Asset Protection: Difference between revisions

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==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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#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.
: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.


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


These systems have now been upgraded to include Triglavian sentry guns and "faction police" guarding the gates from individuals without 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.'''


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


These systems are controlled by EDENCOM forces which will engage you if you don't have positive or no EDENCOM standing.
: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.
Since these systems retain their original security status PushX still offers normal freighter, DST and BR services.


== Fortress Systems ==
:*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.


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.
:*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.
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 ==
:*Both Triglavian and EDENCOM Fleets can spawn outside of Triglavian and EDENCOM affected systems and will be hostile to capsuleers without the appropriate standings.
 
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.
 
== Roaming Triglavian forces outside of their affected systems ==
;Roaming fleets can appear in any system and usually consist of around 4-8 ships
;DST/BR should be safe using cov-ops/cloak+MWD
 
;Freighter
: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.
:This is the mandatory best practice for PushX haulers.


*Kill credit on an Edencom ship will give Trig standings and lose Edencom standings.
:*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 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.
:*Kill credit on a Rogue Drone, Sleeper, 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.
: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.
 
=== 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 DSTs 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.
**DSTs 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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{| 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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