Guide to combat sites

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Revision as of 20:17, 21 January 2017 by Laura Karpinski (talk | contribs) (Removing reference to Aldrat)
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This article should be cleaned up or improved.
The reason is:

General cleanup/updating on the "The Basics" section etc. would be welcome, but especially the Combat Anomalies/Static Complexes/Combat Signatures sections have long lists of detailed info on rat waves etc. that isn't necessarily relevant here. Maybe move each site's info to its own wiki article and provide links and at most short summaries here, or set up a table summarizing the sites somehow; see also e.g. http://wiki.eveuniversity.org/Cosmic_Anomalies#Combat_Sites and http://wiki.eveuniversity.org/Scanning:Scan_Results#Combat_Sites


This page covers some Angel Cartel combat anomalies and low-level combat signatures found via exploration that are doable by a new player. They should only require a scanning frigate and a combat frigate/destroyer to complete, and the combat anomalies can be found with just the onboard scanner that every ship has, instead of needing a scanning frigate with probes. Salvaging capabilities will also be very handy if you want to make some additional ISK. Once you get good at clearing sites you can make several million ISK per hour from basic sites.

Getting Started

Skills

Basic skill you will find useful (apart from normal combat skills) include:

The Basics

To sum up, the basic process is:

  1. Open the probe launcher window by clicking the radar icon next to your ships capacitor in space and selecting "probe scanner"
  2. There is now a list of cosmic anomalies, go ahead and warp to one of the green bars
  3. You will now enter a dead space pocket and a pre-defined waves of enemies will engage you, kill them.
  4. Once all the enemies are dead bookmark the location by pressing control+b.
  5. Then come back with a fitted salvager ship to loot all the wrecks.
  6. Repeat!
  7. With the loot either sell it or stockpile it.


Be careful when operating near trade hubs in hi-sec space due to war targets. Clearing K-space anomalies and signatures should be treated in the same way as missioning. Read tips for surviving during war time for more information.

Advantages:

  • You can start making a significant amount of ISK with only Astrometrics I and a good frigate, and more with a combat/salvaging destroyer.
  • There is no need to grind standing up for agents.
  • It can be more exciting to scan things down and do them rather than repeating the same missions over and over again.
  • There is a chance of a faction spawn that might drop really good/expensive loot.
  • For those basic sites, you don't really have to be worried about EWAR. Some frigates will target paint you, which should be taken care of, but there won't be any warp scrambling frigates to worry about.

Disadvantages:

  • Faction spawns in some of the simplest sites will probably not drop very expensive loot.
  • You have competition - not a lot with the cosmic anomalies, but it gets worse on looting sites (magnetometric/radar) or on combat sites that have to be scanned down. In missions you get your own deadspace pocket (although you can be scanned down in it).
  • To be somewhat effective you should be a few jumps away from the Uni HQ, to reduce the competition from other Unistas, which will reduce your ability to quickly join up with PvP fleets if you want to.
  • After a while, the sites do tend to get repetitive, sometimes as much as missioning.
  • Missions are much more profitable while you stay in hisec.

Escalations

Sometimes, completing an exploration site will create an escalation. These are like followup missions and usually have a chance to happen if you kill a faction spawn at the end of a site. Sometimes escalations have escalations; the extra escalations usually have a much higher chance to happen than the first. You'll know if you have an escalation by getting a popup window and an entry in the "Expeditions" tab of your journal.

You'll generally only have 24 hours or so to complete an escalation. When you warp to an escalation site, make sure to make a bookmark, since the bookmark in your journal only marks the system you need to travel to.

Fittings

Old fittings can be found on the talk page for the article

Basic scanner
Heron: Basic scanner
EFT
[Heron, Basic scanner]
Core Probe Launcher I, Core Scanner Probe I

Relic Analyzer I
Data Analyzer I
5MN Cold-Gas Enduring Microwarpdrive

Warp Core Stabilizer I
Warp Core Stabilizer I



Core Scanner Probe I x1

Fitting template high slot label.png
icon?size=64&.png
Icon hi slot.png
Icon hi slot.png
Fitting template mid slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Icon mid slot.png
Icon mid slot.png
Fitting template low slots label.png
icon?size=64&.png
icon?size=64&.png
Fitting template subsystem slots label.png
Fitting template drone slots label.png
Icon fit drone.png
Fitting template drone slots label.png
Fitting template charge slots label.png
icon?size=64&.png
Fitting template rig slots label.png
Icon rigs.png
Icon rigs.png
Icon rigs.png
FITTING DIFFICULTY
EVE VERSION
YC118 1.0
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
Basic scanner
Magnate: Basic scanner
EFT
[Magnate, Basic scanner]
Core Probe Launcher I, Core Scanner Probe I

Relic Analyzer I
Data Analyzer I
5MN Cold-Gas Enduring Microwarpdrive

Warp Core Stabilizer I
Warp Core Stabilizer I
Type-D Restrained Nanofiber Structure
Type-D Restrained Nanofiber Structure



Core Scanner Probe I x1

Fitting template high slot label.png
icon?size=64&.png
Icon hi slot.png
Icon hi slot.png
Fitting template mid slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template low slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template subsystem slots label.png
Fitting template drone slots label.png
Icon fit drone.png
Fitting template drone slots label.png
Fitting template charge slots label.png
icon?size=64&.png
Fitting template rig slots label.png
Icon rigs.png
Icon rigs.png
Icon rigs.png
FITTING DIFFICULTY
EVE VERSION
YC118 1.0
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
Basic scanner
Imicus: Basic scanner
EFT
[Imicus, Basic scanner]
Core Probe Launcher I, Core Scanner Probe I

Relic Analyzer I
Data Analyzer I
5MN Cold-Gas Enduring Microwarpdrive

Warp Core Stabilizer I
Warp Core Stabilizer I
Type-D Restrained Nanofiber Structure



Core Scanner Probe I x1

Fitting template high slot label.png
icon?size=64&.png
Icon hi slot.png
Icon hi slot.png
Fitting template mid slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Icon mid slot.png
Fitting template low slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template subsystem slots label.png
Fitting template drone slots label.png
Icon fit drone.png
Fitting template drone slots label.png
Fitting template charge slots label.png
icon?size=64&.png
Fitting template rig slots label.png
Icon rigs.png
Icon rigs.png
Icon rigs.png
FITTING DIFFICULTY
EVE VERSION
YC118 1.0
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES


Cosmic Anomalies

Cosmic anomalies are the first type of exploration site, they appear automatically in the ship scanner whenever you enter a system. Cosmic anomalies come in a few varieties; this article deals only with the basic Combat Sites, see Cosmic Anomalies for a fuller listing.

Once a Combat Anomaly has been completed it will disappear after you warp out, so make sure to bookmark the wrecks if you want to salvage them later. Ore sites will despawn when all asteroids have been depleted, or after an internal timer expires.

Angel Burrow

Spawns frigates only, similar to hisec belt rats.

Angel Hideaway

Spawns frigates only. Single Pocket with initial spawn followed by 3 waves. Faction Frigate on the last wave.

Angel Refuge

Spawns frigates and destroyers, a little more tricky than some of the other anomalies here. Kiting missile frigates are common. Types and numbers may vary.

Angel Den

Spawns frigates, destroyers and cruisers

Static Complexes

Static Complexes are beacons in space, linked to a deadspace encounter, that are always present and don't despawn when completed. The beacons are visible on the overview and the solar system map. There is a nearby Angel complex in Hardbako called 'Angel Creo-Corp Mining'. It will not allow cruisers or larger ships through the first acceleration gate, so it is ideal for a new combat pilot. Each gate after that requires a key that is dropped from a guarded structure:

  • Deadspace Syncronization HQ for second room key
  • CreoCorp Main Factory for third room key

Note that you can only salvage the first room if you come back in a salvager, since you need the keys to progress.

Room 1 - Spawns frigates and destroyers (open for ships up to destroyer). Most groups aggro on aggression or approach.

Initial aggro:

  • 5x thug
  • 1x hijacker


Aggro after first group killed:

  • 2x hijacker


  • 1x hijacker
  • 2x outlaw
  • 1x ruffian
  • 4x thug


  • 3x thug
  • 2x outlaw


  • 1x nomad
  • 1x thug


  • 2x thug
  • 1x ruffian
  • 3x sentry stations (Aggro to protect the HQ)


  • Deadspace Syncronization HQ (for key)


Room 2 - Spawns frigates, destroyers and cruisers. Most groups aggro on aggression or approach.
Initial aggro:

  • 1x hijacker
  • 2x nomad
  • 1x outlaw
  • 1x rogue
  • 1x ruffian


  • 1x outlaw
  • 1x thug
  • 1x depredator


  • 4x hijacker
  • 3x outlaw
  • 4x rogue
  • 1x ruffian
  • 5x thug


  • 3x sentries


  • CreoCorp Main Factory for key


Room 3 - Spawns frigates and destroyers.

  • 2x rogue
  • 1x ruffian


  • 10x hijacker
  • 4x nomad
  • 4x outlaw
  • 2x rogue
  • 2x ruffian
  • 3x thug
  • 1x predator


  • 3x hijackers
  • 6x sentries


  • Deadspace Control Station

Cosmic Signatures

Cosmic Signatures are more advanced exploration sites that need to be scanned down with probes. Check Uniwiki for more details on specific site details.


Angel Hideout

Spawns frigates and cruisers: gate allows frigates and destroyers.

First Room

  • 4 thug (Aggro on warpin, rest spawns every few seconds)
  • 2 hunter
  • 1 defiler
  • 3 nomad
  • 2 impaler
  • 1 defeater (web)

Second Room

  • 1 hunter
  • 2 impaler
  • 2 nomad
  • 3 raider
  • 3 defeater
  • 2 marauder

Some aggro on warpin, rest spawns soon after

Drug Lab (triggers after 25% shield or so)
4 frigates (do always spawn, last is trigger)

faction frigate (does not always spawn)

There is another type of spawn for this: the spawns aren't much different, only more scattered around (50km+). The cruisers hit harder this time but since they are all at distance they will take some time to get to you.

Angel Lookout

Spawns frigates, elite frigates and destroyers: gate is open for frigates to battleships.
Although this gate is open for battleships, the site is easily completable in a destroyer.

First Room

  • 1x angel light missile battery
  • 3x gistii hunter
  • 1x gistii outlaw
  • 4x gistii thug
  • 1x gistor defacer
  • 5x shatterer

- five didnt aggro on warpin (2x thug, 1x outlaw, 2x shatterer)
- no need to warpout in first room with a little kiting
- no spawns, no webbers, no scramblers

Second Room

  • 1x shatterer
  • 2x haunter
  • 1x defiler (AGGRO on warpin)
  • 4x thug
  • 3x shatterer
  • 3x ambusher
  • 1x ruffian (Aggro on shooting group 2)
  • 3x ruffian
  • 1x impaler
  • 2x arch gistii nomad


Angel control center: no loot