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Sentry turrets are bugged like in Standard Sleeper Caches. This is a helpful tip that may help tanks that may break under sentry turret DPS survive. Additionally, can confirm the middle rejuv. battery will not work in the archive. |
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A successful hack also has the opportunity to spawn a Pristine Storage Depot nearby. You may hack it and loot it. Otherwise it shows up later once the Cerebrum is fired up. | A successful hack also has the opportunity to spawn a Pristine Storage Depot nearby. You may hack it and loot it. Otherwise it shows up later once the Cerebrum is fired up. | ||
The Sentry Towers may spawn after three triggers: 1) Any failed hack; 2) Any successful hack; or 3) About 30 seconds after activation of the Cerebrum. Two messages in Local indicate their spawn: "Your actions have activated the defense system in the area!" or "The archive workers have ejected a functional sentry gun into space!" They can be shot with sentries or other guns. They have a 40m signature radius. | The Sentry Towers may spawn after three triggers: 1) Any failed hack; 2) Any successful hack; or 3) About 30 seconds after activation of the Cerebrum. Two messages in Local indicate their spawn: "Your actions have activated the defense system in the area!" or "The archive workers have ejected a functional sentry gun into space!" They can be shot with sentries or other guns. They have a 40m signature radius. Notice: It's worth noting that the archive sentry turrets are bugged, and will lock on + engage cans if they lose their lock on you. As such, it may be worth running the Augmentation Unit to impair them, fail a hack on the cerebrum cans, spawn the turrets, then warp out + warp in. They will most likely appear during the shockwave portion anyways, so it's best to break them now to avoid damage later. However, this could be patched at any time, so only do this as a last resort. This does not apply to Sentries on Duty. | ||
Proceed on to hacking the Cerebrum Maintenance Chambers. Each functions like a normal data or relic site object: it must be hacked first before it can be opened. Three Cerebrum Oscillation Fluid objects are needed to activate the Central Archive Cerebrum; other items like the Self-Regulating Machine Gears and what not are just scrap. Hack enough Cerebrum Maintenance Chambers to get the items required: | Proceed on to hacking the Cerebrum Maintenance Chambers. Each functions like a normal data or relic site object: it must be hacked first before it can be opened. Three Cerebrum Oscillation Fluid objects are needed to activate the Central Archive Cerebrum; other items like the Self-Regulating Machine Gears and what not are just scrap. Hack enough Cerebrum Maintenance Chambers to get the items required: | ||
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Let's talk about the Tengu. Running a fit as shown for the Archive, it was perfectly fine without any implants or drugs. Adding High-Grade Crystals meant it was pretty much harder repping but it couldn't rep up against the incoming damage. Only with a Blue Pill and an overloaded shield booster would it face-tank it hard enough (around 4500 EHP/sec). The Large Shield Extender is mandatory because without it, the incoming DPS will overcome the repping power: the incoming damage is simply too strong just ignore buffer. The extra capacity is insurance against back-to-back Colossals and Colossals stacked with double massives. Triple Massives aren't that common but they do happen - not to mention the possible presence of Sentry Towers '''and''' any damage from Smoldering Archive Ruins. | Let's talk about the Tengu. Running a fit as shown for the Archive, it was perfectly fine without any implants or drugs. Adding High-Grade Crystals meant it was pretty much harder repping but it couldn't rep up against the incoming damage. Only with a Blue Pill and an overloaded shield booster would it face-tank it hard enough (around 4500 EHP/sec). The Large Shield Extender is mandatory because without it, the incoming DPS will overcome the repping power: the incoming damage is simply too strong just ignore buffer. The extra capacity is insurance against back-to-back Colossals and Colossals stacked with double massives. Triple Massives aren't that common but they do happen - not to mention the possible presence of Sentry Towers '''and''' any damage from Smoldering Archive Ruins. | ||
Some pilots like to dance between the trio of Rejuvenation Batteries (which only work once for 90 seconds each, and I've had one fail to function) using an overtanked ship like a Stratios with loads of buffer. I tested this with an overtanked Prophecy and it was able to handle 2 Colossal shockwaves but was on a very thin rope doing it. The problem is just not enough time and the lack of a hacking bonus makes it difficult to blitz through the hard hacks under the 90 second limit. So it is possible but it's just very difficult. | Some pilots like to dance between the trio of Rejuvenation Batteries (which only work once for 90 seconds each, and I've had one fail to function. Note: It's been years since this page was written, and this is still a bug. The middle battery will usually fail, do not rely on it to tank.) using an overtanked ship like a Stratios with loads of buffer. I tested this with an overtanked Prophecy and it was able to handle 2 Colossal shockwaves but was on a very thin rope doing it. The problem is just not enough time and the lack of a hacking bonus makes it difficult to blitz through the hard hacks under the 90 second limit. So it is possible but it's just very difficult. | ||
Other options: Rainbow X-Type armor dual rep Nestor (or shield tank), regen Rattlesnake, regen Eagle. | Other options: Rainbow X-Type armor dual rep Nestor (or shield tank), regen Rattlesnake, regen Eagle. | ||