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Crime & Punishment

 
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Repost is come again, HS Ganking plan

Author
Lydia Dregovitch
University of Caille
Gallente Federation
#1 - 2013-01-18 02:47:32 UTC
Earlier today I was browsing the forums and found a post asking for fit/skill for a new Ganking toon. I spent some eFt and EvEMon time and came up with this. a 5d, 1500alpha, ~17m ship/skillbook plan for ganking. Comments?

[Rupture, Rupture their Hull - Alpha]
Counterbalanced Weapon Mounts I
Counterbalanced Weapon Mounts I
Counterbalanced Weapon Mounts I
Reactor Control Unit I
Damage Control I

Tracking Computer I, Tracking Speed Script
Tracking Computer I, Tracking Speed Script
Sensor Booster I, Scan Resolution Script
Warp Disruptor I

720mm Howitzer Artillery I, Domination EMP M
720mm Howitzer Artillery I, Domination EMP M
720mm Howitzer Artillery I, Domination EMP M
720mm Howitzer Artillery I, Domination EMP M
'Malkuth' Heavy Missile Launcher I, Dread Guristas Scourge Heavy Missile

Medium Projectile Collision Accelerator I


8,648 eHp
1573 Alpha
138 Dps
435mm Scan Res
15.5m isk (approx)

Starting toon-
Minmatar - Brutor - Rebel

***Remapping (active) : i27 p17 c17 w17 m21***
Energy Grid Upgrades I (13 minutes, 20 seconds)
Energy Grid Upgrades II (1 hour, 2 minutes, 6 seconds)
Hull Upgrades I (13 minutes, 20 seconds)
Long Range Targeting I (13 minutes, 20 seconds)
Propulsion Jamming I (20 minutes)
Mechanics III (2 hours, 55 minutes, 36 seconds)
Jury Rigging I (13 minutes, 20 seconds)
Jury Rigging II (1 hour, 2 minutes, 6 seconds)
Jury Rigging III (5 hours, 51 minutes, 13 seconds)
Projectile Weapon Rigging I (20 minutes)
Projectile Weapon Rigging II (1 hour, 33 minutes, 8 seconds)

***Remapping (active) : i17 p27 c17 w21 m17***
Minmatar Frigate III (5 hours, 51 minutes, 13 seconds)
Minmatar Frigate IV (1 day, 9 hours, 6 minutes, 56 seconds)
Minmatar Cruiser I (33 minutes, 20 seconds)
Weapon Upgrades I (14 minutes, 5 seconds)
Gunnery III (2 hours, 55 minutes, 36 seconds)
Gunnery IV (16 hours, 33 minutes, 28 seconds)
Trajectory Analysis I (33 minutes, 20 seconds)
Medium Projectile Turret I (20 minutes)
Missile Launcher Operation I (6 minutes, 40 seconds)
Missile Launcher Operation II (31 minutes, 4 seconds)
Missile Launcher Operation III (2 hours, 55 minutes, 36 seconds)
Light Missiles I (13 minutes, 20 seconds)
Light Missiles II (1 hour, 2 minutes, 6 seconds)
Light Missiles III (5 hours, 51 minutes, 13 seconds)
Heavy Missiles I (20 minutes)
Weapon Upgrades II (1 hour, 5 minutes, 36 seconds)
Medium Projectile Turret II (1 hour, 33 minutes, 8 seconds)
Weapon Upgrades III (6 hours, 11 minutes)
Medium Projectile Turret III (8 hours, 46 minutes, 51 seconds)
Minmatar Cruiser II (2 hours, 35 minutes, 15 seconds)
Minmatar Cruiser III (14 hours, 38 minutes, 4 seconds)


Total time: 4 days, 23 hours, 55 minutes, 27 seconds; Cost: 1,457,000
N.B. Skill costs are based on CCP's database and are indicative only
Lydia Dregovitch
University of Caille
Gallente Federation
#2 - 2013-01-18 02:48:23 UTC
Whoops, wrong forum. Can I get a move to ships please? Or I suppose skill discussion...
loyalanon
The Conference Elite
The Conference
#3 - 2013-01-18 06:39:14 UTC
Just catalysts.

Magnetic field stabilizers in the lows, neutron blasters (t1 or t2) in the highs, sensor boosters in the mids.

VOID, or antimatter.

If your off gate or off station then these work the best.

If not your rupture will work on industrials you will need 2 to gank industrials on gates or stations.

Diesel47
Deep Core Mining Inc.
Caldari State
#4 - 2013-01-18 13:12:32 UTC
What do you do with the account after it has terrible sec status?
Runeme Shilter
Sebiestor Tribe
Minmatar Republic
#5 - 2013-01-18 13:41:07 UTC
Diesel47 wrote:
What do you do with the account after it has terrible sec status?


You just continue ganking? You need an alt for logistics of course, but other than that no problem.

If you want to reuse the character slot you need to grind up secstatus to -2.0 to be allowed to biomass.

RS
Vaeliel
Slander Acquisitions
#6 - 2013-01-18 14:21:10 UTC
Somewhat on-topic, can someone clear this up for me?

The large industrials (Badger II, Mammoth, Bestower) have between 4k and 5k untanked EHP against EMP ammo; Iteron V has like 5500.

My assumption, having not suicided an industrial before, is that I need my alpha to exceed the EHP of the vessel to one-shot it. To be certain of this I just opened a blank fit for the industrial in question and used the All Level V template with a damage profile that accurately represents the ammunition I'll be using (EMP). I assume the EHP shown represents what my alpha should exceed to be sure of a one-shot.

Am I doing it right or no?
Kimo Khan
Rage Against All Reds
GunFam
#7 - 2013-01-18 16:39:19 UTC
Vaeliel wrote:
Somewhat on-topic, can someone clear this up for me?

The large industrials (Badger II, Mammoth, Bestower) have between 4k and 5k untanked EHP against EMP ammo; Iteron V has like 5500.

My assumption, having not suicided an industrial before, is that I need my alpha to exceed the EHP of the vessel to one-shot it. To be certain of this I just opened a blank fit for the industrial in question and used the All Level V template with a damage profile that accurately represents the ammunition I'll be using (EMP). I assume the EHP shown represents what my alpha should exceed to be sure of a one-shot.

Am I doing it right or no?

The mammoth has 5 med slots
The badger II has 6 med slots
Iteron V is 5 med
bestower is 4 medium.

Being as medium slots are not usable to increase cargo hold, expect a tank of some type. From experience you can put 2 INV fields and 3 medium shield extenders on a Mammoth. 2 INV make an indy cap unstable, but they don't need to last a whole mission, just 30 seconds for Concord. Plan your gank fit around how much damage you need to do in time allowed before concord kills you. If you can get 2 shots off which together beat the tank I mentioned, then that is all you need.
Lydia Dregovitch
University of Caille
Gallente Federation
#8 - 2013-01-19 00:23:21 UTC
In a monumental effort of laziness, what would a standard Catalyst gank fit look like? Assuming a toon with under 900k sp.
Zol Interbottom
Blimp Requisition Services
#9 - 2013-01-28 14:47:58 UTC
Lydia Dregovitch wrote:
In a monumental effort of laziness, what would a standard Catalyst gank fit look like? Assuming a toon with under 900k sp.


lots of guns, like, lots of them, with AM loaded

"If you're quitting for the 3rd time you clearly ain't quitting" - Chribba

Manny Moons
University of Caille
Gallente Federation
#10 - 2013-01-28 15:37:44 UTC  |  Edited by: Manny Moons
Lydia Dregovitch wrote:
In a monumental effort of laziness, what would a standard Catalyst gank fit look like? Assuming a toon with under 900k sp.

Go back to post #3 - it covered that pretty well. I'd add two rigs (Small Hybrid Burst Aerator I and Small Hybrid Collision Accelerator I), and if not using T2 blasters, be sure to use Caldari or Federation Navy Antimatter S faction ammo. Catalyst is DPS, not one shot/volley, so the security level of the system and the location and status of CONCORD matters.
Lydia Dregovitch
University of Caille
Gallente Federation
#11 - 2013-01-28 18:19:36 UTC
[Catalyst, DPS Catalyst]
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II

Ship Scanner I
Warp Scrambler I

Light Ion Blaster II, Void S
Light Ion Blaster II, Void S
Light Ion Blaster II, Void S
Light Ion Blaster II, Void S
Light Ion Blaster II, Void S
Light Ion Blaster II, Void S
Light Ion Blaster II, Void S
Light Ion Blaster II, Void S

Small Hybrid Burst Aerator I
Small Hybrid Collision Accelerator I
[empty rig slot]

Using Void gets 835alpha, 473dps


about 16m cost on ship/mods

16d plan from new toon to fly this, under 900k sp total.

***Remapping (active) : i27 p17 c17 w17 m21***
Propulsion Jamming I (20 minutes)
Mechanics III (2 hours, 55 minutes, 36 seconds)
Jury Rigging I (13 minutes, 20 seconds)
Jury Rigging II (1 hour, 2 minutes, 6 seconds)
Jury Rigging III (5 hours, 51 minutes, 13 seconds)
Hybrid Weapon Rigging I (20 minutes)
Electronics IV (16 hours, 33 minutes, 28 seconds)
Propulsion Jamming II (1 hour, 33 minutes, 8 seconds)
Propulsion Jamming III (8 hours, 46 minutes, 51 seconds)
Signature Analysis I (6 minutes, 40 seconds)
Signature Analysis II (31 minutes, 4 seconds)
Signature Analysis III (2 hours, 55 minutes, 36 seconds)
Targeting I (6 minutes, 40 seconds)
Targeting II (31 minutes, 4 seconds)
Targeting III (2 hours, 55 minutes, 36 seconds)
Energy Management I (20 minutes)
Energy Management II (1 hour, 33 minutes, 8 seconds)
Energy Management III (8 hours, 46 minutes, 51 seconds)
***Remapping (active) : i17 p27 c17 w17 m21***
Gallente Frigate III (6 hours, 11 minutes)
Destroyers I (14 minutes, 5 seconds)
Weapon Upgrades I (13 minutes, 20 seconds)
Weapon Upgrades II (1 hour, 2 minutes, 6 seconds)
Weapon Upgrades III (5 hours, 51 minutes, 13 seconds)
Weapon Upgrades IV (1 day, 9 hours, 6 minutes, 56 seconds)
Small Hybrid Turret IV (17 hours, 29 minutes, 26 seconds)
Motion Prediction I (14 minutes, 5 seconds)
Motion Prediction II (1 hour, 5 minutes, 36 seconds)
Motion Prediction III (6 hours, 11 minutes)
Small Hybrid Turret V (4 days, 2 hours, 56 minutes, 28 seconds)
Small Blaster Specialization I (21 minutes, 7 seconds)
Small Blaster Specialization II (1 hour, 38 minutes, 23 seconds)
Small Blaster Specialization III (9 hours, 16 minutes, 32 seconds)
Gunnery III (3 hours, 5 minutes, 29 seconds)
Gunnery IV (17 hours, 29 minutes, 26 seconds)
Rapid Firing I (14 minutes, 5 seconds)
Rapid Firing II (1 hour, 5 minutes, 36 seconds)
Rapid Firing III (6 hours, 11 minutes)
Surgical Strike I (28 minutes, 10 seconds)
Surgical Strike II (2 hours, 11 minutes, 10 seconds)
Surgical Strike III (12 hours, 22 minutes, 3 seconds)
Destroyers II (1 hour, 5 minutes, 36 seconds)
Destroyers III (6 hours, 11 minutes)
Controlled Bursts I (14 minutes, 5 seconds)
Controlled Bursts II (1 hour, 5 minutes, 36 seconds)
Controlled Bursts III (6 hours, 11 minutes)
Rapid Firing IV (1 day, 10 hours, 58 minutes, 52 seconds)
Small Blaster Specialization IV (2 days, 4 hours, 28 minutes, 18 seconds)


Total time: 15 days, 22 hours, 35 minutes, 19 seconds; Cost: 3,005,000
N.B. Skill costs are based on CCP's database and are indicative only
Agent Trask
Doomheim
#12 - 2013-01-28 19:59:29 UTC  |  Edited by: Agent Trask
Have a scouting alt use the ship scanner. Use A Sensor Booster with a scan res script in their place. More skill in Signature Analysis will decrease targeting time, so train it to at least 3.

A scouting alt lets you find targets while your Ganking alt hides in a safe spot, or a lower sec status system nearby. Once the ganker is in an area where he is not allowed, holding still near structures will get him asploded.

Your scout alt should be flying something innocuous, with two mid slots free for a ship scanner and a passive targeter. Scan repeatedly, since Ship Scanner results are usually not correct or complete.

If you are Ganking for profit, the scout alt will need a cargo scanner as well, hold space for cargo, and a Tractor Beam in a high slot would be useful.

Join the New Order, buy your permit today, and follow the code.

www.minerbumping.com

Manny Moons
University of Caille
Gallente Federation
#13 - 2013-01-28 20:24:06 UTC  |  Edited by: Manny Moons
Lydia Dregovitch wrote:
[Catalyst, DPS Catalyst]
...


You can add significant bang for the buck, err, isk, by training Cybernetics I and grabbing an inexpensive implant or two:

Zainou 'Deadeye' Small Hybrid Turret SH-603
Eifyr and Co. 'Gunslinger' Surgical Strike SS-901

And if you can afford the extra training to get there, Thermodynamics I will allow you to overheat your guns for another 15% damage.
Lydia Dregovitch
University of Caille
Gallente Federation
#14 - 2013-01-28 20:59:16 UTC
Was really looking for the best I can get for under 900k sp on a toon. Thermodynamics throws one hell of a monkey wrench in that, brings ending SP up to 1,169,630 (stupid energy mgmt III)