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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.
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.
= Be Aware of Your Gank Profile =
:Your “Gank Profile” refers to how appealing and susceptible your hauler is to gankers as a potential gank target.
:Factors that affect your gank profile include the EHP of your ship, double wraps and assembled containers, the value of your freight, ability to be scam-ganked via duels, etc.
:You should be aware of your gank profile while hauling.
== Ship and Cargo Scanners ==
:One method that ganking groups use to help ascertain your gank profile is scanning your ship and cargo before you reach a ganking hotspot.
:Blackbirds, Herons, Maulus, and Sunesis are ships commonly used for this purpose. You will see them sitting on gates, scanning passing haulers.
== Practices to Reduce Your Gank Profile ==
#A hauler’s total cargo value should never exceed the PushX collateral limit for that ship class. Excessive freight value raises your gank profile.
#A freighter should never carry double-wrapped couriers or a courier package containing an assembled container. These prevent cargo scanning and therefore raise your gank profile.
#Hauler pilots should ensure that all Duel Invitations are Blocked. If you need to duel to web, send the duel invitation from your hauler.
#Be aware that conversation invitations can be an attempt to distract you. If you intend to engage in conversation, ensure the immediate safety of your ship.
#Haulers should ideally be in a fleet of their own (with your own alts).


= Freighters =
= Freighters =
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== Types of Freighter Ganking ==
== Types of 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 arrives on grid to destroy all of their ships. Multiple groups exist who practice various techniques with great success, and immediately afterwards they will use other characters to loot your freighter wreck for profits to fuel their next gank. Long standing examples of this have happened in Niarja, Uedama, and many of the 0.5/0.6 systems on the major trade routes, but even higher true-sec systems, up to and including 1.0 systems, are not immune from 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 arrives on grid to destroy all of their ships. Multiple groups exist who practice various techniques with great success, and immediately afterwards they will use other characters to loot your freighter wreck for profits to fuel their next gank. Long standing examples of this have happened in many of the 0.5/0.6 systems on the major trade routes, but even higher true-sec systems, up to and including 1.0 systems, are not immune from freighter ganking.


:Several types of freighter ganking methods exist.
:Several types of freighter ganking methods exist.
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:The Suicide Tackle and Gank is the most common method utilized by Jason Kusion in Uedama, and pilots need to be acutely aware of how it works.
:The Suicide Tackle and Gank is the most common method utilized by Jason Kusion in Uedama, and pilots need to be acutely aware of how it works.
:* A suicide tackle ship, often a Blackbird, Maller, Moa, or Procurer, will apply tackle to your freighter as soon as you initiate your warp from the gate.
:* A suicide tackle ship, often a Gnosis, Blackbird, Maller, Moa,or Procurer, will apply tackle to your freighter as soon as you initiate your warp from the gate.
:* The suicide tackle ship has often been observed to be the scanner ship from the previous system following the freighter into Uedama.
:* The suicide tackle ship has often been observed to be the scanner ship from the previous system following the freighter into Uedama.
:* An awaiting DPS fleet will warp in and destroy your vessel prior to destruction of the suicide tackle by gate guns or CONCORD.  
:* An awaiting DPS fleet will warp in and destroy your vessel prior to destruction of the suicide tackle by gate guns or CONCORD.  
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There are no assured ways to ensure your freighter is never ganked, but PushX recommends some best practices to help minimize the risks.
There are no assured ways to ensure your freighter is never ganked, but PushX recommends some best practices to help minimize the risks.


=== Make Safe Cargo Decisions ===
=== Use a Webbing Alt ===
 
:Ganking groups utilize scanner alts - characters located on gates throughout New Eden, in ships equipped with cargo and ship scanners - to determine the value of your ship and your cargo before you travel through ganking hotspots.  These are often identified as Blackbirds, Herons, or Maulus sitting at zero on gates and targeting/scanning ships and freighters.
 
;Gankers are attracted to certain conditions and they are usually (but not exclusively) the following
:* If a freighter cargo has very high value
:* if a freighter cargo is double wrapped, or has a container inside of a courier wrap


#'''A freighter should never have more than the max collateral for Freighter contracts in cargo at any time.''' Once a freighter has more than that, it becomes a gank target.  
:The use of a webbing alt is highly recommended when passing through hotzones such as Odin or Uedama. A webbing alt (or webber) can be any ship with 3 or more 55-60% 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. [https://www.youtube.com/watch?v=CjrbDMh3BHY&list=PLIOM-qilFsoQZyhpxd7bsx5DQCEM0EiiQ&index=3 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 webber must accept a duel from your hauler.
#* PushX limits freighter cargo to 3Bil ISK and haulers should not exceed this amount when carrying more than one contract
# A freighter should never carry double-wrapped couriers, or a courier with an assembled container in it. Gank scanners view these as potentially high in value, or contents worth hiding from gankers.  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.
#* Gankers will frequently gank the ship to see what is inside.
#* It is recommended to not double wrap a contract in a freighter, and PushX specifically forbids double-wraps in freighter class contracts.
#* PushX disallows customers from using containers in freighter class contracts.  
# A freighter should ensure that all Duel Invitations are Blocked.  
#* Blocking acceptances of duel invites disallows duel scanners from initiating their scam
#* Always initiate your personal duel invites ''from'' your freighter ''to'' your web alt, never the other way around.
# A freighter pilot should should not accept conversations from random individuals
#* This again prevents duel invite scams from progressing
#* Sometimes gankers will utilize convo spam to delay your actions in-game, so avoiding random conversations is helpful
# A freighter pilot should ideally be in a fleet of its own before undocking.
#* This further isolates a freighter character from efforts to warp it away from safety or detract from your ability to pilot safely.
 
=== Use a Webbing Alt ===


: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 55-60% 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. [https://www.youtube.com/watch?v=CjrbDMh3BHY&list=PLIOM-qilFsoQZyhpxd7bsx5DQCEM0EiiQ&index=3 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 webber must accept a duel from your hauler.
:NOTE: Suicide tacklers can warp disrupt your freighter in the same tick as your webs apply, preventing your freighter from warping. Webbing should not be seen as a counter to suicide tackle.


;PushX recommends pilots utilize a ship with a web range bonus
;PushX recommends pilots utilize a ship with a web range bonus
:*This includes the Cruor, Hyena, Ashimmmu, Vigil Fleet Issue, Huginn, and Rapier, in order of least to most preferred
:*This includes the Hyena, Vigil Fleet Issue, Huginn, and Rapier, in order of least to most preferred.
:*All Pushers should intend to train to fly the Rapier as their webbing ship of choice. The Vigil Fleet Issue is the preferred webbing frigate before the Rapier is an option.
:*This class of ship must be fitted with appropriate buffer tank to ward against casual, low-cost ganks of your webber
:*This class of ship must be fitted with appropriate buffer tank to ward against casual, low-cost ganks of your webber
:*This class of ship must be fitted with a minimum of 3 stasis webifiers, ideally 55-60% webs, in order to effectively web any freighter or freighter fit into an  immediate warp
:*This class of ship must be fitted with a minimum of 3 stasis webifiers, ideally 55-60% webs, in order to effectively web any freighter or freighter fit into an  immediate warp
:* 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 and will easily be popped, and is not as easy to apply immediate, effective webs
:* If using a frigate to web, the best method is to "Warp to Fleet Member" from a nearby bookmark while the freighter is still under the gate cloak. This will allow you to quickly, and safely, get your frigate in range to web.
:*'''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.
;Webbing is a useful tool but it is not recommended to web all the time or when is it not needed.
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:[https://www.youtube.com/watch?v=u1hS1hpHt_c Here is an YouTube video example of the log off trick working].
:[https://www.youtube.com/watch?v=u1hS1hpHt_c Here is an YouTube video example of the log off trick working].


= '''DST - High Sec/Thera''' =
= '''DST - High Sec/Thera/Pochven''' =




==DSTs should stay in high sec.==  
== DSTs should stay in high sec ==  
:That means High Sec contracts should not be taken through Low Sec as a shortcut. The customer is being charged for the safest route.
:That means High Sec contracts should not be taken through Low Sec as a shortcut. The customer is being charged for the safest route.


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:*
:*


= '''BR - High Sec/Low Sec/Thera''' =
= '''BR - High Sec/Low Sec/Thera/Pochven''' =
Blockade Runners should not be used in Null Sec because of bubbles. Even with a cloak, bubbles greatly increase your risk. BR 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.
Blockade Runners should not be used in Null Sec because of bubbles. Even with a cloak, bubbles greatly increase your risk. BR 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.


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:'''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.  
:'''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.  
:A potential threat are gatecamps that prevent you from cloaking immediately after initiating warp. Usually this is done by littering a gate with tons of drones or containers so that you are always within 2000 m of an object, preventing you from cloaking. Paired with an insta-locking tackle ship this is a pretty much failsafe way of catching BRs. The only way to avoid this kind of camp is to use a scout.


== Lowsec ==
== Lowsec ==
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== '''Thera Dangers''' ==
== '''Thera Dangers''' ==
: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.  
: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. Always use an interceptor alt to scout entrances and stations before entering or warping in Thera.
: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. Always use an interceptor alt to scout entrances and stations before entering or warping in Thera.
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:See http://wiki.pushx.net/index.php?title=Wormhole_Service for more information.
:See http://wiki.pushx.net/index.php?title=Wormhole_Service for more information.
= '''Nano''' =
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.
== Smartbombs ==
: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 Freighter''' =
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#:'''To avoid this, PushX strongly recommends JF pilots utilize Fleet Broadcasts or the Fleet Watch List for every JF jump'''
#:'''To avoid this, PushX strongly recommends JF pilots utilize Fleet Broadcasts or the Fleet Watch List for every JF jump'''
#*. To use fleet broadcast, have your cyno alt broadcast the cyno beacon after lighting it, then your JF right clicks the fleet broadast and select jump.
#* To jump to a fleet member, right click the member in your fleet window or chat, click Jump To. This options appears when a cyno is lit.
#*. To use the watchlist method, add your cyno alt(s) to the watchlist, and right click and jump to any watchlist member with an active cyno.
#* To use fleet broadcast, have your cyno alt broadcast the cyno beacon after lighting it, then your JF right clicks the fleet broadast and select jump.
#* To use the watchlist method, add your cyno alt(s) to the watchlist, and right click and jump to any watchlist member with an active cyno.


== Exit Cynos in High Sec ==
== Exit Cynos in High Sec ==
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#The Insta-Jump to Exit cyno will only save you if you use it properly. JFs are most vulnerable when taking gates in High-Sec
#The Insta-Jump to Exit cyno will only save you if you use it properly. JFs are most vulnerable when taking gates in High-Sec
#*Ensure that at every gate in High-Sec, you utilize dscan, check the ships on the gate, and check for known gankers in local before breaking your 60 second gate cloak
#*Ensure that at every gate in High-Sec, you utilize dscan, check the ships on the gate, and check for known gankers in local before breaking your 60 second gate cloak
#* If any of the Signs and Symptoms of a Insta-Lock JF gank are present, a JF pilot should immediately being the process of the Insta-Jump
#* If any of the Signs and Symptoms of a Insta-Lock JF gank are present, a JF pilot should immediately begin the process of the Insta-Jump
#* JF pilots are strongly encouraged to practice the Insta-Jump on SiSi to ensure competency, so that when the time comes to use it, the stress of the situation is overridden by your training and practice.
#* JF pilots are strongly encouraged to practice the Insta-Jump on SiSi to ensure competency, so that when the time comes to use it, the stress of the situation is overridden by your training and practice.


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== Low-Sec to High-Sec ==
== 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.
: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 undock and stop your ship first (Ctrl+Space). Once your ship as reduced to approximately 25% speed or less, and ensuring that your 10 second session change timer is completed, begin aligning your ship to the desired out-gate.
:* Always undock and stop your ship first (Ctrl+Space). Once your ship as reduced to approximately 25% speed or less, and ensuring that your 10 second session change timer is completed, begin aligning your ship to the desired out-gate.
#* Once you have reached 3/4 impulse speed, then initiate warp to the gate.  
:* Once you have reached 3/4 impulse speed, then initiate warp to the gate.  
#* Do this so you can dock up instantly if there is any sign of danger. Some low sec attacks happen very fast and needing to Ctrl+Space to stop your warp will typically end in your death.
:* Do this so you can dock up instantly if there is any sign of danger. Some low sec attacks happen very fast and needing to Ctrl+Space to stop your warp will typically end in your death.
#* Ensure that your Jump Fatigue Red Timer has expired before exiting a station, so that you can jump to an e-cyno in another system or back to your Low-sec cyno once reaching High-sec.  
:* Ensure that your Jump Fatigue Red Timer has expired before exiting a station, so that you can jump to an e-cyno in another system or back to your Low-sec cyno once reaching High-sec.
 
:JFs can be bumped off a LS gate when warping to the gate so it is best practice to have an e-cyno in a near system.


:The High-Sec border gate should always be scouted as that is one area where JFs can die to a gank squad on the other side of the gate waiting to point your JF.
:The High-Sec border gate should always be scouted as that is one area where JFs can die to a gank squad on the other side of the gate waiting to point your JF.
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:PushX policy is to never warp between stations or Upwell Structures in Null-sec to avoid being caught in a bubble. JF Pilots should cyno out to a nearby system before coming back, in the event of multiple contracts or deliveries inside of the same system with multiple structure.
:PushX policy is to never warp between stations or Upwell Structures in Null-sec to avoid being caught in a bubble. JF Pilots should cyno out to a nearby system before coming back, in the event of multiple contracts or deliveries inside of the same system with multiple structure.


== '''Docking/Undocking''' ==
== Docking/Undocking ==


: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.
: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.
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= '''Triglavian Invasions''' =
= '''Triglavian Invasion Content''' =
 
As CCP has progressed the Triglavian invasions from Chapter 1 to the current Chapter 3, additional difficulties for haulers have been generated.  Pilots need to be aware of the Triglavian and Edencom threat to ensure safe passage of their personal assets and PushX Freight.
 
Currently, it is possible to be neutral to both sides of the conflict by acquiring EC/Trig standings by killing Rogue Drones or Sleepers.
 
This wiki section is a work in progress due the evolving nature of Triglavian Invasions. If you have more detailed information, please share it with PushX on Discord.  For a more detailed view of all things Triglavian Invasion, consider reading the  [https://docs.google.com/document/d/1jZtk95aVpO5BfBGCogGjaaygq9bvnMJJ3ClCXK6RCUk/edit#heading=h.2gazcsgmxkub helpful guide from Kybernauts]
 
== Types of Systems ==
 
: Systems affected by Trigs are divided into EDENCOM and Trig Systems.
 
'''The consequences are that you need positive EDENCOM standing to safely travel through their systems and positive Triglavian standing to safely travel through their systems.'''
 
: 0.0 Triglavian and -0.0 EDENCOM standing should allow you to travel through Triglavian systems, while -0.0 Triglavian and 0.0 EDENCOM standing should allow you to travel through EDENCOM systems.
 
: If your hauler has no standings then Triglavians are negative and EDENCOM are positive.
 
; EDENCOM have two systems: Fortresses and EDENCOM Minor Victory
 
; Triglavians have Triglavian Minor and Major Victories in empire space, all other Triglavian territory is in Pochven which PushX does not currently service.
 
== Triglavian Minor Victory Systems - TMV ==
 
These systems have now been upgraded to include Triglavian sentry guns and "faction police" guarding the gates from individuals without standing.


; These appear as Entropic Disintegrator Werpost sentry guns, which long point, scram, web and shoot, appyling significant DPS -  [https://zkillboard.com/ship/54577/ and they kill many people]
:In the aftermath of the Triglavian Invasion, additional difficulties for haulers have been generated. Pilots need to be aware of the Triglavian and EDENCOM threat to ensure safe passage of their personal assets and PushX Freight.
: Werpost and Trig "faction police" on gates '''will also pod you.'''
#They are not visibly listed in game until you reach the system and [https://kybernaut.space/invasions/triglavian-minor-victory must be viewed from Kybernauts] in order to remotely view the type of system before reaching it (and before it is too late!)
#Pushers should check routes before accepting contracts and verify whether any of these systems are on their route.
#'''It is now critical that Pushers achieve standing with Triglavian in order to receive immunity from the gate guns and Triglavian "faction police."'''


== Edencom Minor Victory Systems - EMV ==
:You need positive EDENCOM standing to safely travel through EDENCOM systems and positive Triglavian standing to safely travel through Triglavian systems.


These systems are controlled by EDENCOM forces which will engage you if you don't have positive or no EDENCOM standing.
:'''It is possible to be neutral to both sides of the conflict by acquiring EDENCOM and Triglavian standings killing Rogue Drones or Sleepers. This is the best practice - and required - for PushX haulers.'''
Since these systems retain their original security status PushX still offers normal freighter, DST and BR services.


== Fortress Systems ==
:By default - with no standings - your hauler is considered hostile to Triglavians and neutral to EDENCOM.


These systems are controlled by EDENCOM forces and have Gunstars (Edencom Sentry Guns) which will engage your if you don't have positive or no EDENCOM standing.
== EDENCOM and Triglavian Systems and Fleets ==
Since these systems retain their original security status PushX still offers normal freighter, DST and BR services.


== Roaming Edencom forces outside of their affected systems ==
:Systems affected by the Triglavian Invasion content are divided into EDENCOM and Trig Systems. Both are heavily defended by the corresponding faction with aggressive, heavily armed fleets and turrets on stations and gates.


There have been reports of Edencom forces also patrolling lowsec systems neighboring Edencom Minor Victory and Triglavian Minor Victory systems. Further caution for any movement in lowsec is advised. It should still be possible to get through any NPC gate camps with your BR when using your Covert Ops Cloak.
:*There are two kinds of EDENCOM systems in HS and LS: EDENCOM Fortresses and EDENCOM Minor Victory systems. They are defended by EDENCOM and faction fleets and Gunstar turrets.


== Roaming Triglavian forces outside of their affected systems ==
:*There are two kinds of Triglavian systems in HS and LS: Triglavian Minor Victories and Triglavian Major Victories. They are defended by Triglavian fleets and Entropic Disintergrator Werpost turrets.
;Roaming fleets can appear in any system and usually consist of around 4-8 ships
;DST/BR/Nano should be safe using sub-2s align/cov-ops/cloak+MWD


;Freighter
:*Both Triglavian and EDENCOM Fleets can spawn outside of Triglavian and EDENCOM affected systems and will be hostile to capsuleers without the appropriate standings.
:If you have webber you should be able to web past the fleet
:If you do not have a webber
#Wait out your gate cloak to see if they roam away
#If they do not, if there are is an "Anchoring" or "Tangling" ship, attempt to get back through the gate ASAP as they will point you
#Otherwise, you should be able to warp away taking minimal damage to your freighter


:It is possible to navigate Triglavian and EDENCOM systems and roaming fleets using the same techniques (e.g. Cloak/MWD, Cov Ops Cloaking, Scouting and Webbing, bookmarks, etc) that are used to avoid capsuleer gankers; however, '''this is not best practice, and is not acceptable for PushX haulers.
'''
== Achieving Standing ==
== Achieving Standing ==


Achieving a very small sliver of standings towards either faction removes their hostilities towards you.  
:Achieving standings of 0.0 or greater will make EDENCOM neutral towards you.
 
:Achieving standings '''greater''' than 0.0 will make Triglavians neutral towards you.
*Kill credit on an Edencom ship will give Trig standings and lose Edencom standings.
:This is the mandatory best practice for PushX haulers.
*Kill credit on a Triglavian ship will give Edencom standings and lose Trig standings.
*Kill credit on a Rogue Drone or Drifter will give both positive Edencom and positive Trig standings.


;The goal of Pushers is to remain neutral in all conflicts, both with NPCs and Player-Entities.
:*Kill credit on an Edencom ship will give Trig standings and lose Edencom standings.
:*Kill credit on a Triglavian ship will give Edencom standings and lose Trig standings.
:*Kill credit on a Rogue Drone, Sleeper, or Drifter will give both positive Edencom and positive Trig standings.


The most optimal method, to the best of our knowledge at this time, involves getting kill credit on a Rogue Drone or Drifter in Pochven. The following is one way to cheaply accomplish this:
:The most optimal method, to the best of our knowledge at this time, involves getting kill credit on a Rogue Drone or Drifter in Pochven. The following is one way to cheaply accomplish this:


;Set Up
=== Set Up ===
# Swap to a blank clone
# Swap to a blank clone
# The following fit is very cheap and it is fast enough to kite away and warp off. It has three targeting range scrips so you can paint from 100km+
# The following fit is very cheap and it is fast enough to kite away and warp off. It has three targeting range scrips so you can paint from 100km+
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  Targeting Range Script x3
  Targeting Range Script x3


; Procedure
=== Procedure ===
# Grab a Pochven Filament (Border/Internal seem more efficient than Home filaments)
# Grab a Pochven Filament (Border/Internal ideally)
# Use the filament to go to Pochven
# Use the filament to go to Pochven
# Warp at 100km to every warpable object (planet/moon/station/gate/beacon/etc) in the system until you find Drifters or Rogue Drones, ideally that are actively fighting Trigs or Edencomm
# Warp at 100km to every warpable object (planet/moon/station/gate/beacon/etc) in the system until you find Drifters or Rogue Drones, ideally that are actively fighting Trigs or Edencomm
# Use D-Scan to help you find Drifters or Rogue Drones
# If you cannot find any Drifters or Rogue Drones, you can try moving to another system.
# Target a Drifter/Rogue Drone or two and target paint them. This will mark you as having contributed to their death if they die within the next - approximately - twenty minutes.
# Target a Drifter/Rogue Drone or two and target paint them. This will mark you as having contributed to their death if they die within the next - approximately - twenty minutes.
# Warp off to drop aggro
# Warp off to drop aggro
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# Wait for them to die fighting against Trigs or Edencomm - if they weren't in combat they will warp around every five minutes until they encounter a Trig or Edencomm fleet and start fighting
# Wait for them to die fighting against Trigs or Edencomm - if they weren't in combat they will warp around every five minutes until they encounter a Trig or Edencomm fleet and start fighting
# You should receive standings for kill participation within twenty minutes of the Rogue Drone/Drifter dying
# You should receive standings for kill participation within twenty minutes of the Rogue Drone/Drifter dying
# You can either use an out filament, or you can suicide your pod to get out of Pochven
# You can either use an out (Extraction/Glorification) filament, or you can suicide your pod to get out of Pochven
 
 
 
== Traveling Through Hostile Triglavian Space Without Standings ==
 
=== Scouts ===
 
*It is always best practice to scout ahead in systems with opposing standings to your hauler, so they can safely enter and traverse the system.
*If intending to enter a system your scout does not have standings for, you will need to be in a ship which has sub-2 second align time (e.g. Corp fit Malediction, or Vigil Fleet Issue fitted with 3 x Inertial Stabilizer II’s, Evasive Maneuvering V and an EM-703 implant) and cloak or have covert ops cloaking.
 
=== Freighters ===
 
*Avoid the Triglavian system if at all possible using your in-game router. In some circumstances using this tool will only add a few, if any, jumps to the route.
*Use a scout to avoid roaming fleets.
**Scout the system before jumping your freighter in to check for the presence of static or roaming Triglavian fleets.
**If doing a pick-up at a station in the system, scout the station to ensure there is no static fleet on the station. If there is a fleet present, wait to see if the fleet roams away from the station. If a static fleet is present, you may not be able to safely undock from the station.
*Web your freighter from the gate to ensure you are off-grid before a roaming fleet arrives and to minimize werpost damage.
**If a roaming fleet arrives before you get off grid, you may be locked and aggressed by the Triglavian fleet. Check if you’re scrammed, if you are not scrammed, warp out, your freighter should be able to tank the damage.
**If scrammed, attempt to reapproach the gate. It is unlikely you will make it back.
*Undocking
**Redock if there is a roaming fleet.
**If there is a static fleet, use a Triglavian positive-alt to create an insta-undock bookmark for your freighter to use. The Trigalvians will chase you and will warp to your location if the undock bookmark is on grid.
**You can tank the werpost damage. One werpost will cause about 15% damage to shields in the time you take to warp away. Repair shields in a station in the next system.
**Do not dawdle in the station. Pick up or drop off your freight, and move on as soon as possible in case a static fleet spawns while you’re docked.
 
=== Sub-2s Align Haulers (Nano) ===
 
*Sub-2s haulers can warp from gates and stations without being targeted by werposts.
*Sub-2s haulers can warp past fleets on gates.
*If there is a fleet present on undock, either use an insta-undock bookmark, or wait for the fleet to roam – depending on the angle you’re warping, the alignment from undock may take more than 2 seconds.
 
=== Blockade Runner - BR ===
 
*Warp Core Stabs could be swapped in for extra safety against Triglavian fleets.
*Blockade Runners can align to warp faster than a werpost will target them, including from undock while triple expanded (only tested on Viator/Prowler, but should be true for Crane/Impel).
*Blockade Runners can covert ops cloak past static and roaming fleets on jumping into the system.
**Ensure that you have Triglavians showing on your overview.
**Do not break gate cloak while within decloak range (<2000m) of a Triglavian ship; wait for it to move out of the 2000m range
*Undocking
**If there is a roaming fleet, redock and wait for them to leave.
**If there is a static fleet, create and use an insta-undock out of range with a Trigalvian-positive alt.
*If locked and warp disrupted by a Triglavian fleet in a BR, your tank will be insufficient and you will be killed
 
=== Deep Space Transport - DST ===
 
*Warp Core Stabs could be a valuable “swap-in” for low slots for shield tanked DST’s while traveling hostile systems. Warp Core Stabs should almost entirely negate the Triglavian fleets as they only do one point per tackle.
*You can use the cloak/MWD trick to get  past werposts on gates.
*Perfect cloak/MWD on gates will get past fleets. Best practice is to scout ahead to avoid roaming fleets.
**Ensure that you have Triglavians showing on your overview.
**Do not break gate cloak while within decloak range (<2000m) of a Triglavian ship; wait for it to move out of the 2000m range.
*If locked by a Triglavian fleet
**Each Triglavian ship that can warp disrupt will add one point of warp disruption.
**DST’s have an innate +2 warp core stability; attempt to warp out anyway if you believe there are less than three tacklers locking you.
**Otherwise, warp disruption (long point) does not disable MWD or MJD: activate/overheat all defensive and prop modules and attempt to burn back to the gate and/or MJD out.
*Undocking
**If there is a roaming fleet on undock, redock and wait for them to roam.
**If there is a static fleet on undock use a Triglavian-positive alt to create an insta-undock bookmark, and then Cloak/MWD from the undock bookmark.
*Werposts
**On a gate, Cloak/MWD will prevent the Werposts from locking you.
**On undocking, hit Ctrl + Space to stop your ship while keeping undock invulnerability. Once undock invulnerability is over/about to end, pulse AB/MWD while warping out. No damage should be taken.
**Warp to insta-undock bookmark. Then use Cloak/MWD to warp out of the system. No damage should be taken.
**Best Practice: Use Defensive Modules
**Repair in next safe station as needed


= '''Acceptable Risks''' =
= '''Acceptable Risks''' =
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: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.
: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 [http://www.eve-kill.net EVE Kill], [http://evemaps.dotlan.net Dotlan] statistics, in-game map statistics or in-game scouts. In other words you must have hard evidence to justify not accepting contracts.
: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 [https://zkillboard.com/ zKillboard], [http://evemaps.dotlan.net 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):
:The following table provides a general overview of what amount of risk specific hauling ships can take on (by security status):
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{| class="wikitable" style="text-align: left;"
{| class="wikitable" style="text-align: left;"
|-
|-
| T1 Industrials || These should not be used in Push Industries as their tank is paper thin  
| 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.
| Freighters || Slow and expensive, these ships should stay in high security space.
|-
|-
| DST|| Tanky and quicker than a freighter. Can carry high value in high sec. Can be used to go into scouted Thera systems.
| DST|| Tanky and quicker than a freighter DSTs can carry high value in high sec. They can also be used with a scout in Thera and Pochven.
|-
|-
| BR|| Designed to tackle the dangers of low security and lawless space, these ships are built to move through hostile space (low sec, Thera).
| BR|| Designed to tackle the dangers of low security and lawless space, these ships can be used in High Sec, Low Sec, Thera, and Pochven.
|-
|-
| Jump Freighters || These ships can go anywhere there is a station to freely dock at.
| Jump Freighters || These ships can go anywhere in HS, LS, or NS that there is a station to freely dock at.
|}
|}


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: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.
: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:
:Thera is a system where the general threat is usually low but can catch Pushers out. Utilizing a scout is highly recommended to prevent landing in a bubble or undocking into a station camp that has just materialized. Having your own bookmarks in addition to the corp ones is recommended.
*Niarja
*Uedama
*Aufay
*Isanamo
*Josameto
*Perimeter
*Jita
 
;Low sec systems that are very dangerous:
*Misaba
*Arton
*Sagain
*Tama
*Amamake
*Egghelende
*Hagilur
*Kinakka
*Old Man Star
*Rahadalon
*Rancer
 
 
 
: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.
Bureaucrats, push, push-admin, push-director, push-manager, push-senior, Administrators
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