Difference between revisions of "Jakela Plantation"

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==Site info==
 
==Site info==
You will face Amarr forces with lasor guns. A reconfiguration of the hardeners to resists EM and thermal damage might be a good idea. The damage output is high, a Drake can get in trouble, at least in the second pocket. The NPCs in the COMPLEX tend to drop poor loot - only ammunition, drones and booster charges. There are some exceptions, though. Many NPCs have bountys, but not all of them.
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You will face Amarr forces with laser guns. A reconfiguration of the hardeners to resists EM and thermal damage might be a good idea. The damage output is high, a Drake can get in trouble, at least in the second pocket. The NPCs in the COMPLEX tend to drop poor loot - only ammunition, drones, and booster charges. There are some exceptions, though. Many NPCs have bounties, but not all of them.
  
 
===Rekker's Security Station===
 
===Rekker's Security Station===
 
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Needs a Hacker ID Slice to enter which is not consumed in the process. You will face Amarr frigates and cruisers organised in 3 packs. The side groups can be pulled alone, the middle group aggroes the whole room. Received damage is mediocre compared to the next pocjet, but can be dangerous to not properly tanked ships. Kurzum Wingman frigate scram and web your ship, kill them first if possible. One named NPC drops a keycard needed for a COSMOS agent mission. The next gate 84 km from the warp-in point is locked until all NPC ships in the pocket are destroyed.
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Needs a Hacker ID Slice to enter which is not consumed in the process. You will face Amarr frigates and cruisers organised in 3 packs. The side groups can be pulled alone, the middle group aggroes the whole room. Received damage is mediocre compared to the next pocket, but can be dangerous to not properly tanked ships. Kurzum Wingman frigate scram and web your ship, kill them first if possible. One named NPC drops a keycard needed for a COSMOS agent mission. The next gate 84 km from the warp-in point is locked until all NPC ships in the pocket are destroyed.
  
 
{{NPCTableHead|}}
 
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===The Prayer Point===
 
===The Prayer Point===
 
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Sentrys, cruisers and battleships with autoaggro on warp-in. You will land directly in their midth. The damage output is dangerous, even for a Drake, but at least no scrammin NPC ships in the pocket. The next gate is only 5 km away but is locked as long as there are still NPCs in the pocket. Additionally, you need a Imperial Navy general Insignia II to activate it, which is consumed on useage. No special NPCs or Structures in the pocket.  
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Sentrys, cruisers, and battleships with autoaggro on warp-in. You will land directly in their midth. The damage output is dangerous, even for a Drake, but at least no scramming NPC ships in the pocket. The next gate is only 5 km away but is locked as long as there are still NPCs in the pocket. Additionally, you need an Imperial Navy general Insignia II to activate it, which is consumed on usage. No special NPCs or Structures in the pocket.  
  
 
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{{NPCTableHead|}}
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===The Plantation ===
 
===The Plantation ===
 
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Battleships and cruisers with low respawns. The ships have no bountys and you get Amarr standing hits for killing them. Battleships drop modules, cruiser not. All of them drop Imperial Navy Insignias. Given the fact, the NPCs have very short respawn timers, it is a good place to farm these insignias, but nothing else here is worth your time.
+
Battleships and cruisers with low respawns. The ships have no bounties and you get Amarr standing hits for killing them. Battleships drop modules, cruisers do not. All of them drop Imperial Navy Insignias. Given the fact, the NPCs have very short respawn timers, it is a good place to farm these insignias, but nothing else here is worth your time.
  
 
[[Category:COSMOS sites]]
 
[[Category:COSMOS sites]]

Latest revision as of 04:52, 8 June 2023

Site Details
Jakela Plantation
Type COSMOS site
Rating DED 5/10
Found in Hjoramold
Max ship size Battleship
Pirate faction Amarr
Damage to deal Electromagnetic damage EM
Thermal damage Th
Damage to
Resist
Electromagnetic damage EM
Thermal damage Th
Sig. Strength Signature

Jakela Plantation is a static COSMOS deadspace complex found in Hjoramold system. This COMPLEX has no beacon and has to be scanned down with probes. To top it, you also need a Hacker ID Slice to use the first acceleration gate and an Imperial Navy General Insignia II to use the third gate.

Site info

You will face Amarr forces with laser guns. A reconfiguration of the hardeners to resists EM and thermal damage might be a good idea. The damage output is high, a Drake can get in trouble, at least in the second pocket. The NPCs in the COMPLEX tend to drop poor loot - only ammunition, drones, and booster charges. There are some exceptions, though. Many NPCs have bounties, but not all of them.

Rekker's Security Station


Needs a Hacker ID Slice to enter which is not consumed in the process. You will face Amarr frigates and cruisers organised in 3 packs. The side groups can be pulled alone, the middle group aggroes the whole room. Received damage is mediocre compared to the next pocket, but can be dangerous to not properly tanked ships. Kurzum Wingman frigate scram and web your ship, kill them first if possible. One named NPC drops a keycard needed for a COSMOS agent mission. The next gate 84 km from the warp-in point is locked until all NPC ships in the pocket are destroyed.


WD EWAR L


Frigate 3 x Frigate Kurzor Wingman
Elite Frigate 6 x Elite Frigate Kurzon Elite Fighter
Cruiser 8 x Cruiser Kurzpm Legionnaire
Cruiser 1 x Cruiser Rekker Malkun Drops Rekker's Keycard


Structures
WD EWAR L


Acceleration Gate 1 x Gate to The Prayer Poin Locked until room is cleared

The Prayer Point


Sentrys, cruisers, and battleships with autoaggro on warp-in. You will land directly in their midth. The damage output is dangerous, even for a Drake, but at least no scramming NPC ships in the pocket. The next gate is only 5 km away but is locked as long as there are still NPCs in the pocket. Additionally, you need an Imperial Navy general Insignia II to activate it, which is consumed on usage. No special NPCs or Structures in the pocket.


WD EWAR L


Cruiser 5 x Cruiser Kurzpm Enforcer
Battleship 3 x Battleship Kurzon Destroyer
Sentry 2 x Sentry Amarr Sentry Gun


Structures
WD EWAR L


Acceleration Gate 1 x Gate to The Plantation Consumes one Imperial Navy general Insignia II

The Plantation


Battleships and cruisers with low respawns. The ships have no bounties and you get Amarr standing hits for killing them. Battleships drop modules, cruisers do not. All of them drop Imperial Navy Insignias. Given the fact, the NPCs have very short respawn timers, it is a good place to farm these insignias, but nothing else here is worth your time.