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#Come back and salvage everything - Keep in mind that wrecks will last for a maximum of 2 hours. | #Come back and salvage everything - Keep in mind that wrecks will last for a maximum of 2 hours. | ||
#Repeat! | #Repeat! | ||
#Have an industrial or hauler alt ship the loot and salvage to the nearest trade hub. | |||
Please note that there are [[SOP|specific rules]] against most exploration activities while a [[War|wardec]] is active. Clearing [[K-space]] anomalies and signatures is forbidden, as is scanning on an in-corp alt in most cases. Specifically encouraged, however, is scanning for wormholes on an out-of-corp alt and then clearing anomalies inside the wormhole, since this generally requires a good-sized fleet that is ready for PvP and has scouting abilities. | Please note that there are [[SOP|specific rules]] against most exploration activities while a [[War|wardec]] is active. Clearing [[K-space]] anomalies and signatures is forbidden, as is scanning on an in-corp alt in most cases. Specifically encouraged, however, is scanning for wormholes on an out-of-corp alt and then clearing anomalies inside the wormhole, since this generally requires a good-sized fleet that is ready for PvP and has scouting abilities. | ||
Advantages: | |||
* You can start making a significant amount of ISK with only Astrometrics 1 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. | |||
==Example Ship Fits== | ==Example Ship Fits== | ||
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===Angel Burrow=== | ===Angel Burrow=== | ||
Spawns frigates only. | Spawns frigates only, similar to hisec belt rats. | ||
New ships spawn as they get destroyed:<br/> | |||
At start: | |||
*1x Angel Hijacker | |||
*3x Angel Thug | |||
Waves: | |||
*1x Angel Ambusher | |||
*4x Angel Hijacker | |||
*1x Angel Raider | |||
(actual number and type of ships may vary slightly) | |||
===Angel Den=== | ===Angel Den=== | ||
Spawns frigates and cruisers - thanks to Lir O´Trog for the data (cleared with a cruiser). | Spawns frigates and cruisers - thanks to Lir O´Trog for the data (cleared with a cruiser). | ||
*2x Heavy Missile Installation (These will trigger more ships) | |||
*6x Gistii Hunter | |||
*3x Gistior Defacer (Destroyer) | |||
*2x Gistior Defiler (Destroyer) | |||
*3x Gistior Shatterer (Destroyer) | |||
*3x Gistior Trasher (Destroyer) | |||
*2x Gistium Breaker (Cruiser) | |||
*3x Gistium Crusher (Cruiser) | |||
*2x Gistium Depredator (Cruiser) | |||
*2x Gistium Predator (Cruiser) | |||
===Angel Folorn Hideaway=== | ===Angel Folorn Hideaway=== | ||
Spawns frigates and cruisers. | Spawns frigates and cruisers. | ||
4x | Waves: | ||
1x | *4x Gistii Ruffian | ||
*1x Gistii Nomad | |||
3x | <br/> | ||
1x | *3x Gistii Nomad | ||
1x | *1x Gistii Ruffian | ||
*1x Gistium Predator (Cruiser) | |||
<br/> | |||
*2x Gistior Shatterer (Destroyer) | |||
*2x Gistium Depredator (Cruiser) | |||
*1x Gistium Predator (Cruiser) | |||
<br/> | |||
*3x Gistium Depredator (Cruiser) | |||
*2x Gistium Predator (Cruiser) | |||
Strategy: Orbit the cruisers at 500m with an afterburner on and they wont hit you at all, so kill them last. With the third group, approach the two destroyers, kill them quickly, and get back to orbit. This shouldn't be too challenging. | |||
===Angel Forsaken Hideaway=== | ===Angel Forsaken Hideaway=== | ||
Spawns frigates, elite frigates and destroyers - some information missing. | |||
*3x Gistii Raider | |||
*2x Gistior Seizer (Destroyer) | |||
<br/> | |||
*3x Gistior Trasher (Destroyer) | |||
*2x Arch Gistii Hunter (Elite frigate) | |||
<br/> | |||
*4x Gistii Hunter | |||
*4x Gistior Trasher (Destroyer) | |||
<br/> | |||
*4x Gistior Seizer (Destroyer) | |||
*4x Arch Gistii Impaler (Elite frigate) | |||
===Angel Hidden Hideaway=== | ===Angel Hidden Hideaway=== | ||
Spawns frigates and cruisers. | |||
*7x Gistii Outlaw | |||
*1x Gistum Predator (Cruiser) | |||
*1x Angel Sentry Gun | |||
Killing the ships spawns: | |||
spawns | *3 Gistior Defiler (Destroyer) | ||
<br/> | |||
*2 Gistum Depredator (Cruiser) | |||
Killing the sentry spawns: | |||
*3 Gistii Hijacker | |||
3 | *2 Gistum Depredator (Cruiser) | ||
2 | |||
After that there are a few more waves: | |||
*4 Gistii Hijacker | |||
*1 Gistior Haunter (Destroyer) | |||
<br/> | |||
*4 Gistii Rogue | |||
*2 Gistum Depredator (Cruiser) | |||
===Angel Hideaway=== | |||
Spawns frigates only. Single Pocket with initial spawn followed by 3 waves (number and type may vary). Possible Dominion spawn after last wave. | |||
*2x Gistii Hijacker | |||
*2x Gistii Outlaw | |||
*3x Gistii Hijacker | |||
*2x Gistii Ambusher | |||
Structures: no loot<br/> | |||
Asteroids: 11 Veldspar | |||
===Angel Refuge=== | ===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. | |||
missile | |||
*3x Gistii Thug (trigger for group 2) | |||
*1x Angel Light Missile Battery | |||
<br> | |||
*2x Gistii Ruffian | |||
<br> | |||
*1x Gistii Ambusher | |||
*1x Gistior Haunter | |||
<br> | |||
*3x Gistii Hunter | |||
*3x Gistior Shatterer | |||
<br> | |||
*2x Gistii Raider | |||
*2x Gistior Defiler | |||
You may have to warp out around the fifth wave in some cases, but there isn't any warp disruption to worry about so this shouldn't be too much of a problem. | |||
==Static Complexes== | ==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 is ideal for a new combat pilot. Each gate after that requires a key that is dropped from a guarded structure: | 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 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 | |||
<br> | |||
Aggro after first group killed: | |||
*2x hijacker | |||
<br> | |||
*1x hijacker | |||
*2x outlaw | |||
*1x ruffian | |||
*4x thug | |||
<br> | |||
*3x thug | |||
*2x outlaw | |||
<br> | |||
*1x nomad | |||
*1x thug | |||
<br> | |||
*2x thug | |||
*1x ruffian | |||
*3x sentry stations (Aggro to protect the HQ) | |||
<br/> | |||
*Deadspace Syncronization HQ (for key) | |||
'''Room 2''' - Spawns frigates, destroyers and cruisers. Most groups aggro on aggression or approach. | |||
<br/> | |||
Initial aggro: | |||
*1x hijacker | |||
*2x nomad | |||
*1x outlaw | |||
*1x rogue | |||
*1x ruffian | |||
<br/> | |||
*1x outlaw | |||
*1x thug | |||
*1x depredator | |||
<br/> | |||
*4x hijacker | |||
*3x outlaw | |||
*4x rogue | |||
*1x ruffian | |||
*5x thug | |||
<br/> | |||
*3x sentries | |||
<br/> | |||
*CreoCorp Main Factory for key | |||
- | '''Room 3''' - Spawns frigates and destroyers. | ||
*2x rogue | |||
*1x ruffian | |||
<br/> | |||
*10x hijacker | |||
*4x nomad | |||
*4x outlaw | |||
*2x rogue | |||
*2x ruffian | |||
*3x thug | |||
*1x predator | |||
<br/> | |||
*3x hijackers | |||
*6x sentries | |||
<br/> | |||
*Deadspace Control Station | |||
==Cosmic Signatures== | ==Cosmic Signatures== | ||
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Spawns frigates and cruisers: gate allows frigates and destroyers. | Spawns frigates and cruisers: gate allows frigates and destroyers. | ||
''' | '''First Room''' | ||
4 thug (Aggro on warpin, rest spawns every few seconds)<br/> | *4 thug (Aggro on warpin, rest spawns every few seconds)<br/> | ||
2 hunter<br/> | *2 hunter<br/> | ||
1 defiler<br/> | *1 defiler<br/> | ||
3 nomad<br/> | *3 nomad<br/> | ||
2 impaler<br/> | *2 impaler<br/> | ||
1 defeater (web)<br/> | *1 defeater (web)<br/> | ||
''' | '''Second Room''' | ||
1 hunter<br/> | *1 hunter<br/> | ||
2 impaler<br/> | *2 impaler<br/> | ||
2 nomad<br/> | *2 nomad<br/> | ||
3 raider<br/> | *3 raider<br/> | ||
3 defeater<br/> | *3 defeater<br/> | ||
2 marauder<br/> | *2 marauder<br/> | ||
Some aggro on warpin, rest spawns soon after<br/> | Some aggro on warpin, rest spawns soon after<br/> | ||
<br/> | |||
Drug Lab (triggers after 25% shield or so)<br/> | Drug Lab (triggers after 25% shield or so)<br/> | ||
4 frigates (do always spawn, last is trigger)<br/> | 4 frigates (do always spawn, last is trigger)<br/> | ||
<br/> | |||
faction frigate (does not always spawn)<br/> | faction frigate (does not always spawn)<br/> | ||
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Although this gate is open for battleships, the site is easily completable in a destroyer. | 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 ( | - five didnt aggro on warpin (2x thug, 1x outlaw, 2x shatterer)<br/> | ||
- no need to warpout in first room with a little kiting<br/> | - no need to warpout in first room with a little kiting<br/> | ||
- no spawns, no webbers, no scramblers<br/> | - no spawns, no webbers, no scramblers<br/> | ||
''' | '''Second Room''' | ||
*1x shatterer | |||
*2x haunter | |||
*1x defiler (AGGRO on warpin) | |||
<br/> | |||
*4x thug | |||
<br/> | |||
*3x shatterer | |||
*3x ambusher | |||
*1x ruffian (Aggro on shooting group 2) | |||
<br/> | |||
*3x ruffian | |||
*1x impaler | |||
<br/> | |||
*2x arch gistii nomad | |||
<br/> | |||
Angel control center: no loot | |||
[[Category:Guides]] | [[Category:Guides]] | ||
[[Category:Exploration]] | [[Category:Exploration]] | ||