Asset Protection: Difference between revisions

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:*This trick will work if the other players are bumping you just for fun or ransom
:*This trick will work if the other players are bumping you just for fun or ransom
:*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.
:*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.
:*It is not recommended to use this trick in systems where gankers are actively using suicide tackle, such as Niarja or Uedama, as the odds of your ship being aggressed in under 60 seconds are quite high, negating the effectiveness and safety of the mechanic.
:*It is not recommended to use this trick in systems where gankers are actively using suicide tackle, such as Uedama, as the odds of your ship being aggressed in under 60 seconds are quite high, negating the effectiveness and safety of the mechanic.


:[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].

Revision as of 07:27, 17 March 2022

Asset protection - keeping your hauling ships and cargo alive - is the most important cornerstone of being a successful hauler. Due to our extremely wide range of services, ships, and collaterals, Pushers are expected to be experts in all areas of hauler asset protection. If there is any area you are uncertain about, take the time to consult with a more experienced Pusher.

Basic Asset Protection

General Knowledge

Ship Classes

In order to provide a wide range of services, PushX uses a range of hauling ships. Understanding the strengths, weaknesses, and limitations of each ship class is essential.

Ship Class Areas of Service Primary Defenses Collateral Limits
T1 Industrial Not Used N/A N/A
Sub 2s/1s Hauler Not Used N/A N/A
Freighter High Sec Scouting, Webbing HS: 3b
Deep Space Transport High Sec, Thera, Pochven Scouting, Cloak/MWD Trick, Overheated Tank, Dock/Undock Bookmarks HS: 10b, Thera/Pochven: 5b
Blockade Runner High Sec, Low Sec, Thera, Pochven Scouting, Cov Ops, Align Time, Dock/Undock Bookmarks HS: 30b, LS/Thera/Pochven: 5b
Jump Freighters High Sec, Low Sec, NPC Null Sec, SOV Null Sec Scouting, E-Cynos, Webbing HS/LS/NPC NS/SOV NS: 50b+

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.

Universal Best Practices

The following Best Practices apply to all freight classes and ships.

Scout and Use Intel

Appropriate scouting and use of intel is the most essential asset protection technique. Always scout gank systems or hot systems before attempting to haul through them. Take advantage of public intel as well as PushX's internal intel sources to ensure you always scout as needed and to remain on top of the current ganking meta.

Some Public Intel Resources:

  • Gank-Intel Channel
  • Twitch Gate-cam streams
  • Dotlan or in-game kill activity

Stay Within Value Limits

A hauler’s total cargo value should never exceed the PushX collateral limit for that ship class. Excessive freight value raises your gank profile.

Disable Duel Invitations

Hauler alts should ensure that all Duel Invitations are Blocked. If you need to duel to web, send the duel invitation from your hauler to your webber.

Be Aware of Distractions

Be aware that conversation invitations or mails can be an attempt to distract you. If you intend to engage with a player via your hauler, ensure the immediate safety of your ship. Many Pushers will not engage in social interactions on their hauling alts.

Be in a Fleet With Yourself

Haulers in a fleet cannot be invited to another fleet. Gankers may send fleet invites to distract you, or to obtain a warp in for ganking ships. Do not haul while in a fleet with people you do not trust.

No Shortcuts

While carrying PushX freight haulers should stay within the appropriate security level for their ship type - e.g. freighters must stay in HS. In addition, "shortcutting" a BR through low sec to avoid high sec warps is considered inappropriate.

Freighters

Freighter pilots make up the backbone of PushX, moving more m3 through more systems than any other class of freight. Despite the relatively low skill requirements for a freighter pilot, the in-game knowledge necessary to be a top notch freight pilot remains high.
PushX only operates freighters in High-Sec, so our asset protection procedures will focus solely on the dangers in High Security Space.

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 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.

Bump and Gank

The bump and gank method is the most common type of freighter gank. Typically, a Machariel will bump your freighter out of alignment to prevent your ability to warp. This then allows a group of DPS ships, often Catalysts, Coercers, stealth bombers, or Talos, to warp in and destroy your freighter.
  • The type and number of DPS ships will vary depending on the system and your freighter type and fit
  • In the September 11, 2019 patch, CCP added a 3 minute max warp timer, so a bumper has only 3 minutes to bump you before they must either gank you or utilize suicide tackle to restart your 3 minute warp timer.

Suicide Tackle and Gank

The Suicide Tackle and Gank is the most common method utilized in Uedama, and pilots need to be acutely aware of how it works.
  • 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.
  • An awaiting DPS fleet will warp in and destroy your vessel prior to destruction of the suicide tackle by gate guns or CONCORD.
  • This fleet is typically located on short d-scan from the gate and is a certain sign of an impending gank.

Bait Courier Contract Gank

In this case, the alt of a ganker will create a public courier contract with a relatively high reward, but with a volume that typically requires a double or triple expanded freighter. The collateral value of the courier contract will be excessveily high, 5-20 billion ISK. An unaware pilot will accept the contract due to the high reward, only to discover that the contents of the courier do not match the value of the collateral. They will be subsequently hunted and ganked using one of the methods above. The freighter pilot is forced to fail the courier contract, resulting in the collateral being kept by the gankers.
  • Never trust a high reward, high m3, high collateral public freighter contract, particularly ones which require travel through 0.5/0.6 systems
  • Always check the issuers of a contract for past scam activity
  • The contents of these couriers will frequently be assembled containers, with additional random items outside of the containers but still in the courier wrap that allow a gank scanner to identify the target freighter with their contract.

Duel Scam Gank

With the addition of the Duel Invite system, enterprising players have attempted to scam unsuspecting players into accepting a Duel Invite for "assistance" - and then the assistance arrives in the form of armed combat and the destruction of their freighter.
  • Duel Scams often start with a bump machariel bumping you
  • Another "friendly" pilot will convo you and assure you that he is there to help
  • Once the duel invite for assistance is accepted, the same "friendly" pilot will begin to kill your freighter without CONCORD interferance
  • The bump machariel and the "friendly" pilot will often by the same person behind the keyboard

Methods to Avoid Ganks

There are no assured ways to ensure your freighter is never ganked, but PushX recommends some best practices to help minimize the risks.

Use a Webbing Alt

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. 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
  • 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 a minimum of 3 stasis webifiers, ideally 55-60% webs, in order to effectively web any freighter or freighter fit into an immediate warp
  • 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.
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 on every gate can draw attention to the freighter as it looks as though it has valuable cargo.
  • If a freighter is being webbed, ganker scanners 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, including suicide tackle. 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.
  • PushX policy for Pushers is to only web on gates when needed to avoid danger.
A Webbing Alt is your most valuable scout
  • A Webbing alt will notice the presence of a bumping machariel prior to your freighter entering the system, allowing you to prepare to web safely past them. This helps you avoid Bump and Gank efforts or Duel Invite Scam efforts.
  • A webbing alt will also notice the signs and symptoms of a Suicide Tackle and Gank effort. The presence of the DPS fleet on short-dscan from the gate, combined with obvious suicide tackle ships at zero on the incoming gate are giveways that your freighter is in danger
  • If your freighter pilot has been cargo scanned in the previous system, and your scout is seeing the signs of a Suicide Tackle Gank, your freighter is in danger
  • A webber as a scout can ensure that your freighter does not jump the gate into a Suicide Tackle and Gank setup.
  • Whether webs or tackle applies first depends on a combination of ping and reaction time; setting up a webbing overview so that you can spam click to lock (with your webs preselected) gives you the best chance of winning that race should it come to that.

Log Off Trick

If you are being actively 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
  • 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.
  • It is not recommended to use this trick in systems where gankers are actively using suicide tackle, such as Uedama, as the odds of your ship being aggressed in under 60 seconds are quite high, negating the effectiveness and safety of the mechanic.
Here is an YouTube video example of the log off trick working.

DST - High Sec/Thera/Pochven

DSTs Do Not Enter Low Sec or Null Sec

DSTs carrying PushX freight should not be taken through Low Sec or Null Sec. The customer is being charged for the safest route.

Cloak+MWD Mechanic

Deep Space Transports should be equipped with a Cloak and a Microwarp Drive to perform the Cloak+MWD Mechanic.

The Cloak+MWD Mechanic is the most essential tool for a DSTs safety (other than intel) and should be used in any common gank system, any active system, or any time there is reason to believe there is ganker activity. Cloak+MWD can be used on every warp.

See this video for a tutorial on how to do the Cloak+MWD mechanic. https://www.youtube.com/watch?v=qDZ0r4tavJE

DST Gank Methods

Tornadoes are the most common ship used to gank DSTs; however, any ganking fleet may attempt to gank a DST.

Freighter Gank Fleet

A freighter gank fleet using suicide tackle and an off-grid fleet may also gank a DST if they are able to acquire tackle on a DST.

Usually, these fleets will not have a decloaking method in place; however, Concord or a lot of ships on gate may incidentally decloak a DST.

A dual prop DST could attempt to overheat and burn to gate once tackled; otherwise, overheating modules and attempting to warp off is best practice.

These ganks are most likely in common ganking systems.

Alpha Damage

An alpha damage fleet will attempt to kill an uncloaked DST on gate using the high burst damage of tornadoes before the DST is able to warp off.

The fleet of Tornadoes may camp directly on the gate or a short distance off grid with the intent of warping to grid.

Always check grid and D-Scan before dropping gate cloak and starting to Cloak+MWD.

Generally, Cloak+MWD should prevent these ganks from being a threat.

In the event that bad luck or error results in the DST being decloaked, overheating your defenses and continuing to attempt to warp off is your best chance of survival.

Understanding Cloak+MWD and having sufficient EHP are the keys to surviving this style of gank.

Decloaking Frigate

A variation of the Alpha Damage ganking method, gankers may also use a fast moving frigate - such as the Dramiel - to attempt to decloak the DST while they're doing the Cloak+MWD method.

If you believe you're going to be decloaked during your Cloak+MWD, begin by initiating your Cloak+MWD and then overheating your mid or low rack (for shield or armor tank respectively) so that when you are decloaked your modules are already overheated and ready to activate; attempt to warp off.

Pochven and Thera

In Pochven and Thera bubbles are a significant threat to a DST. Your DST should be fit with an interdiction nullifier module before entering Pochven or Thera.

DSTs should never travel through Thera or Pochven without a scout. An alt in a shuttle is a very viable method to scout ahead.

Running a dual prop (MWD + Afterburner) fit may offer a second chance to burn back to a gate or out of a bubble in the event that the hauler gets caught. Due to the importance of overheating to the DSTs survival, often the sub warp speed offered by an afterburner can outweigh the benefits of additional tank.

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.

Remember these important attributes about these ships:

BRs are not scannable and fit a Covert Ops cloak meaning they can warp cloaked.

Instadocks/Undocks

Using specialized bookmarks to immediately warp away from a station or immediately dock are key to flying a BR 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.

http://wiki.pushx.net/index.php?title=Asset_Protection#Docking.2FUndocking

Cloaking

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

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.

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.
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.
DST pilots should also be advised that High Sec wormholes will not accept your ship through if its stability has been compromised.
See http://wiki.pushx.net/index.php?title=Wormhole_Service for more information.

Jump Freighter

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

High-Sec Gank Methods

HS Gate Bumping

Similar to a freighter bump gank, gankers may attempt to bump a JF with a Macherial, or similar, to prevent the JF from entering warp while the gank fleet warps in.

  • Counter: When you are bumped, or see an intentional bump about to occur, jump to an e-cyno immediately.
  • Do not wait and give the gankers time to apply tackle that may prevent your e-cyno jump.
  • If there is a gank fleet in system when you enter, do not give them time to bump you. Jump to your e-cyno from gate cloak (see method below).

Suicide Tackle

Insta-lock suicide tacklers may already be on, or may warp to, gates in HS to tackle your JF with a gank fleet close behind. This is frequently done in high-JF traffic systems near Jita to catch JFs attempting to reach Jita.

  • Counter: Jump to your e-cyno from gate cloak (see method below).
  • Signs of a suicide tackle gank:
  • 2-3 Procurers, Moas, Hawks, or Mallers sitting at zero on a gate
  • 2-3 Procurers, Moas, Hawks, or Mallers appearing on d-scan after you enter the system
  • A large number of Talos, Catalysts or Tornados located on d-scan range of the gate
  • A Mobile Scan Inhibitor (d-scan inhibitor) anchored in d-scan range of the gate, used to obscure the large number of Talos, Catalysts, or Tornados which are located near to the gate
  • A large number of known gankers located in local chat, such as Jason Kusion, The Tax Collectors, Rackners etc
  • Do not panic. Use your gate cloak timer to double check any intel you are unsure about, prepare your e-cyno if it is not lit, and start watching the cloak timer.
  • Focus on your cloak timer, NOT on the gankers.

Low-Sec Gank Methods

Cyno Gank

Cynos on the station will bring in multiple capitals or supercapitals to attempt to alpha a JF pilot aligning/warping to a gate, or who bumps after jumping to their cyno.

  • Counter: Position your cynos carefully. Be incredibly cautious if you attempt to align and warp to a gate. It is often advisable to jump to another gating system, or wait for the potential ganker-cyno to leave before attemping to align and warp.
  • Always use the Stop, Align, Warp method (see method below).
  • Do not assume that a Force Recon with no JF kills on their zKill aren't going to cyno in a ganking ship
  • Mobile Cynosural Beacons can also bring in gankers and last much longer than a regular cyno cycle

Undock Bump

Battleships or capital ships with a MWD, or a FAX with triage, may undock behind a JF to attempt to bump the JF outside of docking radius

  • Counter: Always use the Stop-Align-Warp method (see method below).
  • Always check the NPC Station guest list before undocking. Assume anyone in the station may attempt an undock gank.
  • If an undock gank is attempted, it is most likely best practice to attempt to gate from a different system.
  • Be familiar with docking radii - stations with a smaller radius are more at-risk for an undock bump.
  • Docking radii are indicated by the ring of lights around the station
  • Information on station docking radii can be found here: http://go-dl.eve-files.com/media/1105/Stations_undock_range.pdf

LS Gate Bumping

Macherials, Panthers, capital ships, etc. may be located on or near the stargate to attempt to bump a JF out of docking radius as it lands on grid when warping to the gate. Alternatively, a cyno may be lit on or near the gate to bring multiple BLOPs into the system once you are in warp to bump you off the gate.

  • Counter: Always have an e-cyno in an in-range system and use the Jump From Warp method to jump to your e-cyno.
  • If a gate bump is attempted, do not attempt to warp to that gate again while the bumper remains in system. It is easier to predict where you will land once they've seen you warp once.
  • Higher, varied warp speed makes it difficult for gate bumpers to predict your landing location.
  • If possible, fit Prototype Hyperspatial Accelerators on your JF
  • If in range, always check D-Scan as you're aligning to the gate and in warp to see if anything decloaks
  • Bookmarks positioned inside the gate may reduce the chance of a succesful bump
  • Using Warp-to-0 instead of Jump to initiate warp may reduce the chance of a succesful bump. The jump command may be given once in warp; however, this negates the end-of-warp invulnerability timer.
  • If you do not give the Jump command once in warp, you will have an extra couple seconds of phase change invulnerability at the end of your warp that can be used to jump to your e-cyno.

Bait Cyno Beacon

Pharolux Cyno Beacons can be configured via Access Control List (ACL) to Public in order to bait JF pilots into accidentally jumping to them.

  • Counter: Utilize Fleet Broadcasts, Fleet Window, or the Fleet Watch List for every JF jump so that you do not have the option to click on the bait cyno beacon.
  • Always have your cynos in fleet with your JF pilot

Null-Sec Gank Methods

Catch and Drag Bubbles

Catch and Drag Bubbles are frequently used to catch JFs warping between Structures or celestials in null-sec.

  • Counter: Do not attempt to warp between structures or celestials in Null-Sec.
  • Best - and expected - practice when visiting multiple structures in a NS system is to jump out to a cyno in another system, and then jump back to the next station.

Station Bubble

Stations with a short undock radius may be bubble camped to prevent JFs from jumping out.

  • Counter: Be familiar with docking radii. If there is a bubble, redock.
  • Information on station docking radii can be found here: http://go-dl.eve-files.com/media/1105/Stations_undock_range.pdf
  • If your cyno is still in system, it can be a valuable scout
  • If you are bubbled in, it may be best to log off your JF and cyno so the campers lose interest
  • If you are being camped by a member of the alliance you are delivering for, it may be possible to contact them, or the client, via your Pusher to explain that you are delivering for their alliance. Do NOT reveal the identity of the client - the client may reveal that themselves to the campers should they choose to do so.

Best Practices

Prefer Low Sec

Jump freighters are safest jumping from cyno to cyno in Low Sec space. Whilst flying a JF through HS is allowed, and can be appropriate, it should be done with caution. Common freighter gank systems, such as Uedama, should be avoided.

Low Sec to High Sec E-Cyno

The best counter to a LS Gate Bump gank is to jump from warp to an e-cyno in an in-range system. As such, best practice dictates having a e-cyno ready in case a gate bumper decloaks once you are in warp or attempts to bump you on the gate. PIR's Router can help you find in-range systems; other members of the JF Team may also have recommendations.

High Sec Gating E-Cyno

It is expected that a PushX JF pilot carrying PushX freight have an e-cyno ready any time they are gating through HS as this the best counter to every gank method. PIR can recommend e-cyno systems in the Router. A cyno, ready to light, tethered on a citadel, is usually the safest e-cyno.

D-Scan

Although D-Scan is often less helpful for freighter pilots, D-Scan is essential to the safety of a JF pilot, especially in busy systems like Jita where Local chat may be difficult to skim. Check for tackle ships, gank ships, and d-scan inhibitors regularly.

Undock Checklist

Before undocking, especially in a dangerous system or station, it is best practice to check:

  • You have enough isotopes in your fuel bay
  • You have enough ozone in your cyno(s)
  • Your JF pilot is in fleet with you cyno/e-cyno
  • You are in range of your intended cyno/e-cyno
  • You have the courier wrap (if applicable)
  • You have additional cyno hulls/fuel/fittings as needed
  • Who/How many guests are in the NPC Station

Correct Methods for Jumping to a Cyno

Always jump to a cyno via the fleet window, fleet broadcast window, or fleet watchlist.

  • NEVER right click your capacitor to find a cyno to jump to.
  • To jump to a fleet member, right click the member in your fleet or fleet chat and click "Jump To". This option only appears when the cyno is lit. This option does not appear if the cyno was lit before joining the fleet, or if the cyno disconnects and rejoins the fleet while still lit.
  • To use fleet broadcast, have your cyno alt broadcast the cyno beacon by clicking the option menu in the fleet window, and choosing to broadcast your cyno; then right click the fleet broadcast and select "Jump". This method can be used to jump to a cyno that has disconnected.
  • To use the watch list method, add your cyno alt(s) to the watch list, and right click them and select "Jump To". This option appears when the cyno is lit. This option does not appear if the cyno was lit before joining the fleet, or if the cyno disconnects and rejoins the fleet while still lit.

Scout

  • It is best practice to scout ahead of your JF when traveling through frequent JF ganking systems, especially near Jita.
  • In Jita, your scout should be checking d-scan for signs of a suicide tackle gank. Gankers may show up on D-Scan shortly before your JF enters the system.
  • Webbing a JF may be helpful, but is not as reliable or safe as jumping to an e-cyno from gate cloak.
  • A cloaky scout will give gankers less intel about your intended routing.

Essential Techniques

Cyno Beacon Positioning

  • Enable your tactical overlay as this will allow you to scroll over your cyno module and see the radius your JF can land in. Use this to position your cyno.
  • You want your cyno field radius to avoid touching the structure when possible as this can bump
  • You want your cyno field inside the ring of lights that indicate the docking radius so your JF lands within docking range
  • Use cyno bookmarks from a trusted source as available
  • Always assess your cyno positioning and bump-risk before lighting your cyno
  • The following link contains a suggested cyno location for each station model: http://go-dl.eve-files.com/media/1312/Station_Cyno_Placement_Guide.pdf

Jump to an E-Cyno from Gate Cloak

This is an essential High Sec gating safety technique.

  • It is best practice to wait for the red fatigue jump timer to expire before undocking a JF.
  • As soon as you realize you need to jump, verify that your e-cyno
  • Is in a good position. If it is not, you may have to jump anyway, but should be aware before you do
  • Has fuel
  • Is in fleet with your JF pilot
  • Light your e-cyno when there is approximately 10 seconds left on the gate cloak
  • Hover your mouse on the "Jump To" button
  • On the last tick (as the timer ends, at 0), hit "Jump To"
  • If you think you hit it too soon, hit "Jump To" again
  • If this is done correctly, gankers will not have time to lock you as you will jump on the same tick that you decloak

Jump to an E-Cyno from Warp

This is an essential Low Sec Gate Bump counter.

  • It is best practice to wait for the red fatigue jump timer to expire before undocking a JF.
  • Check D-Scan repeatedly as soon as you are in range of the gate (whether aligning or in warp).
  • If you are in warp and see a bumping ship on d-scan, immediately light your e-cyno. REMEMBER: You CANNOT jump to a cyno in the same system.
  • Hover your mouse over the "Jump To" button.
  • On the last tick of your warp - as the blue velocity bar passes 50% on it's way down - hit "Jump To"
  • If you think you hit it too soon, hit "jump To" again
  • If you use "Warp to 0" instead of "Jump" to initiate warp, and do not hit "Jump" to queue the gate jump command while in warp, you will have an additional few seconds of post-warp invulnerability in which you can jump to your e-cyno.

Stop, Align, Warp Method

This is the correct way to warp a JF to a gate from a station in Low Sec. This is also a safer way to warp a JF in High Sec when you think there is a gank risk.

  • Immediately upon undocking, press Ctrl+Space to start stopping your JF. This will not break the undock invulnerability. (This step is not necessary when initiating a warp from gate cloak).
  • When your JF is at 25% velocity or less, and you're sure your ten second session change timer is complete, begin aligning your JF to the gate.
  • When you are at 75% of your maximum velocity, initiate warp.
  • This method will allow you to re-dock while aligning at the first sign of danger.
  • If you are undocking from a station with a small docking radii, inertial stabilizers and expanded cargohold modules will reduce how far your JF travels while slowing down and aligning.
  • Information on station docking radii can be found here: http://go-dl.eve-files.com/media/1105/Stations_undock_range.pdf

Triglavian Invasion Content

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.
You need positive EDENCOM standing to safely travel through EDENCOM systems and positive Triglavian standing to safely travel through Triglavian systems.
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.
By default - with no standings - your hauler is considered hostile to Triglavians and neutral to EDENCOM.

EDENCOM and Triglavian Systems and Fleets

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 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.
  • 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.
  • Both Triglavian and EDENCOM Fleets can spawn outside of Triglavian and EDENCOM affected systems and will be hostile to capsuleers without the appropriate standings.
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 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 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:

Set Up

  1. Swap to a blank clone
  2. 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+
[Vigil, Pochven Diver]
Type-D Restrained Overdrive Injector
Type-D Restrained Overdrive Injector

Phased Scoped Target Painter
1MN Monopropellant Enduring Afterburner
F-90 Compact Sensor Booster
F-90 Compact Sensor Booster
F-90 Compact Sensor Booster

Prototype Cloaking Device I

Small Hyperspatial Velocity Optimizer I
Small Hyperspatial Velocity Optimizer I
Small Hyperspatial Velocity Optimizer I

Targeting Range Script x3

Procedure

  1. Grab a Pochven Filament (Border/Internal ideally)
  2. Use the filament to go to Pochven
  3. 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
  4. Use D-Scan to help you find Drifters or Rogue Drones
  5. If you cannot find any Drifters or Rogue Drones, you can try moving to another system.
  6. 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.
  7. Warp off to drop aggro
  8. You can chill at a bookmark in cloak, or watch them from cloak
  9. 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
  10. You should receive standings for kill participation within twenty minutes of the Rogue Drone/Drifter dying
  11. You can either use an out (Extraction/Glorification) filament, or you can suicide your pod to get out of Pochven

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 zKillboard, 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.
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 can be used in High Sec, Low Sec, Thera, and Pochven.
Jump Freighters These ships can go anywhere in HS, LS, or NS that 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.

Prevention

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.
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.