![]() A cycle of afterburner can also help to enter warp faster. But sometimes also an afterburner so that they can crash gate in case they get scrammed. This is especially popular when using drifter wormholes as shortcuts. But you also have to make sure that you actually turn them on and overheat them.ĭSTs are able to fit Micro Jump Drive. The DSTs' bonus to overheating resistance modules (shield and armor hardeners) helps to fit a strong buffer tank. In highsec, you might rather go down a buffer tank route so you are simply not worth to suicide gank. Still if you don't need nulli, you might want to fit a burst jammer to shake off tackle in case you get caught. Note that burst jammers disable nullification. Interdiction nullification modules are very useful if you want to take it to space where bubbles are allowed (i.e. Warp core stabs work especially well on DSTs due to their already increased warp core strength. You either have to heat the MWD or improve your align time through fittings. Safety can be achieved by being tanky or slippery.ĭSTs struggle with the MWD + cloak trick due to their long align time. The other important aspects are travel speed and safety. Thus an important fitting aspect for hauling ships is already taken out of the equation. This probably won't work against a determined and well-prepared gatecamp, and using a deep space transport indicates to all and sundry that you have cargo you want to protect, so you should think carefully before deploying one.Īs already mentioned, you cannot increase the DSTs' fleet hangar's capacity through fitting. Where blockade runners are meant to rely on speed and stealth to slip by the enemy, deep space transports are designed to bust their way through the enemy, relying on their warp strength and tanking abilities to escape. Further they can fit an Interdiction nullifier. They also have a role bonus of +2 warp strength: this means they can't be tackled by just one warp disruptor or non-faction warp scrambler, though they can still be caught by bubbles, gangs of tacklers, or HICs. Finally, they get a role bonus of 100% to overheating benefits of Afterburners, Microwarpdrives, Local Repair Modules, and Resistance Modules. At the same time, a fleet hangar can carry all sorts of cargo including assembled ships and you can also open it up to fleet and corp members.įurther, DSTs have bonuses to active tanking, either shield resistances or armor resistances, helping them to fit substantial tanks. Note that, fleet hangars are not affected by modules such as expanded cargoholds or rigs such as cargohold optimization. For that they have a fleet hangar with a base capacity of 50k m 3 which goes up to 62.5k with Transport Ships trained to five. As such, they are meant to haul relatively bulky goods. Deep Space Transports ( DST) are the Tech 2 variants of bulk transports a subgroup of the T1 haulers.
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