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When does ganking become profitable?

Author
Kookie Snr
Se7eNS7N
#1 - 2014-06-28 15:28:09 UTC
Hi,

I've been away for four years, and just before I left ganking mission runners was starting. Coming back I intend to grind the L4s again, but am wondering when you become attractive to gankers? E.g a marauder and tech 2 equip is usually safe but Deadspace equip tips you over the edge.

Thanks

**Don't fly what you can't afford to lose **- I learnt that the hard way:)

Brea Lafail
Center for Advanced Studies
Gallente Federation
#2 - 2014-06-28 16:24:02 UTC
It would take about 6 tornadoes at 100m each to alpha a golem. If they manage 2 volleys before concord shows up, then the gank cost would be something like 300-400m.

So about 1bil of modules, I guess. I'm not an expert ganker, though, so I'm sure there's tricks to drive that cost down further.

For missions runners people also take advantage of the convoluted criminal system to get legitimate kill rights or flagging on the victim.
Paranoid Loyd
#3 - 2014-06-28 16:32:56 UTC  |  Edited by: Paranoid Loyd
If you put shinies on your ship and don't want to lose them, you need to pay attention as if you were in low-sec. D-scan like there is no tomorrow and GTFO if a bunch of known gank ships show up on scan. Simple as that.

There are too many factors in the equation to put a threshold on "when it becomes profitable" not to mention you don't necessarily need to be profitable to become a target.

"There is only one authority in this game, and that my friend is violence. The supreme authority upon which all other authority is derived." ISD Max Trix

Fix the Prospect!

Carniflex
StarHunt
Mordus Angels
#4 - 2014-06-29 11:34:15 UTC  |  Edited by: Carniflex
Roughly about 1 bil in fittings that can drop. Although unless you draw attention to yourself somehow up to 2 bil can be saefish enough I guess as there is usually bigger fish to fry and if you are not in one of the major mission-running hubs.

Depends also on tactics you are using. For example, doing missions with 2 or more ships can discourage ganks as it adds variables into the mix (what are the leadership bonuses, if you have already 2 present to you also have offgrid booster, can there be some remote reps on ships that can be used if gank happens, etc).

Edit: Dont count on them using tornados. A Catalyst swarm can bring down a battleship at the fraction of the tornado gank cost. and in Sec 0.5 (which kinda makes sense for mission running) it takes quite a while for concord to show up. Up to 30 sec or so before COCORD fires first volleys.

Here, sanity... niiiice sanity, come to daddy... okay, that's a good sanity... THWONK! GOT the bastard.

Bethan Le Troix
Krusual Investigation Agency
#5 - 2014-06-29 12:24:37 UTC
I think it's about 18 seconds for response time for CONCORD in 0.5 systems. It's certainly not as long as 30 seconds. I wish it was that long. Twisted
My Little Pyongyang
Doomheim
#6 - 2014-06-29 21:24:03 UTC
Bethan Le Troix wrote:
I think it's about 18 seconds for response time for CONCORD in 0.5 systems. It's certainly not as long as 30 seconds. I wish it was that long. Twisted


Approximately 18 seconds is the value of concord response time in 0.5 if they aren't already spawned and offgrid. It can increase by as much as 5-6 seconds if they are pre-spawned (primed) but not on grid.
Commander Petya
Dark Matter Corp
#7 - 2014-06-29 22:32:30 UTC
You are not safe in a T2 fitted marauder. Destroyer ganks will kill you for killboard statistics only too.

Use d-scan, move away from entry point (Microjumpdrive?). If you see blinking red in local you can prepare to warp out.
Deus Vex
Phantom Psionics
#8 - 2014-06-29 22:35:29 UTC
Consider how little it takes to add buffer on top of an active tank.

For armour: 1600mm plate + Slaves + Ganglink booster in system = only 1 module sacrificed, yet suddenly you're a brick.

For shield? Meh.
Carniflex
StarHunt
Mordus Angels
#9 - 2014-06-30 10:52:39 UTC
Bethan Le Troix wrote:
I think it's about 18 seconds for response time for CONCORD in 0.5 systems. It's certainly not as long as 30 seconds. I wish it was that long. Twisted



Yeah it is a bit shorter - it was just a ballpark figure one should aim for if counting how "profitable" one is to gank in various ships. You can be pretty sure that at latest about 30 sec after first aggression no one is firing at you anymore in sec 0.5.

CONCORD, prespawn delay, lock speed, etc.

I do not interact with CONCORD in regular basis so not aware of exact to the second number. Just out of curiosity - how many volleys can a max skill overheated Catalyst get off exactly before CONCORD pop's it in sec 0.5?

Here, sanity... niiiice sanity, come to daddy... okay, that's a good sanity... THWONK! GOT the bastard.

Carniflex
StarHunt
Mordus Angels
#10 - 2014-06-30 11:04:09 UTC
Deus Vex wrote:
Consider how little it takes to add buffer on top of an active tank.

For armour: 1600mm plate + Slaves + Ganglink booster in system = only 1 module sacrificed, yet suddenly you're a brick.

For shield? Meh.



Well - if you are spending few bill already on a pirate BS plus some shine on it it certainly would make sense also to "insure" it with a logi alt if one is flying it around hisec on regular basis.

It is possible to make pretty much "max" skill (for the purposes of logi) Scimi alt on the power of 2 offer. It's sort of the only thing it does but it does it like a pro. so instead of throwing 2 bil on a booster one can throw 700 mil / month on a alt that works for a short burst like four XL T2 local boosters (if providing turret tracking liks which are substantial on Logi 5 Scimi) or can run these four transfers permanently if cap recharge fitted and with bit lighter local tank.

Without local booster most shield battleships can be fitted for pretty good buffer. If logi alt is subbed for a while after ready a shield mindlink can increase the shield bonus from leadership and being in fleet from 10% to 15% - assuming one does not already have offgrid booster.

But the regular clients for suicide ganks ofc won't do it. They insist on being cap stable while being overtanked against specific damage types with glaring resist holes to take advantage of. They probably do not even know to overheat all hardeners / shield booster / propulsion mod and try to warp out when 20 catalysts land on them.

Here, sanity... niiiice sanity, come to daddy... okay, that's a good sanity... THWONK! GOT the bastard.