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Pirate Detection Array 5

Author
Silver Blow
Ministry of War
Amarr Empire
#1 - 2014-06-22 12:06:50 UTC
Hello people o/

So i need to get me a Pirate Detection Array 5 down to null sec, i know i have to move it using a T1 freighter.
Now what would be the best way to go about moving this thing, i don't have any titans to bridge the freighter, so i assume the best option is find a fresh WH and use that?

Any advice would be great.
UAB
Perkone
Caldari State
#2 - 2014-06-22 13:27:38 UTC
WH with some scaning and orotection
Gizznitt Malikite
Agony Unleashed
Agony Empire
#3 - 2014-06-22 15:07:15 UTC

Use lots of scouts!!!!

I recommend NOT warping gate to gate. Freighters take a long time to warp across systems (especially large ones), which means the situation on a gate could dramatically change before you arrive there. Instead, I'd recommend warping to a bookmark / fleetmate, perhaps 1000 km's from the gate (i.e. off grid but "nearby"), then aligning down and warping to the gate and going through when you know it is safe.

Web to warp is a very good trick to utilize, but recognize its biggest limitation: You will give the freighter pilot an aggression timer meaning they cannot log out to get the freighter safe until that timer is eliminated.

One trick to "hide" a freighter in plain site is to locate a well-armed POS within system, and positioning the freighter so anyone dscanning the freighter will think it is at the POS. Ideally this position is "just off grid" of the POS, although it could be on grid with the POS so long as your freighter is beyond POS weapons range. POS Warp Disruption batteries have a 150km range (from their anchor location), so do NOT get the freighter within 200 km's of an armed POS. Most large long range POS weapons will hit out 250-350 km's.

I've brought freighters in and out of Nullsec using these techniques and haven't lost one yet. The PRIMARY tool to make a successful freighter run is to have scouts.


p.s. Using WH's can make your trip much, much, much shorter (and hence less dangerous). Be mindful of WH mass limits when you use this method, and make sure to have a prober with the freighter. A freighter is typically just under 1000 Gg, which is too much to fit into many WHs. You will generally need to travel through a C5 or C6 WH, or need a direct K-space to Kspace WH.

Silver Blow
Ministry of War
Amarr Empire
#4 - 2014-06-22 20:47:22 UTC
Thank you for the tips.
I don't think i'll be moving it via gates only, i'll have to use a WH, the sad thing is i had a direct high sec WH in my system a few weeks ago.
Jacob Holland
Weyland-Vulcan Industries
#5 - 2014-06-23 12:33:27 UTC
Before Jump Freighters and Titans anything of this nature would have been moved in a freighter op...

Taking a largish fleet out to the edge of highsec with numerous scouts and armed for bear the alliance would physically escort the freighters physically, jump by jump, to their destination...

Many of my best PvP shakes were had on freighter ops - because we could not allow anything to see the freighters. The fleets were generally a hotch-potch of short ranged damage, logistics, fast tackle and EWar and they were great fun... I miss those days.
Marc Durant
#6 - 2014-06-23 12:35:22 UTC
Gizznitt Malikite wrote:

Use lots of scouts!!!!

I recommend NOT warping gate to gate. Freighters take a long time to warp across systems (especially large ones), which means the situation on a gate could dramatically change before you arrive there. Instead, I'd recommend warping to a bookmark / fleetmate, perhaps 1000 km's from the gate (i.e. off grid but "nearby"), then aligning down and warping to the gate and going through when you know it is safe.

Web to warp is a very good trick to utilize, but recognize its biggest limitation: You will give the freighter pilot an aggression timer meaning they cannot log out to get the freighter safe until that timer is eliminated.

One trick to "hide" a freighter in plain site is to locate a well-armed POS within system, and positioning the freighter so anyone dscanning the freighter will think it is at the POS. Ideally this position is "just off grid" of the POS, although it could be on grid with the POS so long as your freighter is beyond POS weapons range. POS Warp Disruption batteries have a 150km range (from their anchor location), so do NOT get the freighter within 200 km's of an armed POS. Most large long range POS weapons will hit out 250-350 km's.

I've brought freighters in and out of Nullsec using these techniques and haven't lost one yet. The PRIMARY tool to make a successful freighter run is to have scouts.


p.s. Using WH's can make your trip much, much, much shorter (and hence less dangerous). Be mindful of WH mass limits when you use this method, and make sure to have a prober with the freighter. A freighter is typically just under 1000 Gg, which is too much to fit into many WHs. You will generally need to travel through a C5 or C6 WH, or need a direct K-space to Kspace WH.




Lots of really good & factual information there.

Yes, yes I am. Thanks for noticing.