To perform the insta-jump
Wait for your decloak timer to end and when it hits 0 jump out to your exit cyno. You can use the sound of the timer ending as an additional indicator is you have sound on.
Step by steps below:
Have your cyno ready to light
  • Watch your blue timer in the top left corner. This is your decloak timer. Light your cyno about 10 seconds before decloak timer ends.
  • Right click capacitor, go to Jump To then HOVER only over the jump to location. DO NOT click it at this point only hover.
  • As soon as the timer ends click the Jump To to cyno out.
The blue decloak timer is synced with the server ticks so when the timer hits 0 the game has you set as decloaked. This gives you a whole tick to input the Jump To command. If performed correctly your JF should not be able to be caught because it will be cynod out in the tick immediately after the decloak tick.

Low Sec to High Sec

Undocking from Low Sec stations is a vulnerable moment for JFs. If large ships undock behind you (Battleships, Capitals, etc.) or a cyno lights (indicates an incoming super drop) immediately dock up. If you have already initiated warp you must cancel your warp (Ctrl+Space) before you can dock.

Always align to the gate FIRST, then when you are aligned initiate warp. Do this so you can dock up instantly if there is any sign of danger. Some low sec attacks happen very fast.

The High Sec border gate should always be scouted as that is where JFs can die to a gank squad on the other side of the gate waiting to point your JF.

Null sec

Null Sec has all the dangers of Low Sec but with the extra danger of interdiction warp disruption bubbles which can draw an incoming ship off course during warp to arrive tens or hundreds of kilometers away from the intended destination and if inside the interdiction bubble unable to warp to a safe spot or station. These bubbles are colloquially known as "Drag Bubbles".


Docking and undocking from stations poses their own threats for haulers. PushX has corp books marks for insta-docks and insta-undocks. There are appropriate times to use each.


When a ship warps to a station it may not land within docking range of the station thus having to burn in and making the ship a target. You will be able to dock when your distance from the station is at 0km. This can be a problem when there is someone on the undock waiting to kill a hauler. Outside of Jita 4-4 gankers wait for vulnerable blockade runners to land for an easy and possibly juicy kill. An instadock will warp you directly into docking range every time so you can dock immediately upon exiting warp.


Undocking can pose an issue when someone is outside of the station waiting to target you while your ships aligns to the outgate. An insta-undock is a bookmark directly in front of the undock of a station and is far out from the station undock usually 150km or farther. When you undock and warp to the insta-undock bookmark your ship will warp instantly and out of range. Freighters SHOULD NOT use insta-undocks. Freighters can be easily scanned down and a bumping ship can be warped to you and you'll have no where to dock.

Acceptable Risks

Risk is a part of EVE Online. No matter what you are doing or where you are there is always some risk, even if it is very minimal. Hauling involves risk too. Protecting your ships means understanding and managing the amount of risk involved when you accept and try to complete contracts. Where the risk is not considered to be "significant" for the type of ship you are piloting you are expected to complete courier contracts appropriate for the ship(s) that you fly unless an exception for you has been explicitly granted by a member of the Push Executive.
In the eyes of Push Industries "significant risk" applies only to situations where you are 80% sure that you WILL lose your ship trying to complete a contract. Risk is assessed on a contract-by-contract basis, not on a general level. Your assessment of risk MUST be based on recent kill mails from EVE Kill, Dotlan statistics, in-game map statistics or in-game scouts. In other words you must have hard evidence to justify not accepting contracts.
The following table provides a general overview of what amount of risk specific hauling ships can take on (by security status):
T1 Industrials These should not be used in Push Industries as their tank is paper thin
Freighters Slow and expensive, these ships should stay in high security space.
T2 Industrials (BR/DST) Designed to tackle the dangers of low security and lawless space, these ships are built to move through hostile space (low sec, Thera).
Jump Freighters These ships can go anywhere there is a station to freely dock at.
Any other ship not listed in the table above should not be utilized for moving Push Industries contracts. Other ships such as covert ops ship or a tanked orca with a webber are not endorsed by Push and are not acceptable. There may also be a risk of removal from the corp if the risk was inappropriate for the route and collateral and a loss occurs.


The best way to prevent the loss of your ship is not to take unnecessary risks. As a Pusher you have the right NOT to take any contracts where you believe there is a significant risk of losing your ship (see Acceptable Risks for a corporate definition of "significant risk") or that you feel are too difficult to complete. As a member of Push Industries you will never be punished for trying to protect your ships.
Other ways to prevent the loss of your ship include not carrying extra freight or cargo that could make the value of your total cargo really high, double-wrapping so that random ships cannot scan your cargo (not in freighters), not using low sec short cuts and not using the autopilot feature are all very good ways to minimize risk.
High sec systems to be careful of
  • Niarja
  • Uedama
  • Aufay
  • Isanamo
Low sec systems that are very dangerous
  • Amamake
  • Egghelende
  • Hagilur
  • Kemala
  • Kinakka
  • Old Man Star
  • Rahadalon
  • Rancer
  • Tama

Thera is a system where the general threat is usually low but can catch Pushers out. Utilising a scout is highly recommended to prevent landing in a bubble or undocking into a station camp that has just materialised. Having your own bookmarks in addition to the corp ones is recommended.