- Main article: Alternate characters
All Freighters and Jump Freighters will receive 3 low slots, and not receive any rig slots. They will have very restrictive powergrid and cpu totals, and a special role bonus that allows the use of Reinforced Bulkhead modules. Aug 28, 2006 The alternative guide to the EVE-Online forums. Mirrors and enables advanced search options to browse the EVE-Online forums. I beleive the Caldari freighter has the largest cargo hold of all the ships in EVE. For regular industrials, go gallente. With a major consideration towards low slots. Posted - 2006.08.27 18:56:00.
EVE University |
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Skill plans: |
Short Skill Plan BLAP Magic 14 Creating an Alt Hauler Creating an Alt Miner Creating a Scanner Alt Creating an Alt Orca Pilot Creating a Planetary Interaction Alt |
Skill training: |
Skill queue Skillbook Reimbursement Program |
EVE University offers a class on: |
Hauling can be a great way to earn ISK doing profitable trade runs. By reading this guide, you will learn how to create the quickest, most efficient hauler. This guide can be considered a current, text version of the Alt Hauling 101 audio class.
Why Use an Alt Hauler?
Since the Crius patch, no training is needed to fit a pilot's racial Industrial with Expanded Cargohold IIs and Medium Cargohold Optimization I rigs. This means that any character can fly a basic industrial to carry goods across star systems.
Within High-Security space, Alt haulers are great as they will be immune to War targets that the main account in a corporation may have to deal with otherwise. Alt-Haulers provide no protection against gankers however, so it is advisable to tank your hauler while in High Sec to survive attacks until CONCORD responds.
In other parts of space (Low-sec, Null-sec, and Wormhole space), CONCORD does not assist in case of your hauler being attacked by other players. In most communities, players operate under an NBSI (Not Blue, Shoot It) policy for engagements, where they attack anyone who is not set as friendly according to their corporation's standings. Many corporations have processes to apply for Blue standings with their corporation, in order to avoid attacks from corp members while in their part of space.
See EVE University Rules for EVE University's Rules of Engagement |
![Eve online freighters Eve online freighters](/uploads/1/2/5/1/125152126/268171240.png)
EVE University has a NAP Program that corporations can apply for +5 Blue standing to Uni members. Information on how to apply can be found here. If you want to use an Alt-hauler in Uni controlled space, you must be apart of a player corporation, in order to apply for NAP protection.
Hauler Table
- 4Preparing for Training
Here is a table of suggested haulers for all types of cargo, showing their cargo capacity in m3 with no additional training. All low slots should be filled with Expanded Cargohold IIs, and then with and Medium Cargohold Optimization I rigs (these modules increase a ship's cargo capacity).
The industrial rebalance Odyssey 1.1 patch (Ody-1.1) gave the Bestower the highest potential cargo, the Mammoth, the fastest travel time, the Tayra a launcher and highest base cargohold and made the Iteron Mark V average all-around due to the conversion of the Iteron Mark 2/3/4 into specialized ships for minerals, planetary commodities and ore.[1]
Ship | Race | Cargo m3 with both Expanded Cargohold IIs and Medium Cargohold Optimization I rigs |
---|---|---|
Bestower | Amarr | 32,929 |
Tayra | Caldari | 30,807 |
Mammoth | Minmatar | 28,184 |
Iteron Mark V | Gallente | 31,208 |
Weighing Training Time Against How Much You Want to Haul
The Bestower is the top hauler for general cargo. The Bestower carries less specific cargo than the modified haulers with special bays for ore, etc like the Kryos and Miasmos. The Bestower is also a good choice if you want to use the tech 1 industrial with the highest possible general cargo capacity in the game.
Hauling safely is still a concern with all haulers. The 4 general purpose, large capacity haulers can only fit three meta 4 Medium shield extenders and end up with around 6,000 ehp +/- depending on the race. One recommendation is to only carry 3 to 5 million isk in value per 1,000 of ehp. Another recommendation is the 50 million isk maximum collateral for T1 industrial haulers used by eve hauling company MicroPush.[2] If you carry too much cargo value often enough, you will lose your ship.
(See also Hauling ships)
Preparing for Training
It is important to read about Hauling as it will save you a lot of time and frustrations. Before you even create a character, there are many things to consider: The race of your character, whether you have other characters in the account and if you want to do a neural remap.
Racial Characters
Following the Odyssey expansion, the choice of Race, bloodline and ancestry has no effect on the training time. Racial Frigate III is no longer a requirement for Racial Industrial I. A character of any race can train to Amarr Industrial III and get a Bestower. Then proceed to training Spaceship Command I-V and Advanced Spaceship Command I-V to get an Amarr Freighter. Or with less than 18 hours of additional training that character can then train into another racial freighter.
Creating an Alt on an Existing Account
If you are creating an alt on an account with other characters, it is important to note that only one character can be training skills at a time unless you are willing to pay for Multiple Character Training. Attempting to add skills to the training queue will result in an error, so you will need to pause training on your currently training character.
Dual Character Training, introduced in the June 2013 Odyssey expansion, allowed a player to train two characters on the same account for one month for the cost of an additional PLEX. That became Multiple Character Training in late 2013, so you can now train both alts at the same time, and can purchase more than one month of alt training. For more info see Dual Character Training
Neural Remaps
You can decrease the training time required by remapping your attributes. You get 3 remaps total in your first year, so you can afford to remap Int (27)/Mem (21) and train any core skills you need followed by a remap to Per (27)/Will (21) to train the spaceship command skills to fly your ship.
Bestower
High Slots | 2 | Cargohold | 4800 m3 | |
» Turrets | 1 | Drone Capacity | 0 m3 | |
» Launchers | 0 | Drone Bandwidth | 0 Mbit/sec | |
Medium Slots | 3 | Roles | Hauling | |
Low Slots | 6 | Variations | Impel | |
Bonuses | Amarr Industrial Skill Bonus: 5% Bonus Cargo Capacity and Max Velocity per skill level | |||
Information | The Bestower has for decades been used by the Empire as a slave transport, shipping human labor between cultivated planets in Imperial space. As a proof to how reliable this class has been through the years, the Emperor himself has used an upgraded version of this very same class as transports for the Imperial Treasury. The Bestower has very thick armor and large cargo space. | |||
Eve Version | Odyssey 1.1 |
Prior to the June 2013 Odyssey expansion, the best route to take was to create an Amarr character to fly the Bestower, which can haul over 21,652 m3 with a minimally trained set of skills. Now any T1 industrial can now be trained in the same amount of time because Racial Frigate III was removed as a prerequisite. 5,
Mammoth
High Slots | 2 | Cargohold | 5500 m3 | |
» Turrets | 1 | Drone Capacity | 0 m3 | |
» Launchers | 0 | Drone Bandwidth | 0 Mbit/sec | |
Medium Slots | 4 | Roles | Hauling | |
Low Slots | 5 | Variations | Mastodon | |
Bonuses | Minmatar Industrial Skill Bonus: 5% Bonus Cargo Capacity and Max Velocity per skill level | |||
Information | The Mammoth is the biggest and the strongest industrial ship of the Minmatar Republic. It was designed with aid from the Gallente Federation, making the Mammoth both large and powerful yet also nimble and technologically advanced. A very good buy. | |||
Eve Version | Odyssey 1.1 |
The Mammoth is the Minmatar version and with Odyssey 1.1, it has the fastest travel time of the 4 industrials.
Iteron Mark V
High Slots | 2 | Cargohold | 5800 m3 | |
» Turrets | 1 | Drone Capacity | 0 m3 | |
» Launchers | 0 | Drone Bandwidth | 0 Mbit/sec | |
Medium Slots | 4 | Roles | Hauling | |
Low Slots | 5 | Variations | Viator | |
Bonuses | Gallente Industrial Skill Bonus: 5% Bonus Cargo Capacity and Max Velocity per skill level | |||
Information | The Iteron-class cargo tugger is fast and reliable and there are many versions of it. It is equally popular among civilians and militaries alike as it's cheap and can be fitted in myriad different ways, allowing it to be used to freight almost anything. It is, however, quite vulnerable and needs to be protected while in unfriendly territories. | |||
Eve Version | Odyssey 1.1 |
As of Ody-1.1 the Iteron Mark V has the 2nd largest cargohold of all industrials and was rebalanced to be 'Average' to balance for the new specialized Gallente haulers, Kryos, Epithal and Miasmos. Since the June 2013 Odyssey expansion, it can now be flown immediately having only to train Gallente Industrial I. With hull upgrades II and rigging skills, it can easily carry a full jetcan for mining operations, even with only 2 medium cargohold optimization rigs, but a Miasmos might be a better choice for hauling ore since it's ore bay is larger and requires no cargo optimization rigs.
Tayra
High Slots | 2 | Cargohold | 7300 m3 | |
» Turrets | 1 | Drone Capacity | 0 m3 | |
» Launchers | 1 | Drone Bandwidth | 0 Mbit/sec | |
Medium Slots | 5 | Roles | Hauling | |
Low Slots | 4 | Variations | Bustard | |
Bonuses | Caldari Industrial Skill Bonus: 5% Bonus Cargo Capacity and Max Velocity per skill level | |||
Information | The Tayra is the latest version of the famous Badger, it's mostly used by the military or the mega corps for transports of goods of great value. The Tayra has stronger defenses and more high-tech equipment, making it one of the best freight carriers available. | |||
Eve Version | Odyssey 1.1 |
The Tayra was formerly known as the Badger Mark II and was somewhat overlooked out of all of the racial haulers due to pre-odyssey training times and lower capacity than the Bestower and Iteron Mark V. After the Odyssey expansion, it is now possible to fly a Tayra with only Caldari Industrial I. Tayra is the only one of the 4 that has a launcher hardpoint. Tayra has the largest base cargohold of the 4, while the Bestower has the highest potential cargohold with cargohold expanders.
Fitting Haulers
Haulers are relatively straightforward to fit. For ore hauling, you will want to have maximum cargo capacity, meaning you want to fit Expanded Cargoholds in low slots and Cargohold Optimization in rigs.
For courier missions, you might want to have faster align and warp speed, so you might want to fit Nanofiber Internal Structures and Inertia Stabilizers in low slots and Hyperspatial Velocity Optimizer in rigs.
If you wish, you can train skills to equip shield mods such as Shield Extenders and Invulnerability Fields in the mid slots to tank belt rats for a short time. It is also worth while to train skills for these modules to give some basic protection against high-sec ganking.
Optimize with Giant Secure Containers
There are items called Giant Secure Containers (GSC) which take up 3,000 m3 in your cargo hold. The interesting thing is that you can actually put 3,900 m3 of stuff in a GSC - which means you get a 30% space bonus.
Note : Giant Secure Cans are great but with a minor limitation, they cannot store some goods like frozen food, livestock. So keep this in mind if you are using these containers to haul goods.
Advanced Hauling and earning ISK via Hauling
The next step after mastering industrial hauling are Freighters and Transports. This section will discuss training toward flying these sorts of ships, including how fastest to train toward them.
You can use outside databases, such as EVE Trade, to find profitable trade routes.
To take the first steps in making ISK with your new hauler, you might consider playing the market or running Level 4 Cargo Missions.
Credits
- Raddick Tseng for suggesting this, and giving some interesting statistics.
See also
References
- ^Odyssey 1.1 - Tech 1 Industrials, Round 2
- ^PushX Rates (no endorsement intended)
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Low slots are a category of module slot found on ships in EVE. Generally, low slots contain passive modules which improve ship performance. Armor tanking modules occupy low slots. Some low slot modules share purposes with mid slot modules, but the details of their use differ.
This page is a collection of all the types of modules that use low slots.
Armor tank
These modules will repair, extend, and increase the resistance of your armor. See Armor Tanking for a detailed breakdown of these modules.
- Armor Repair Systems
- Active module which repairs armor at the end of its cycle.
- Variation: Ancillary Armor Repair Systems
- Active module that can be loaded with Nanite Repair Paste to very efficiently repair armor, but with a long reload time.
- Armor Plates
- Passive module which increases armor hit points by a fixed amount while increasing mass.
- Energized Armor Layering
- Passive module which increases armor hit points by a percentage. Unlike Layered Plating, these have a moderate CPU requirement.
- Layered Plating
- Passive module which increases armor hit points by a percentage. Not as effective as Energized Armor Layering, but has minimal fitting requirements.
- Armor Hardeners
- Active module which increases armor resistance a great deal while using capacitor.
- Variation: Reactive Armor Hardeners
- Active module that by default gives a small boost to all resistances, but as the ship takes damage, it adjusts the resistance bonuses to the type of incoming damage.
- Energized Plating
- Passive module which increases armor resistance a bit. Unlike Resistance Plating modules, these have a moderate CPU requirement.
- Resistance Plating
- Passive module which increases armor resistance a bit. Not as effective as Energized Plating, but has minimal fitting requirements.
Compare to armor rigs.
Capacitor
These modules will increase the recharge rate of your capacitor, but have downsides.
- Capacitor Flux Coils
- Passive module which increases capacitor recharge rate while decreasing total capacitor energy.
- Capacitor Power Relays
- Passive module which increases capacitor recharge rate while decreasing the amount of shield restored by shield boosters.
Note that while flux coils increase your capacitor recharge rate by slightly more than power relays, they also decrease your capacitor capacity, and capacitor recharge rate is tied to capacitor capacity. This means that overall flux coils actually increase your recharge rate by less than power relays. Only use flux coils if you're active shield tanking.
Compare to mid slot capacitor modules and engineering rigs
Damage supplements
These modules will improve turret and missile weapon systems.
- Ballastic Control Systems
- Passive module which increases damage and rate of fire of missile launchers.
- Gryostabilizers
- Passive module which increases damage and rate of fire of projectile turrets.
- Heat Sinks
- Passive module which increases damage and rate of fire of laser turrets.
- Magnetic Field Stabilizers
![Freighter Freighter](/uploads/1/2/5/1/125152126/547048847.jpg)
- Passive module which increases damage and rate of fire of hybrid turrets.
- Missile Guidance Enhancers
- Passive module which improves missile flight time, flight speed, explosion radius, and explosion velocity.
- Tracking Enhancers
- Passive module which improves the optimal range, accuracy falloff, and tracking speed of all types of turrets.
Compare to missile launcher and turret rigs, and mid slot damage application modules.
Drone supplements
These modules improve the performance of drones.
- Drone Damage Amplifier
- Passive module which increases damage done by drones.
- Omnidirectional Tracking Enhancer
- Passive module which improves the optimal range, accuracy falloff, and tracking speed for all drones. Also improves range, explosion radius and explosion velocity for fighters from carriers.
EWAR
These modules affect your ship's ECM abilities or decrease your susceptibility to ECM.
- Signal Amplifier
- Passive module which improves sensor strength, scan resolution, targeting range, and maximum number of locked targets.
- Signal Distortion Amplifier
- Passive module which increases ECM jam strength and range. Only affects targeting jammers, not burst jammers.
Eve Online Jump Freighter Guide
Fitting
These modules will help you extend your power grid or CPU.
- CPU Upgrades
- Passive module which increases CPU by a percentage.
- Auxiliary Power Controls
- Passive module which increases powergrid by a fixed amount.
- Power Diagnostic Systems
- Passive module which increases powergrid, capacitor recharge/capacity, and shield recharge/capacity by a small percent.
- Reactor Controls
- Passive module which increases powergrid by a percentage.
Auxiliary Power Controls are superior on frigates and destroyers, but any larger ship should use Reactor Controls or Power Diagnostic Systems. If only a little powergrid is needed, the extra bonuses to capacitor and shield recharge make Power Diagnostic Systems a fine choice.
Compare to engineering rigs.
Propulsion
These modules will increase your velocity and/or agility, or affect your warp drive.
- Inertial Stabilizers
- Passive module which increases agility while increasing signature radius.
- Nanofiber Internal Structures
- Passive module which increases agility and velocity while decreasing hull hit points.
- Overdrive Injectors
- Passive module which increases velocity while decreasing cargo space.
- Warp Accelerators
- Passive module which increases warp speed. No more than three of these modules can be fitted to one ship.
- Warp Core Stabilizers
- Passive module which increases warp core strength, making it more difficult to warp disrupt, while decreasing targeting range and scan resolution.
Injectors increase only velocity and reduce your ability to carry ammo, inertial stabilizers will increase your signature radius (and consequently your incurred damage) for a bit of agility. Nanofiber structures on the other hand, will provide both velocity and agility (very comparable to each individually) at the expense of structure. And honestly if you've reached a point where your structure is being hit, it doesn't matter how much you have.
For further discussion on speed modules refer to Stacking penalties. Compare to astronautic rigs.
Shield Tanking
These modules will increase the regeneration of shields, improving passive shield tanking.
- Shield Flux Coils
- Passive module which increases shield recharge while decreasing total shield hit points.
- Shield Power Relays
- Passive module which increases shield recharge while decreasing capacitor recharge.
Power relays are great for passive shield tanking on Minmatar ships, as projectile weapons require no capacitor. Flux coils will deliver less recharge than they state, because of their reduction of total shields (remember that recharge time is independent of shield capacity, so as shield capacity is reduced, so is shield recharge). So with that said, shield power relays are the way to go for a passive shield tank, but neither should be used for an active shield tank.
Compare to shield rigs.
Miscellaneous
These modules did not fit into the above categories.
- Expanded Cargoholds
- Passive module which increases cargo capacity at the expense of velocity.
- Damage Controls
- Passive module which greatly increases structure resistances as well as smaller increases to armor and shield resistances. Only one Damage Control module can be fit at a time.
- Reinforced Bulkheads
- Passive module which increases structure hit points by a percentage while decreasing cargo capacity and velocity. One of the few ways to increase a ship's hull tank.
- Mining Upgrades
- Passive module which increases mining laser yield while increasing CPU needs of mining lasers.
- Ice Harvester Upgrades
- Passive module which decreases ice harvester cycle time while increasing CPU needs of ice harvesters.
See also
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