Difference between revisions of "Superior Sleeper Cache"
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{{main|Sleeper Cache}} | {{main|Sleeper Cache}} | ||
− | The '''Superior Sleeper Cache''' is a [[Cosmic Signature]] that can be found in known space using core scanner probes. The Superior Sleeper Cache is the most difficult of the Sleeper Cache sites | + | The '''Superior Sleeper Cache''' is a [[Cosmic Signature]] that can be found in known space using core scanner probes. The Superior Sleeper Cache is the most difficult of the Sleeper Cache sites and is a rather challenging site to complete thoroughly. Pilots will be risking their ship when trying this or any other Sleeper Cache - but an experienced pilot will find the site worthwhile to complete. |
All Sleeper Caches require both Data and Relic Analyzers. All ships except Capital ships can enter the site. Using the preset pinpoint formation, the minimum probe strength to scan down the site is 104 (Scanning difficulty of Level V). | All Sleeper Caches require both Data and Relic Analyzers. All ships except Capital ships can enter the site. Using the preset pinpoint formation, the minimum probe strength to scan down the site is 104 (Scanning difficulty of Level V). | ||
− | Those adventurers who are unfamiliar with the basic concept and principles of these sites should read through this [https://wiki.eveuniversity.org/3P38_Sleeper_Nexus#Sleeper_Caches:_A_Preamble basic Preamble] to get up to speed first. It should be pointed out that downtime does affect the site noticeably -- some containers will have to be re-hacked, and Intravenous Oscillation Fluid may have to be sourced from somewhere | + | Those adventurers who are unfamiliar with the basic concept and principles of these sites should read through this [https://wiki.eveuniversity.org/3P38_Sleeper_Nexus#Sleeper_Caches:_A_Preamble basic Preamble] to get up to speed first. It should be pointed out that downtime does affect the site noticeably -- some containers will have to be re-hacked, and Intravenous Oscillation Fluid may have to be sourced from somewhere because previously hacked containers of it will be empty. |
{{tocright}} | {{tocright}} | ||
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'''Phase 2:''' Solray Power Plant<br /> | '''Phase 2:''' Solray Power Plant<br /> | ||
5. Hack the Solray Observational Unit.<br /> | 5. Hack the Solray Observational Unit.<br /> | ||
− | 6. Open container, and observe the "disc" it grants you. It can either be Infrared, Gamma or | + | 6. Open container, and observe the "disc" it grants you. It can either be Infrared, Gamma or Radio.<br /> |
− | 7. There are three containers in this room. Place the "disc" into the container which matches the name of the disc. This will align the Solray Power Terminal, which considerably reduces the damage it deals.<br /> | + | 7. There are three containers in this room. If needed you can take the Spatial Rift to warp to the Radio Container. Place the "disc" into the container which matches the name of the disc. This will align the Solray Power Terminal, which considerably reduces the damage it deals.<br /> |
8. Approach the container in between the two rifts near the Solray Observational Unit. Drop your Mobile Depot there. Hack the Storage Depot and loot it.<br /> | 8. Approach the container in between the two rifts near the Solray Observational Unit. Drop your Mobile Depot there. Hack the Storage Depot and loot it.<br /> | ||
9. Refit to your capacitor stable local repairer fit.<br /> | 9. Refit to your capacitor stable local repairer fit.<br /> | ||
10. Approach the Solray Power Terminal and hack all containers. You may cargo scan them first while the Mobile Depot is up if you wish to skip unworthy containers.<br /> | 10. Approach the Solray Power Terminal and hack all containers. You may cargo scan them first while the Mobile Depot is up if you wish to skip unworthy containers.<br /> | ||
11. Refit back to your generic fit, making sure to bring a Microwarpdrive. Drop all loot and unneeded modules in the Mobile Depot and bookmark it.<br /> | 11. Refit back to your generic fit, making sure to bring a Microwarpdrive. Drop all loot and unneeded modules in the Mobile Depot and bookmark it.<br /> | ||
− | 12. If you're in a frigate or cruiser that has less than 70,000 EHP of omni-resists, consider skipping Phase 3 and | + | 12. If you're in a frigate or cruiser that has less than 70,000 EHP of omni-resists, consider skipping Phase 3 and proceeding to Phase 4, as failure in that stage will cause you to lose your ship. Take the Spatial Rift near the Gamma Ray container into the Turret Room.<br /> |
<br /> | <br /> | ||
'''Phase 3:''' Mine Room<br /> | '''Phase 3:''' Mine Room<br /> | ||
− | 13. Hack the Remote Reroute Unit.<br /> | + | 13. Hack the Remote Reroute Unit. (If the hack failed, do not take the closest rift, as it will instead take you to the middle of the turret room which activates all of the turrets resulting in instant death for frigates)<br /> |
− | 14. Take the Rift nearby to head back to the Rift near the Solray Observational Unit. Take the rift near that object (the Infrared Alignment Unit container is nearby). You may incur some damage upon entering | + | 14. Take the Rift nearby to head back to the Rift near the Solray Observational Unit. Take the rift near that object (the Infrared Alignment Unit container is nearby). You may incur some damage upon entering but it should be manageable.<br /> |
15. Move around a bit in the same direction slowly (no MWD) until a Remote Defense Grid Unit spawns. Hack it.<br /> | 15. Move around a bit in the same direction slowly (no MWD) until a Remote Defense Grid Unit spawns. Hack it.<br /> | ||
− | 16. If successful, hack the nearby Storage Depots.<br /> | + | 16. If successful, hack the nearby Storage Depots. (Mine killzone radius is 10km)<br /> |
17. Align back to the Solray Room - visible in the distance - and burn the Microwarpdrive or Micro Jump Drive; alternatively, warp out and back in immediately. Continue on to Phase 4.<br /> | 17. Align back to the Solray Room - visible in the distance - and burn the Microwarpdrive or Micro Jump Drive; alternatively, warp out and back in immediately. Continue on to Phase 4.<br /> | ||
<br /> | <br /> | ||
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18. Upon entering, look for the nearby Remote Defense Grid Unit. Select "Keep at Range" (5000m) on it. Start hacking it. '''{{co|gold|Note:}}''' Only Tech II hacking modules are able to successfully hack while orbiting at this distance. Tech I modules will require a closer orbit.<br /> | 18. Upon entering, look for the nearby Remote Defense Grid Unit. Select "Keep at Range" (5000m) on it. Start hacking it. '''{{co|gold|Note:}}''' Only Tech II hacking modules are able to successfully hack while orbiting at this distance. Tech I modules will require a closer orbit.<br /> | ||
:<span style="color:red">'''WARNING:'''</span> Failure could mean the loss of your vessel (esp. frigates). In the event of failure, warp out and do not re-enter without a strong active tank or solid remote repairs with a strong local buffer. Ships fit for tanking the Archive's Colossal shockwaves can proceed as usual.<br /> | :<span style="color:red">'''WARNING:'''</span> Failure could mean the loss of your vessel (esp. frigates). In the event of failure, warp out and do not re-enter without a strong active tank or solid remote repairs with a strong local buffer. Ships fit for tanking the Archive's Colossal shockwaves can proceed as usual.<br /> | ||
− | 19. Upon successful hack, immediately burn with the Microwarpdrive to the right towards the Sentry Repair Station. You have enough time for about 2 hack attempts. Hack it. Wait for all Sentry Towers to be eradicated.<br /> | + | 19. Upon successful hack, immediately burn with the Microwarpdrive to the right towards the Sentry Repair Station. You have enough time for about 2 hack attempts. Hack it. Wait for all Sentry Towers to be eradicated. Do ''not'' shoot the sentries as many other sentries will spawn and will alpha you.<br /> |
20. Hack all loot containers at your leisure. Do not approach the Plasma Chambers nearby. Use "Keep at Range" (2500m) for the can closest to those chambers and approach slowly with no propulsion module active.<br /> | 20. Hack all loot containers at your leisure. Do not approach the Plasma Chambers nearby. Use "Keep at Range" (2500m) for the can closest to those chambers and approach slowly with no propulsion module active.<br /> | ||
:<span style="color:red">'''WARNING:</span> Do not aggress the Plasma Chambers except under specific circumstances (detailed below). They have enough power to wipe a battleship clean off the field.'''<br /> | :<span style="color:red">'''WARNING:</span> Do not aggress the Plasma Chambers except under specific circumstances (detailed below). They have enough power to wipe a battleship clean off the field.'''<br /> | ||
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<br /> | <br /> | ||
'''Phase 5:''' Archive Room<br /> | '''Phase 5:''' Archive Room<br /> | ||
− | :'''A strongly tanked Tech III [[Strategic Cruiser]] or battleship is required to handle this room, with at least 2000 EHP/sec active reps and minimum 50K EHP of buffer. You must be able to both repair and tank considerable damage. | + | :'''A strongly tanked Tech III [[Strategic Cruiser]] or battleship is required to handle this room, with at least 2000 EHP/sec active reps and minimum 50K EHP of buffer. You must be able to both repair and tank considerable damage. An overtanked cruiser or battlecruiser (such as a [[Maller]] or [[Prophecy]]) may be capable of surviving for a time with proper use of the Vessel Rejuvenation Batteries but will not survive Colossal Shockwaves very well: in that case, to ensure that loot is not lost in the event of failure, eject loot at regular intervals to be returned to later.'''<br /> |
22. Before running the Archive Room, store all loot and unneeded modules in a Small Secure Container or nearby station. Make sure to bookmark the can; containers cannot be scanned down with combat probes. A safe spot works nicely. Bring the mobile depot.<br /> | 22. Before running the Archive Room, store all loot and unneeded modules in a Small Secure Container or nearby station. Make sure to bookmark the can; containers cannot be scanned down with combat probes. A safe spot works nicely. Bring the mobile depot.<br /> | ||
23. Starting from the Turret Room, hack the Hyperfluct Generator. If successful, take the rift and skip to 27.<br /> | 23. Starting from the Turret Room, hack the Hyperfluct Generator. If successful, take the rift and skip to 27.<br /> | ||
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30. Double-check that your ship is fit properly and prepared.<br /> | 30. Double-check that your ship is fit properly and prepared.<br /> | ||
31. Approach the Central Archive Cerebrum. Place only the 3 Intravenous Oscillation Fluid objects inside it.<br /> | 31. Approach the Central Archive Cerebrum. Place only the 3 Intravenous Oscillation Fluid objects inside it.<br /> | ||
− | 32. At this point, start watching the messages in Local more intently. Storage Depots will begin to spawn nearby. Damage from Shockwaves will also commence after a short time, and increase in magnitude. Sentry Towers can also be ejected from the Archive Cerebrum. There may be one Depot | + | 32. At this point, start watching the messages in Local more intently. Storage Depots will begin to spawn nearby. Damage from Shockwaves will also commence after a short time, and increase in magnitude. Sentry Towers can also be ejected from the Archive Cerebrum. There may be one Depot that is distanced afar from the regular group. You may cargo scan containers to evaluate their worth. When finished (or dead!), warp out of the site, and wait for it to despawn. Warp back to any bookmarked containers left inside the site, and continue on. |
==Ship Fittings== | ==Ship Fittings== | ||
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| mid3name=Small Shield Booster II | | mid3name=Small Shield Booster II | ||
| mid3typeID=400 | | mid3typeID=400 | ||
− | | mid4name= | + | | mid4name=Copasetic Compact Shield Boost Amplifier |
− | | mid4typeID= | + | | mid4typeID=16535 |
| mid5name=Eutectic Compact Cap Recharger | | mid5name=Eutectic Compact Cap Recharger | ||
| mid5typeID=4435 | | mid5typeID=4435 | ||
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| skills= | | skills= | ||
| showSKILLS=N | | showSKILLS=N | ||
− | | notes=As long as you have Capacitor Systems Operation and Capacitor Management to II, you may | + | | notes=As long as you have Capacitor Systems Operation and Capacitor Management to II, you may swap the capacitor recharger for a Small Compact Pb-Acid Cap Battery. Still, the Afterburner will have to be used only when needed. </li><li>As long as the fit can sustain about 40 EHP/sec (EFT/Pyfa figures) indefinitely, it's good enough. </li><li>Also make sure the Analyzer(s) are set to Auto Repeat OFF. </li><li>Cargo scan the containers before you use this fit to identify which ones are junk and which ones are not (use a fleet of yourself to allow tagging of containers) |
| showNOTES=N | | showNOTES=N | ||
| difficulty=1 | | difficulty=1 | ||
| warsop=D | | warsop=D | ||
| warsopReason= | | warsopReason= | ||
− | | version= | + | | version=YC123 19.11 |
| showTOC=Y | | showTOC=Y | ||
| shipDNA=605:2048;1:8135;1:30832;1:6003;1:400;1:16531;1:4435;1:31752;1:31716;1:31213;1:: | | shipDNA=605:2048;1:8135;1:30832;1:6003;1:400;1:16531;1:4435;1:31752;1:31716;1:31213;1:: | ||
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Use a cargo scanner if possible after completing the two data hacks in the Solray Room. | Use a cargo scanner if possible after completing the two data hacks in the Solray Room. | ||
− | Magnate comments: As noted in the [http://wiki.eveuniversity.org/3P38_Sleeper_Nexus#Sleeper_Caches:_A_Preamble Preamble], you may still scan down a Superior Sleeper Cache with armor tank rigs if you use three Scan Rangefinding Array Is, but it'll be rough. 2 Auxiliary Nano Pump Is and 1 Anti-Explosive rigs are more of a Limited Sleeper Cache thing anyways. | + | Magnate comments: As noted in the [http://wiki.eveuniversity.org/3P38_Sleeper_Nexus#Sleeper_Caches:_A_Preamble Preamble], you may still scan down a Superior Sleeper Cache with armor tank rigs if you use three Scan Rangefinding Array Is, but it'll be rough. 2 Auxiliary Nano Pump Is and 1 Anti-Explosive rigs are more of a Limited Sleeper Cache thing anyways. |
===Cruisers=== | ===Cruisers=== | ||
Generally, the Stratios is well suited for Sleeper Caches, but can only run the Standard and the Superior. | Generally, the Stratios is well suited for Sleeper Caches, but can only run the Standard and the Superior. | ||
− | The main problem with it is that its armor tank is not suitable to | + | The main problem with it is that its armor tank is not suitable to run the Archive Room or a tripped Turret Room. A tripped Turret Room can be managed with outside logistics or a very expensive deadspace armor tank that can't run the Archive Room in the first place. It can survive for a span of time in the Archive but once the Colossals start it will falter very quickly. Use the Vessel Rejuvenation Batteries (keep a desk timer on hand), an MWD, cargo scanner and fast hacking, and don't risk the ship needlessly. You have roughly 6 minutes until the Colossals start, with good piloting, and a solid tank setup to handle the Sentry Towers (shooting them beforehand is a good idea) it can be possible to get most of the good stuff out in time. |
Tech III Cruisers as of right now are well suited to the site as their capable tanks allow them to survive fine. In particular, their main advantage is good tank and the ability to access these sites in dangerous areas of space. Normally, an Adaptive Defense Node subsystem will be required, so you won't get the hacking bonus from the Covert Reconfiguration subsystem. A pilot who wishes to keep the Covert Reconfiguration subsystem will have to spend extra ISK to acquire a full High-Grade Crystal or Asklepian implant set and run higher meta level (i.e. Pithum B-Type Multispectrum Shield Hardeners instead of Pithum C-Type) tank modules. Proper rigs and most likely the propulsion subsystem will also be expected. | Tech III Cruisers as of right now are well suited to the site as their capable tanks allow them to survive fine. In particular, their main advantage is good tank and the ability to access these sites in dangerous areas of space. Normally, an Adaptive Defense Node subsystem will be required, so you won't get the hacking bonus from the Covert Reconfiguration subsystem. A pilot who wishes to keep the Covert Reconfiguration subsystem will have to spend extra ISK to acquire a full High-Grade Crystal or Asklepian implant set and run higher meta level (i.e. Pithum B-Type Multispectrum Shield Hardeners instead of Pithum C-Type) tank modules. Proper rigs and most likely the propulsion subsystem will also be expected. | ||
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The Nestor is a very puzzling ship, for more reasons than one. Fitting is one of its problems, bonuses being yet another. | The Nestor is a very puzzling ship, for more reasons than one. Fitting is one of its problems, bonuses being yet another. | ||
− | Most people think this ship and this site were created for each other. While the site can be done fine with a Nestor, the problem is that as it is a battleship | + | Most people think this ship and this site were created for each other. While the site can be done fine with a Nestor, the problem is that as it is a battleship and a slow one at that, it may be more pragmatic to use a properly fit Tech III Strategic Cruiser instead because it is easier to fit one up with the required tank levels which makes them suitable for this site. "Properly fit" usually means deadspace repair modules and other expensive modules which -- can be used for other purposes -- combined with their PvP prowess and travel capabilities makes them more useful for this site. The one major problem with them now is that they can't run the Covert Reconfiguration subsystem to get a virus strength bonus -- so hacking is not any better than an unbonused ship. |
{{ShipFitting | {{ShipFitting | ||
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| warsop=A | | warsop=A | ||
| warsopReason= | | warsopReason= | ||
− | | version= | + | | version= Unknown |
| showTOC=Y | | showTOC=Y | ||
| shipDNA=33472:19046;2:18973;1:18975;1:18977;1:18979;1:17526;4:2032;1:30832;1:11577;1:28756;1:30488;1:25896;2:25888;1:31878;5:: | | shipDNA=33472:19046;2:18973;1:18975;1:18977;1:18979;1:17526;4:2032;1:30832;1:11577;1:28756;1:30488;1:25896;2:25888;1:31878;5:: | ||
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− | It can be helpful to use a Small Secure Container (anchor it and set a password!) more so with the Magnate than the Heron. Leave the Secure Container in the Solray Room and bookmark it, and store the loot, cloaks and probe launchers inside it. Bring the Mobile Depot into the Turret Room to refit for the Cargo Scanner after the data hacks are finished. | + | It can be helpful to use a Small Secure Container (anchor it and set a password!) more so with the Magnate than the Heron. Leave the Secure Container in the Solray Room and bookmark it, and store the loot, cloaks, and probe launchers inside it. Bring the Mobile Depot into the Turret Room to refit for the Cargo Scanner after the data hacks are finished. |
==Visual Guide== | ==Visual Guide== | ||
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Having scanned down the site, warp to the result. | Having scanned down the site, warp to the result. | ||
− | Look for a Hyperfluct Generator can. If a Spatial Rift is already up, then someone is there | + | Look for a Hyperfluct Generator can. If a Spatial Rift is already up, then someone is there or has been there. |
{| style="background:#350000; border:1px solid #333333; padding:0px;" | {| style="background:#350000; border:1px solid #333333; padding:0px;" | ||
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::<span style="color:red">FAILURE:</span> No penalty. | ::<span style="color:red">FAILURE:</span> No penalty. | ||
− | Upon successful hacking loot the Solray Observational Unit. It will contain one of three Alignment Discs. Zoom out to locate the correct container to place the alignment disc. There are three: Infrared, Radio and Gamma Ray Alignment Discs. The Infrared Alignment Disc goes | + | Upon successful hacking loot the Solray Observational Unit. It will contain one of three Alignment Discs. Zoom out to locate the correct container to place the alignment disc. There are three: Infrared, Radio, and Gamma Ray Alignment Discs. The Infrared Alignment Disc goes into the Solray Infrared Alignment Unit, the Gamma Ray Alignment Disc goes into the Solray Gamma Alignment Unit, and the Radio Alignment Disc goes into the Solray Radio Alignment Unit. Collect the disc and burn over to the appropriate container. To load the Radio Alignment Disc, simply take the rift near the Solray Observational Unit to warp over to that container, then take that rift back over to the main area. |
{{MessageBox|Upon stabilizing the Solray Power Terminal | {{MessageBox|Upon stabilizing the Solray Power Terminal | ||
|Using the crystal disc, the alignment is now correct and the Solray Power Terminal is stable. | |Using the crystal disc, the alignment is now correct and the Solray Power Terminal is stable. | ||
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With 50% resistances to all damage types, the damage cloud deals ~15 damage per second. A ship able to repair more than 30 Effective Hit Points (EHP) per second indefinitely is completely sustainable. | With 50% resistances to all damage types, the damage cloud deals ~15 damage per second. A ship able to repair more than 30 Effective Hit Points (EHP) per second indefinitely is completely sustainable. | ||
− | + | Afterward, refit back to the generic site running fit with a Microwarpdrive and both Analyzers. | |
For the frigate pilots, consider skipping the next room and moving on to [[#Sentries on Duty|Sentries on Duty Room]], below. A [[Strategic Cruiser]] or [[Nestor]] is best for attempting the [[#Mine Room|Mine Room]]. An overtanked [[Stratios]] (2 plates and 2 large shield extenders) should also be fairly safe. Frigate pilots ''will'' lose their ship upon failure. | For the frigate pilots, consider skipping the next room and moving on to [[#Sentries on Duty|Sentries on Duty Room]], below. A [[Strategic Cruiser]] or [[Nestor]] is best for attempting the [[#Mine Room|Mine Room]]. An overtanked [[Stratios]] (2 plates and 2 large shield extenders) should also be fairly safe. Frigate pilots ''will'' lose their ship upon failure. | ||
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:'''CAN DIFFICULTY: 7/10 DATA <span style="color:red">[RED HACK]</span>'''<br /> | :'''CAN DIFFICULTY: 7/10 DATA <span style="color:red">[RED HACK]</span>'''<br /> | ||
::<span style="color:green">SUCCESS:</span> The Rift is recalibrated to point towards the Mine Room.<br /> | ::<span style="color:green">SUCCESS:</span> The Rift is recalibrated to point towards the Mine Room.<br /> | ||
− | ::<span style="color:red">FAILURE:</span> | + | ::<span style="color:red">FAILURE:</span> The Rift closest to the Redirect Unit is recalibrated to point towards the center of Sentries on Duty. Upon arrival, you will trip all ten proximity turrets and additionally be aggressed by the six starting turrets. This will destroy frigates, non-archive fitted T3Cs, and other fragile ships. Hacking the Redirect Unit successfully will recalibrate the rifts again, resolving this threat. |
A successful hack changes the direction of the Rift near the Solray Observational Unit to point towards the Mine Room instead of near the Radio Alignment Unit. Take the nearby Rift to head back to the main area, then take the rift near the Observational Unit into the Mine Room itself. | A successful hack changes the direction of the Rift near the Solray Observational Unit to point towards the Mine Room instead of near the Radio Alignment Unit. Take the nearby Rift to head back to the main area, then take the rift near the Observational Unit into the Mine Room itself. | ||
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:'''CAN DIFFICULTY: 10/10 DATA <span style="color:red">[RED HACK]</span>'''<br /> | :'''CAN DIFFICULTY: 10/10 DATA <span style="color:red">[RED HACK]</span>'''<br /> | ||
− | ::<span style="color:green">SUCCESS:</span> A Pristine Storage Depot and possibly one or two lower grade containers are spawned. The locations of the hidden mines are revealed | + | ::<span style="color:green">SUCCESS:</span> A Pristine Storage Depot may spawn, and possibly one or two lower grade containers are spawned. The locations of the hidden mines are revealed, but wandering around the room is still dangerous.<br /> |
::<span style="color:red">FAILURE:</span> Ship will sustain between 10000-25000 damage. | ::<span style="color:red">FAILURE:</span> Ship will sustain between 10000-25000 damage. | ||
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| style="font-size:90%; color:#FFFFFF" | {{{1|Upon landing inside the site, even while still in warp, expect to sustain ~2100 damage from a mine, or possibly several mines. An [[Astero]] with just a Damage Control II, 200mm plate, and an Anti-Explosive rig sustained 2135 damage, which left it with 65% structure. | | style="font-size:90%; color:#FFFFFF" | {{{1|Upon landing inside the site, even while still in warp, expect to sustain ~2100 damage from a mine, or possibly several mines. An [[Astero]] with just a Damage Control II, 200mm plate, and an Anti-Explosive rig sustained 2135 damage, which left it with 65% structure. | ||
− | After failure of the Remote Defense Grid Unit, a [[Maelstrom]] sustained 11760 damage with the Multispectrum Shield Hardener overloaded (59/56/67/72 resists). Log: | + | After the failure of the Remote Defense Grid Unit, a [[Maelstrom]] sustained 11760 damage with the Multispectrum Shield Hardener overloaded (59/56/67/72 resists). Log: |
[ 05:43:10 ] (combat) <span style="color:red">'''560'''</span> <small>from</small> '''Minefield'''<small> - Hits</small><br /> | [ 05:43:10 ] (combat) <span style="color:red">'''560'''</span> <small>from</small> '''Minefield'''<small> - Hits</small><br /> | ||
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[ 05:43:08 ] (combat) <span style="color:red">'''1260'''</span> <small>from</small> '''Minefield'''<small> - Hits</small><br /> | [ 05:43:08 ] (combat) <span style="color:red">'''1260'''</span> <small>from</small> '''Minefield'''<small> - Hits</small><br /> | ||
− | 11760 damage taken in total. If 11760 is divided by 560, the answer is 21. 21 mines? Possibly. The damage left the brick-tanked Maelstrom (79k shield EHP) with the ship with 62% shields. Using a Maller with rainbow active hardeners and 2 T2 1600mm plates (rigs were 2x Auxiliary Nano Pump and | + | 11760 damage taken in total. If 11760 is divided by 560, the answer is 21. 21 mines? Possibly. The damage left the brick-tanked Maelstrom (79k shield EHP) with the ship with 62% shields. Using a Maller with rainbow active hardeners and 2 T2 1600mm plates (rigs were 2x Auxiliary Nano Pump and a Thermal Armor Reinforcer rig for running the Turret room tripped), the detonation put it into 23% armor from full shields. |
Here is some Polarized data. Most recent data is at the top. Using a Reactive Armor Hardener, the damage shifted over from 15% across all four damage types to 33% Explosive damage and 9% in the others, so it appears to be explosive damage. (Resistance Phasing IV) Note the damage from the "Mine" upon entry into the complex. | Here is some Polarized data. Most recent data is at the top. Using a Reactive Armor Hardener, the damage shifted over from 15% across all four damage types to 33% Explosive damage and 9% in the others, so it appears to be explosive damage. (Resistance Phasing IV) Note the damage from the "Mine" upon entry into the complex. | ||
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|The hostile sentry guns in the area have started targeting the rewired sentry gun. Might it be possible to help it out in some way? | |The hostile sentry guns in the area have started targeting the rewired sentry gun. Might it be possible to help it out in some way? | ||
|collapsed=yes}} | |collapsed=yes}} | ||
− | Immediately after hacking this container, | + | Immediately after hacking this container, activate the Microwarpdrive and burn towards the Sentry Repair Station located near the right of your present position. Hacking the Sentry Repair Station will cause it to provide armor and shield reps to the friendly Tower. (The friendly Tower cannot receive remote repairs from ships.) There is enough time for 2 hacks, maybe 3 fast hacks, before the hostile Sentry Towers destroy the friendly Tower: |
:'''CAN DIFFICULTY: 8/10 DATA <span style="color:red">[RED HACK]</span>'''<br /> | :'''CAN DIFFICULTY: 8/10 DATA <span style="color:red">[RED HACK]</span>'''<br /> | ||
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Hostile Towers do not appear to aggress ships even if the hacking the Sentry Repair Station is unsuccessful. Instead, the hostile Towers appear to keep incurring damage and are eventually destroyed, even with the Rewired Sentry Gun destroyed. This is another bug of the site itself. Should it be fixed in the future, simply revert to Plan B. ''Do not aggress the Sentry Towers with weaponry - it will instantly trigger the 16 Perimeter Defense Sentry Towers.'' | Hostile Towers do not appear to aggress ships even if the hacking the Sentry Repair Station is unsuccessful. Instead, the hostile Towers appear to keep incurring damage and are eventually destroyed, even with the Rewired Sentry Gun destroyed. This is another bug of the site itself. Should it be fixed in the future, simply revert to Plan B. ''Do not aggress the Sentry Towers with weaponry - it will instantly trigger the 16 Perimeter Defense Sentry Towers.'' | ||
{{MessageBox|After hacking Sentry Repair Station Preservation Unit | {{MessageBox|After hacking Sentry Repair Station Preservation Unit | ||
− | |You have successfully turned the focus of the repair facility to the rewired sentry gun. This will not only repair it from incoming damage | + | |You have successfully turned the focus of the repair facility to the rewired sentry gun. This will not only repair it from incoming damage but also speed up the destruction rate of the hostile sentry guns now that they no longer enjoy the benefits of the repair station. |
|collapsed=yes}} | |collapsed=yes}} | ||
− | Assuming a successful hack of the Sentry Repair Station, simply sit near the Repair Station and wait for the hostile Towers to be eradicated. Do not approach the 3 Unstable Plasma Chambers located north of the warp-in recklessly: exercise great caution, moving about 100m/sec and no prop mods. Getting too close to these could be fatal, and will also trip the alarm: blazing all over the site with | + | Assuming a successful hack of the Sentry Repair Station, simply sit near the Repair Station and wait for the hostile Towers to be eradicated. Do not approach the 3 Unstable Plasma Chambers located north of the warp-in recklessly: exercise great caution, moving about 100m/sec and no prop mods. Getting too close to these could be fatal, and will also trip the alarm: blazing all over the site with an MWD will not go unnoticed. These Chambers are very similar to the ones found in Limited Sleeper Caches except they are ''considerably'' more powerful than in this site. |
{{MessageBox|Upon approaching Unstable Plasma Chambers | {{MessageBox|Upon approaching Unstable Plasma Chambers | ||
|These Plasma Chambers seem volatile. You should be careful around them lest they explode. | |These Plasma Chambers seem volatile. You should be careful around them lest they explode. | ||
|collapsed=yes}} | |collapsed=yes}} | ||
− | Hacking the Sentry Repair Station before the Remote Defense Grid Unit does nothing, although a message appears in Local: "Hacking the repair station has no discernible effects on anything in the vicinity. The station continues to provide repair services | + | Hacking the Sentry Repair Station before the Remote Defense Grid Unit does nothing, although a message appears in Local: "Hacking the repair station has no discernible effects on anything in the vicinity. The station continues to provide repair services to the nearby sentry guns." |
When all is clear, the loot is there for the taking, and pilots may hack and loot in peace, with no particular danger: | When all is clear, the loot is there for the taking, and pilots may hack and loot in peace, with no particular danger: | ||
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| warsop=A | | warsop=A | ||
| warsopReason= | | warsopReason= | ||
− | | version= | + | | version= Unknown |
| showTOC=Y | | showTOC=Y | ||
| shipDNA=16233:11642;2:11648;2:3530;2:1447;1:6005;1:30832;1:3504;1:4871;1:42526;1:42833;1:31035;1:31047;2:: | | shipDNA=16233:11642;2:11648;2:3530;2:1447;1:6005;1:30832;1:3504;1:4871;1:42526;1:42833;1:31035;1:31047;2:: | ||
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'''The initial alpha from a fully spiked room can be rather impressive:''' try overheating one EM and one Thermal hardener for one cycle to reduce the incoming damage a bit if the room is "hot" and 22 towers are active (don't need more than one cycle, and more than those two hardeners overloaded probably won't help much due to resistance ceilings). As long as you're repairing in excess of 950 EHP/sec cap stable and keep moving (not all towers will be in range, so you don't actually get shot at by all of them, rather about half of them at any one time), you'll be fine even with the Perimeter Defense network up. | '''The initial alpha from a fully spiked room can be rather impressive:''' try overheating one EM and one Thermal hardener for one cycle to reduce the incoming damage a bit if the room is "hot" and 22 towers are active (don't need more than one cycle, and more than those two hardeners overloaded probably won't help much due to resistance ceilings). As long as you're repairing in excess of 950 EHP/sec cap stable and keep moving (not all towers will be in range, so you don't actually get shot at by all of them, rather about half of them at any one time), you'll be fine even with the Perimeter Defense network up. | ||
− | Also any fit that can survive the Archive Room indefinitely (repping in excess of 2000 EHP/sec) won't have a problem, and may simply continue on hacking as if nothing happened. | + | Also, any fit that can survive the Archive Room indefinitely (repping in excess of 2000 EHP/sec) won't have a problem, and may simply continue on hacking as if nothing happened. |
− | Therefore, the basic strategy is to ignore the Remote Defense Grid Unit hack entirely | + | Therefore, the basic strategy is to ignore the Remote Defense Grid Unit hack entirely and hack only the Storage Depots. |
− | If there is doubt as to whether the Alarm is active | + | If there is doubt as to whether the Alarm is active (i.e. if someone else may have tripped it), swap out the two armor repairers for a pair of 1600mm plates and have a look. There is enough buffer to survive without reps for about five minutes. If the Perimeter towers are not active, but all 10 proximity towers and the initial 6 towers are, then the tank should last for about 6.5 minutes. Using Pyfa's numbers, one [[Exequror]] can repair about 2000 EHP/sec onto a plated fit using the right hardeners and may be a good alternative. As long as the logistics ship does not steal aggro (just sit near the beacon), this approach should work nicely. This also has the benefit in that an overtanked [[Maller]] may only need to swap out for all EM and Thermal Hardeners, as 90% resists are pretty effective at reducing the incoming DPS. |
It has been observed that if a solo ship warps out, the Sentry Towers may switch to attacking Storage Depots and may not reaggress upon re-entry. | It has been observed that if a solo ship warps out, the Sentry Towers may switch to attacking Storage Depots and may not reaggress upon re-entry. | ||
− | The Perimeter Towers (and the initial Towers if the alarm is tripped) themselves have an activation range of 120km. Beyond this point, they will switch from a red box to a yellow box | + | The Perimeter Towers (and the initial Towers if the alarm is tripped) themselves have an activation range of 120km. Beyond this point, they will switch from a red box to a yellow box but will re-engage if a player approaches within that 120km limit. Because of this, a sniping battleship can be used to clear out the Sentry Towers if desired, however, this does take some time. To do this, when landing on the beacon, immediately turn the ship around 180 degrees from the area near the Storage Depots and then hit the Micro Jump Drive. (This allows for the maximum distance jumped from the rest of the Towers: hopefully only three or four Towers will still have active aggression.) Use 1400mm Artillery, Sentry Drones or probably large beam lasers. Then it's a matter of carefully positioning around to make sure the Towers in aggression range are limited so it doesn't break the tank, yet still engaging them within optimal of the battleship. Attack battlecruisers like [[Oracle|Oracles]] won't work because those cannot fit MJDs. |
Lastly: A damage log of a lot of Sentry Towers spawned should give a basic idea of the amount of damage that can be expected. | Lastly: A damage log of a lot of Sentry Towers spawned should give a basic idea of the amount of damage that can be expected. | ||
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::Second case: A Spatial Rift is not generated. Here's what needs to be done: | ::Second case: A Spatial Rift is not generated. Here's what needs to be done: | ||
− | :# Make your way over to the Vessel Rejuvenation Battery, and start the hack process, but do NOT finish the hack. When you find the core | + | :# Make your way over to the Vessel Rejuvenation Battery, and start the hack process, but do NOT finish the hack. When you find the core and are 1-2 clicks away from success, get ready for the next bit below. Ensure the ship stays within 5km or so of the Battery unit.<br /> |
:# Lock up one of the Unstable Plasma Chambers. Make sure you have some kind of high slot weapon: drones will not work. Even a 125mm Autocannon on a Nestor is enough. A target painter is even easier. But do not shoot it yet.<br /> | :# Lock up one of the Unstable Plasma Chambers. Make sure you have some kind of high slot weapon: drones will not work. Even a 125mm Autocannon on a Nestor is enough. A target painter is even easier. But do not shoot it yet.<br /> | ||
::<span style="color:red">FAILURE:</span> No penalty. | ::<span style="color:red">FAILURE:</span> No penalty. | ||
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::<span style="color:red">FAILURE:</span> No penalty. | ::<span style="color:red">FAILURE:</span> No penalty. | ||
− | Just after you finish the hack, watch Local to see when the message pops up informing of the activation, wait about 2 seconds, then quickly shoot a Plasma Chamber. The Vessel Rejuvenation Battery's mad reps will protect you. Quickly turn on the Microwarpdrive over to the now-revived Hyperfluct Generator. There are just 60 seconds to attempt a successful hack before the Perimeter Defense System comes online | + | Just after you finish the hack, watch Local to see when the message pops up informing of the activation, wait about 2 seconds, then quickly shoot a Plasma Chamber. The Vessel Rejuvenation Battery's mad reps will protect you. Quickly turn on the Microwarpdrive over to the now-revived Hyperfluct Generator. There are just 60 seconds to attempt a successful hack before the Perimeter Defense System comes online if it was not before. When that happens, 16 new Sentry Towers appear. Frigates will be destroyed. Ships that can run the Archive Room fine will be okay to repeat attempts until the Rift is generated. |
Once the hack is completed, take the Rift into the Archive Room itself. | Once the hack is completed, take the Rift into the Archive Room itself. | ||
{{MessageBox|Entry message | {{MessageBox|Entry message | ||
− | |The area you're entering was a massive archive, storing and recording millions of objects and items from around New Eden. Someone or something recently went through the archive like a tornado, leaving it almost completely ruined. It is possible though that something can still be retrieved, | + | |The area you're entering was a massive archive, storing and recording millions of objects and items from around New Eden. Someone or something recently went through the archive like a tornado, leaving it almost completely ruined. It is possible though that something can still be retrieved, it all hinges on whether the archive system can be made operational again. |
|collapsed=yes}} | |collapsed=yes}} | ||
− | There are several obstacles in the Archive Room | + | There are several obstacles in the Archive Room that cause damage: Sentry Towers, damage clouds near various objects (Smoldering Archive Ruins), and shockwaves. |
Begin by approaching the Defense Targeting Augmentation Unit. From the beacon, a straight line approach is fine. Hack the Defense Targeting Augmentation. | Begin by approaching the Defense Targeting Augmentation Unit. From the beacon, a straight line approach is fine. Hack the Defense Targeting Augmentation. | ||
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|collapsed=yes}} | |collapsed=yes}} | ||
− | 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: The impaired sentry turret variant will lock and engage the first thing it sees. If you have a cloaking device, this will be the various cerebrum cans. As such, it's entirely possible to reduce incoming damage by triggering the turret spawns by whatever method you see fit, impairing them with the targeting unit hack, then cloaking for a short time to lose their aggression. This does not apply to Sentries On Duty, as they do not use the impaired variants. |
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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:'''CAN DIFFICULTY: 8/10 DATA <span style="color:red">[RED HACK]</span>'''<br /> | :'''CAN DIFFICULTY: 8/10 DATA <span style="color:red">[RED HACK]</span>'''<br /> | ||
::<span style="color:green">SUCCESS:</span> The contents may be extracted. A Pristine Depot may spawn nearby.<br /> | ::<span style="color:green">SUCCESS:</span> The contents may be extracted. A Pristine Depot may spawn nearby.<br /> | ||
− | ::<span style="color:red">FAILURE:</span> 4 Sentry Towers may spawn. | + | ::<span style="color:red">FAILURE:</span> 4 Sentry Towers may spawn. Message in local says: "Your actions have activated the defense system in the area!" |
{{MessageBox|Upon hacking Cerebrum Maintenance Chambers | {{MessageBox|Upon hacking Cerebrum Maintenance Chambers | ||
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Place 3 Cerebrum Oscillation Fluids into the Central Archive Cerebrum; more is unnecessary. When this is done, a couple of things are initiated: first, the Central Archive Cerebrum will eject Storage Depots of varying grades, and shockwaves will begin to occur after about 2 minutes or so. The first set are tankable fine in a standard Tech III Strategic Cruiser, though the double massive shockwaves will most likely be more than most fits and skills can handle. The basic idea then becomes a question of how many cans can be hacked and looted before the incoming damage is more than can be safely tolerated. | Place 3 Cerebrum Oscillation Fluids into the Central Archive Cerebrum; more is unnecessary. When this is done, a couple of things are initiated: first, the Central Archive Cerebrum will eject Storage Depots of varying grades, and shockwaves will begin to occur after about 2 minutes or so. The first set are tankable fine in a standard Tech III Strategic Cruiser, though the double massive shockwaves will most likely be more than most fits and skills can handle. The basic idea then becomes a question of how many cans can be hacked and looted before the incoming damage is more than can be safely tolerated. | ||
− | Vessel Rejuvenation Batteries will also be ejected from the Cerebrum itself (details in collapsed "Archive Room Damage" infobox, below). | + | Vessel Rejuvenation Batteries will also be ejected from the Cerebrum itself (details in collapsed "Archive Room Damage" infobox, below). Warning: Two out of the three rejuvenation batteries do not function. The closest one to the lone pristine depot spawn is the only functional one. Others will not work and will leave you without any repping power. As such, if you need these to tank the shockwave damage, then it may be advisable to skip the archive. |
Make sure to check for other containers around the area, for those looking to complete the room fully. When finished, warp out. Those who left Mobile Depots in other rooms may need to warp back to collect them and refit for a travel fit. | Make sure to check for other containers around the area, for those looking to complete the room fully. When finished, warp out. Those who left Mobile Depots in other rooms may need to warp back to collect them and refit for a travel fit. | ||
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[ 2016.07.06 00:02:40 ] (combat) <span style="color:red">'''31'''</span> <small>from</small> '''Smoldering Archive Ruins'''<small> - Hits</small><br /> | [ 2016.07.06 00:02:40 ] (combat) <span style="color:red">'''31'''</span> <small>from</small> '''Smoldering Archive Ruins'''<small> - Hits</small><br /> | ||
− | 151.6 DPS average, although 131 may a more accurate measurement—that hit for 146 throws the average off. A dual-rep [[Stratios]] with roughly 350 EHP/sec lasted about a minute before it failed to repair enough, and exploded. | + | 151.6 DPS average, although 131 may be a more accurate measurement—that hit for 146 throws the average off. A dual-rep [[Stratios]] with roughly 350 EHP/sec lasted about a minute before it failed to repair enough, and exploded. |
They can cause borderline tanks to break when the "colossal" waves hit. | They can cause borderline tanks to break when the "colossal" waves hit. | ||
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15005 damage over 9 seconds. 1667 damage per second taken. | 15005 damage over 9 seconds. 1667 damage per second taken. | ||
− | The Vessel Rejuvenation Batteries are ejected periodically. When they are hacked, they generate a cloud | + | The Vessel Rejuvenation Batteries are ejected periodically. When they are hacked, they generate a cloud that provides ''serious'' repping power. It was enough for a [[Hyperion]] to tank a colossal wave (and more) and not sustain any shield damage. The shield remained at 100% regardless of the shockwave damage, and it also fixed armor as well. These repping clouds last for about 90 seconds before they expire. |
The damage radius for the shockwaves is ~56km from the Central Archive Cerebrum. Orbiting the Cerebrum at 60km will avoid all damage. A timeline of events in the site: | The damage radius for the shockwaves is ~56km from the Central Archive Cerebrum. Orbiting the Cerebrum at 60km will avoid all damage. A timeline of events in the site: | ||
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− | Now. You may curious as to why I used a dual rep shield booster Maelstrom in the images. The first was because that's all I had (at the time the images were made), and the second was that was the best candidate I could use, as I had no deadspace modules to use. Now away from the experimental fits and concepts to the real stuff. | + | Now. You may be curious as to why I used a dual rep shield booster Maelstrom in the images. The first was because that's all I had (at the time the images were made), and the second was that was the best candidate I could use, as I had no deadspace modules to use. Now away from the experimental fits and concepts to the real stuff. |
− | Recall as before that the minimum specified is 2000 EHP/sec cap stable active reps (10 minutes or so is good enough, you can turn it off when there is no damage and single massive shockwaves aren't that bad) and 50K EHP of buffer in the designated tank method. The reason is that 2000 EHP/sec allows for a comfortable margin of tank to tank most of the incoming damage (but not tank against it), not bleed into armor (or hull for armor ships) and fix all the damage before the next wave comes in. It's not the single massives | + | Recall as before that the minimum specified is 2000 EHP/sec cap stable active reps (10 minutes or so is good enough, you can turn it off when there is no damage and single massive shockwaves aren't that bad) and 50K EHP of buffer in the designated tank method. The reason is that 2000 EHP/sec allows for a comfortable margin of tank to tank most of the incoming damage (but not tank against it), not bleed into armor (or hull for armor ships) and fix all the damage before the next wave comes in. It's not the single massives or even the double massives that are the problem, it's the Colossal waves and especially a Colossal with a pair of massives at the same time. |
Let's start with Tech III Cruisers. The Tengu is first up. The fitting notes are important. Drugs and implants not required. | Let's start with Tech III Cruisers. The Tengu is first up. The fitting notes are important. Drugs and implants not required. | ||
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| warsop=A | | warsop=A | ||
| warsopReason= | | warsopReason= | ||
− | | version= | + | | version= Unknown |
| showTOC=Y | | showTOC=Y | ||
| shipDNA=29986:20353;1:14072;2:19021;3:30832;1:14142;3:31053;1:31047;1:31378;1:30042;1:29965;1:30173;1:30117;1:30076;1:: | | shipDNA=29986:20353;1:14072;2:19021;3:30832;1:14142;3:31053;1:31047;1:31378;1:30042;1:29965;1:30173;1:30117;1:30076;1:: | ||
Line 1,350: | Line 1,350: | ||
Not shown in the video: High-Grade Slaves and off-grid links for all three armor links (Armor Resistances, Repair Amount and Armor hitpoints). Without High-Grade Slaves it's going to a bit close on the tank levels. Feel free to swap for a Covert Reconfiguration subsystem and bring an Interdiction Nullifier subsystem. | Not shown in the video: High-Grade Slaves and off-grid links for all three armor links (Armor Resistances, Repair Amount and Armor hitpoints). Without High-Grade Slaves it's going to a bit close on the tank levels. Feel free to swap for a Covert Reconfiguration subsystem and bring an Interdiction Nullifier subsystem. | ||
− | 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. | ||
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| warsop=A | | warsop=A | ||
| warsopReason= | | warsopReason= | ||
− | | version= | + | | version= Unknown |
| showTOC=Y | | showTOC=Y | ||
| shipDNA=29984:1541;2:2048;1:41218;1:19208;1:4349;1:19281;1:35659;1:6131;1:;1:11578;1:28756;1:30488;1:1877;3:27361;1:31372;2:31796;1:29970;1:30143;1:30125;1:30092;1:30052;1:: | | shipDNA=29984:1541;2:2048;1:41218;1:19208;1:4349;1:19281;1:35659;1:6131;1:;1:11578;1:28756;1:30488;1:1877;3:27361;1:31372;2:31796;1:29970;1:30143;1:30125;1:30092;1:30052;1:: | ||
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| warsop=A | | warsop=A | ||
| warsopReason= | | warsopReason= | ||
− | | version= | + | | version= Unknown |
| showTOC=Y | | showTOC=Y | ||
| shipDNA=29984:1541;2:2048;1:41218;1:19208;1:4349;1:19282;1:31932;1:16531;1:30832;1:11578;1:28756;1:30488;1:1877;3:27361;1:31372;1:31378;1:31796;1:29970;1:30143;1:30125;1:30092;1:30052;1:: | | shipDNA=29984:1541;2:2048;1:41218;1:19208;1:4349;1:19282;1:31932;1:16531;1:30832;1:11578;1:28756;1:30488;1:1877;3:27361;1:31372;1:31378;1:31796;1:29970;1:30143;1:30125;1:30092;1:30052;1:: | ||
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[[Category:Data sites]] | [[Category:Data sites]] | ||
[[Category:Relic sites]] | [[Category:Relic sites]] | ||
+ | [[Category:Fittings]] |
Latest revision as of 07:31, 23 April 2023
- Main article: Sleeper Cache
The Superior Sleeper Cache is a Cosmic Signature that can be found in known space using core scanner probes. The Superior Sleeper Cache is the most difficult of the Sleeper Cache sites and is a rather challenging site to complete thoroughly. Pilots will be risking their ship when trying this or any other Sleeper Cache - but an experienced pilot will find the site worthwhile to complete.
All Sleeper Caches require both Data and Relic Analyzers. All ships except Capital ships can enter the site. Using the preset pinpoint formation, the minimum probe strength to scan down the site is 104 (Scanning difficulty of Level V).
Those adventurers who are unfamiliar with the basic concept and principles of these sites should read through this basic Preamble to get up to speed first. It should be pointed out that downtime does affect the site noticeably -- some containers will have to be re-hacked, and Intravenous Oscillation Fluid may have to be sourced from somewhere because previously hacked containers of it will be empty.
Quick Guide
Phase 1: Entry
1. Scan down the site.
2. Hack the entry container. Enter the site.
3. If you land in the Turret Room, take the nearby Spatial Rift to enter the Solray Power Plant. If you're already in the Solray room, proceed to #4.
4. If you land on the farther side of the site near the Remote Reroute Unit, activate the nearby Rift. You may incur some damage as you warp through the Solray Unaligned Power Terminal.
- Always run the Solray Room first.
Phase 2: Solray Power Plant
5. Hack the Solray Observational Unit.
6. Open container, and observe the "disc" it grants you. It can either be Infrared, Gamma or Radio.
7. There are three containers in this room. If needed you can take the Spatial Rift to warp to the Radio Container. Place the "disc" into the container which matches the name of the disc. This will align the Solray Power Terminal, which considerably reduces the damage it deals.
8. Approach the container in between the two rifts near the Solray Observational Unit. Drop your Mobile Depot there. Hack the Storage Depot and loot it.
9. Refit to your capacitor stable local repairer fit.
10. Approach the Solray Power Terminal and hack all containers. You may cargo scan them first while the Mobile Depot is up if you wish to skip unworthy containers.
11. Refit back to your generic fit, making sure to bring a Microwarpdrive. Drop all loot and unneeded modules in the Mobile Depot and bookmark it.
12. If you're in a frigate or cruiser that has less than 70,000 EHP of omni-resists, consider skipping Phase 3 and proceeding to Phase 4, as failure in that stage will cause you to lose your ship. Take the Spatial Rift near the Gamma Ray container into the Turret Room.
Phase 3: Mine Room
13. Hack the Remote Reroute Unit. (If the hack failed, do not take the closest rift, as it will instead take you to the middle of the turret room which activates all of the turrets resulting in instant death for frigates)
14. Take the Rift nearby to head back to the Rift near the Solray Observational Unit. Take the rift near that object (the Infrared Alignment Unit container is nearby). You may incur some damage upon entering but it should be manageable.
15. Move around a bit in the same direction slowly (no MWD) until a Remote Defense Grid Unit spawns. Hack it.
16. If successful, hack the nearby Storage Depots. (Mine killzone radius is 10km)
17. Align back to the Solray Room - visible in the distance - and burn the Microwarpdrive or Micro Jump Drive; alternatively, warp out and back in immediately. Continue on to Phase 4.
Phase 4: Sentries on Duty
18. Upon entering, look for the nearby Remote Defense Grid Unit. Select "Keep at Range" (5000m) on it. Start hacking it. Note: Only Tech II hacking modules are able to successfully hack while orbiting at this distance. Tech I modules will require a closer orbit.
- WARNING: Failure could mean the loss of your vessel (esp. frigates). In the event of failure, warp out and do not re-enter without a strong active tank or solid remote repairs with a strong local buffer. Ships fit for tanking the Archive's Colossal shockwaves can proceed as usual.
19. Upon successful hack, immediately burn with the Microwarpdrive to the right towards the Sentry Repair Station. You have enough time for about 2 hack attempts. Hack it. Wait for all Sentry Towers to be eradicated. Do not shoot the sentries as many other sentries will spawn and will alpha you.
20. Hack all loot containers at your leisure. Do not approach the Plasma Chambers nearby. Use "Keep at Range" (2500m) for the can closest to those chambers and approach slowly with no propulsion module active.
- WARNING: Do not aggress the Plasma Chambers except under specific circumstances (detailed below). They have enough power to wipe a battleship clean off the field.
21. If you are in a frigate or any cruiser/battleship that cannot handle extreme damage per second (DPS), this will be the extent of possible completion. Go back to your Mobile Depot, refit to travel fit, collect all loot, pick up the Mobile Depot, and warp out.
- Otherwise, continue to Phase 5.
Phase 5: Archive Room
- A strongly tanked Tech III Strategic Cruiser or battleship is required to handle this room, with at least 2000 EHP/sec active reps and minimum 50K EHP of buffer. You must be able to both repair and tank considerable damage. An overtanked cruiser or battlecruiser (such as a Maller or Prophecy) may be capable of surviving for a time with proper use of the Vessel Rejuvenation Batteries but will not survive Colossal Shockwaves very well: in that case, to ensure that loot is not lost in the event of failure, eject loot at regular intervals to be returned to later.
22. Before running the Archive Room, store all loot and unneeded modules in a Small Secure Container or nearby station. Make sure to bookmark the can; containers cannot be scanned down with combat probes. A safe spot works nicely. Bring the mobile depot.
23. Starting from the Turret Room, hack the Hyperfluct Generator. If successful, take the rift and skip to 27.
24. If unsuccessful, then "Keep at Range" (5000m) from the Vessel Rejuvenation Battery. Lock up one of the Plasma Chambers.
25. Hack the Vessel Rejuvenation Battery. Wait two seconds after the hack is completed and make sure you are within its protection cloud.
Immediately thereafter:
26. Aggress one of the Plasma Chambers (Drones will not work). Immediately proceed back to the revived Hyperfluct Generator. You will have sixty seconds before the alarm is sounded, which will spawn 16 new Sentry Towers. Hack it quickly. Take the rift.
27. There are a number of damage clouds in this area. Approach the Archive Cerebrum Chambers; a propulsion module will help.
28. Hack the Remote Targeting Defense Augmentation Unit. A Pristine Storage Depot may spawn nearby. Hack it and loot it.
29. Start hacking the Cerebrum Maintenance Chambers. You will need three (3) Intravenous Oscillation Fluid objects. Failure of these hacks may spawn additional Sentry Towers (4, see details below). You may elect to destroy them. Light drones are recommended due to their 50m signature radius - or sentries.
30. Double-check that your ship is fit properly and prepared.
31. Approach the Central Archive Cerebrum. Place only the 3 Intravenous Oscillation Fluid objects inside it.
32. At this point, start watching the messages in Local more intently. Storage Depots will begin to spawn nearby. Damage from Shockwaves will also commence after a short time, and increase in magnitude. Sentry Towers can also be ejected from the Archive Cerebrum. There may be one Depot that is distanced afar from the regular group. You may cargo scan containers to evaluate their worth. When finished (or dead!), warp out of the site, and wait for it to despawn. Warp back to any bookmarked containers left inside the site, and continue on.
Ship Fittings
Frigates not capable of running a Superior Sleeper Cache in its entirety.
In particular, frigates are not suitable for:
- Checking if the Alarm has been activated in the Sentries on Duty room (instant death)
- Running the Archive Room (unable to tank excess of 1500 DPS)
- Running the Mine Room safely. Completion is possible, but should you fail, you will lose your ship
Otherwise, a Heron or Magnate can complete all other sections of the site.
Exercise caution when altering these fits. These fits have been demonstrated to work, and alteration may result in failing the site in an efficient fashion or losing the ship. |
Frigates
The following fit is used for the Solray Room after the Power Terminal has been stabilized. As noted in the Preamble, the Probe and Imicus are not recommended for Sleeper Caches. They can however work with a logistics support vessel such as a Bantam.
Relic Analyzer II
1MN Monopropellant Enduring Afterburner
Small Shield Booster II
Copasetic Compact Shield Boost Amplifier
Eutectic Compact Cap Recharger
Damage Control II
Type-D Restrained Capacitor Flux Coil
Small Thermal Shield Reinforcer I
Small EM Shield Reinforcer I
Small Gravity Capacitor Upgrade I
- As long as you have Capacitor Systems Operation and Capacitor Management to II, you may swap the capacitor recharger for a Small Compact Pb-Acid Cap Battery. Still, the Afterburner will have to be used only when needed.
- As long as the fit can sustain about 40 EHP/sec (EFT/Pyfa figures) indefinitely, it's good enough.
- Also make sure the Analyzer(s) are set to Auto Repeat OFF.
- Cargo scan the containers before you use this fit to identify which ones are junk and which ones are not (use a fleet of yourself to allow tagging of containers)
1MN Monopropellant Enduring Afterburner
Relic Analyzer II
Eutectic Compact Cap Recharger
Small Armor Repairer II
Damage Control II
Type-D Restrained Capacitor Power Relay
Experimental Multispectrum Energized Membrane I
Small Gravity Capacitor Upgrade I
Small Auxiliary Nano Pump I
Small Explosive Armor Reinforcer I
- You may need to swap the afterburner for a Small Compact Pb-Acid Cap Battery to achieve capacitor stability. T2 EANM optional.
- Two Small Auxiliary Nano Pump I rigs are acceptable too as generic rigs. See notes below.
Here are the generic site running fits.
Data Analyzer II
5MN Quad LiF Restrained Microwarpdrive
Medium Azeotropic Restrained Shield Extender
Relic Analyzer II
Type-E Enduring Cargo Scanner
Damage Control II
Micro Auxiliary Power Core I
Small EM Shield Reinforcer I
Small Thermal Shield Reinforcer I
Small Gravity Capacitor Upgrade I
Relic Analyzer II
Data Analyzer II
5MN Quad LiF Restrained Microwarpdrive
Damage Control II
Small Armor Repairer II
200mm Crystalline Carbonide Restrained Plates
Micro Auxiliary Power Core I
Small Gravity Capacitor Upgrade I
Small Auxiliary Nano Pump I
Small Explosive Armor Reinforcer I
Use a cargo scanner if possible after completing the two data hacks in the Solray Room.
Magnate comments: As noted in the Preamble, you may still scan down a Superior Sleeper Cache with armor tank rigs if you use three Scan Rangefinding Array Is, but it'll be rough. 2 Auxiliary Nano Pump Is and 1 Anti-Explosive rigs are more of a Limited Sleeper Cache thing anyways.
Cruisers
Generally, the Stratios is well suited for Sleeper Caches, but can only run the Standard and the Superior.
The main problem with it is that its armor tank is not suitable to run the Archive Room or a tripped Turret Room. A tripped Turret Room can be managed with outside logistics or a very expensive deadspace armor tank that can't run the Archive Room in the first place. It can survive for a span of time in the Archive but once the Colossals start it will falter very quickly. Use the Vessel Rejuvenation Batteries (keep a desk timer on hand), an MWD, cargo scanner and fast hacking, and don't risk the ship needlessly. You have roughly 6 minutes until the Colossals start, with good piloting, and a solid tank setup to handle the Sentry Towers (shooting them beforehand is a good idea) it can be possible to get most of the good stuff out in time.
Tech III Cruisers as of right now are well suited to the site as their capable tanks allow them to survive fine. In particular, their main advantage is good tank and the ability to access these sites in dangerous areas of space. Normally, an Adaptive Defense Node subsystem will be required, so you won't get the hacking bonus from the Covert Reconfiguration subsystem. A pilot who wishes to keep the Covert Reconfiguration subsystem will have to spend extra ISK to acquire a full High-Grade Crystal or Asklepian implant set and run higher meta level (i.e. Pithum B-Type Multispectrum Shield Hardeners instead of Pithum C-Type) tank modules. Proper rigs and most likely the propulsion subsystem will also be expected.
Tech II Cruisers and Tech II Battlecruisers are possible to fit to survive in the Archive, such as the Onyx and the Vulture. The problem with the cruisers is their low buffer, whereas the command ships need very high skills in fleet support links to make them effective.
There is however, one specific ship that is both easy to get into, commonly used and doesn't require much in the way of expensive deadspace modules, can be easily reused for other purposes. Another combo is a pair of 5-1 Guardians.
About the Nestor
The Nestor is a very puzzling ship, for more reasons than one. Fitting is one of its problems, bonuses being yet another.
Most people think this ship and this site were created for each other. While the site can be done fine with a Nestor, the problem is that as it is a battleship and a slow one at that, it may be more pragmatic to use a properly fit Tech III Strategic Cruiser instead because it is easier to fit one up with the required tank levels which makes them suitable for this site. "Properly fit" usually means deadspace repair modules and other expensive modules which -- can be used for other purposes -- combined with their PvP prowess and travel capabilities makes them more useful for this site. The one major problem with them now is that they can't run the Covert Reconfiguration subsystem to get a virus strength bonus -- so hacking is not any better than an unbonused ship.
Improved Cloaking Device II
Sisters Expanded Probe Launcher, Sisters Core Scanner Probe
Imperial Navy Cap Recharger
Imperial Navy Cap Recharger
Imperial Navy Cap Recharger
Imperial Navy Cap Recharger
Data Analyzer II
Relic Analyzer II
Centus X-Type Large Armor Repairer
Centus X-Type Large Armor Repairer
Core X-Type EM Armor Hardener
Core X-Type Explosive Armor Hardener
Core X-Type Kinetic Armor Hardener
Core X-Type Thermal Armor Hardener
Large Auxiliary Nano Pump I
Large Auxiliary Nano Pump I
Large Explosive Armor Reinforcer I
Caldari Navy Warden x5
Sisters Core Scanner Probe x1
- Any brand of X-Type armor hardeners will work.
- Coreli X-Type armor repairers will fit the bill too. Core types don't repair as much as the Coreli and Centus models.
- High slots to taste.
- Wardens are for shooting any Sentry Towers that spawn in the last room to ease up on the DPS pressure.
- The lack of a propulsion module hurts.
So while you may elect to use it, and it's a pretty ship to look at, it's not worth rushing out the door to buy one and kit it all up with expensive deadspace repair modules required to make it suitable for running this site. There are other candidates which work more efficiently -- when you start throwing blue modules around then yes, it can certainly work.
Other ships
Capitals are not permitted inside the site -- with one exception, the Rorqual. Capsules cannot enter.
It can be helpful to use a Small Secure Container (anchor it and set a password!) more so with the Magnate than the Heron. Leave the Secure Container in the Solray Room and bookmark it, and store the loot, cloaks, and probe launchers inside it. Bring the Mobile Depot into the Turret Room to refit for the Cargo Scanner after the data hacks are finished.
Visual Guide
Walkthrough
Entry
Having scanned down the site, warp to the result.
Look for a Hyperfluct Generator can. If a Spatial Rift is already up, then someone is there or has been there.
WARNING:
If the site has already been accessed, quickly check the Directional Scanner in a 1 AU radius to check for wrecks. If there is one at the site, do not enter. (You can also check zKillboard.) The Rift in the entry room might send you straight into the Turret Room, which might have had the alarm tripped. Unless you have a strategic cruiser or battleship with strong resistances (an overtanked Maller with two EM and two Thermal Hardeners works too), you'll be alpha'd off the field by 16+ Sentry Towers. There is no opportunity to warp out, cloak up, or escape through the nearby rift -- they aggress almost immediately. |
Otherwise, continue on with the hack of the Hyperfluct Generator can:
- CAN DIFFICULTY: 7/10 DATA [RED HACK]
- SUCCESS: The Spatial Rift is spawned, which leads into either the Sentries on Duty area or the Solray Power Plant. Capsules, Dreadnoughts, Carriers, Supercarriers, Titans, and Freighters cannot take the rift.
- FAILURE: You have two minutes to attempt a successful hack of this container. If a successful hack is not completed by that time, the site despawns.
- SUCCESS: The Spatial Rift is spawned, which leads into either the Sentries on Duty area or the Solray Power Plant. Capsules, Dreadnoughts, Carriers, Supercarriers, Titans, and Freighters cannot take the rift.
Activate the rift.
- If you land in the Turret Room, approach and activate the nearby Spatial Rift to warp to the Solray Power Plant.
- If you land in the Solray room, there are three places you may land. Look carefully for three containers, and based on which one you landed near, take the appropriate action:
- Solray Gamma Alignment Unit: Approach the Solray Infrared Alignment Unit.
- Solray Infrared Alignment Unit: Stay here for now.
- Solray Radio Alignment Unit: Take the nearby rift which will send your vessel over to the Solray Gamma Alignment Unit zone, although it can also direct you over to near the Infrared Alignment Unit.
- Note: The destination is random for each site and changes from one site to the next, but it will remain consistent within any one site. The same logic applies to what area ships will land at when they enter the room from the very first room which has the initial Spatial Rift. Thus, that rift can send the player to the Solray Power Plant (which has 3 possible spots to land at) or the Sentries on Duty Room.
Solray Power Plant
Stay on the side opposite the Solray Power Terminal—it deals ~600 dps omni-damage without being aligned. If someone has already entered, you will need to ascertain whether the Power Terminal has been aligned. There are two ways of doing this: first, the name of the container will have changed (from Unaligned to Aligned); second, you can inspect the Alignment Unit containers to see if the correct disc was placed inside. As a last resort, bring in a cruiser that can tank or have a friendly logistics cruiser capable of restoring ~650 EHP/sec (roughly 250 raw HP/sec). |
Near the Solray Gamma Alignment Unit container, there is a structure named the Solray Observational Unit. When successfully hacked, pilots can obtain an "alignment disc" which, when placed in the proper container, reduces the strength of the damage cloud created by the Solray Power Terminal. When warping through the Power Terminal's damage radius, vessels may sustain but this damage is manageable and is not serious.
Hack the Solray Observational Unit.
- CAN DIFFICULTY: 7/10 DATA [RED HACK]
- SUCCESS: The hacker is free to open the container and collect the alignment disc.
- FAILURE: No penalty.
- SUCCESS: The hacker is free to open the container and collect the alignment disc.
Upon successful hacking loot the Solray Observational Unit. It will contain one of three Alignment Discs. Zoom out to locate the correct container to place the alignment disc. There are three: Infrared, Radio, and Gamma Ray Alignment Discs. The Infrared Alignment Disc goes into the Solray Infrared Alignment Unit, the Gamma Ray Alignment Disc goes into the Solray Gamma Alignment Unit, and the Radio Alignment Disc goes into the Solray Radio Alignment Unit. Collect the disc and burn over to the appropriate container. To load the Radio Alignment Disc, simply take the rift near the Solray Observational Unit to warp over to that container, then take that rift back over to the main area.
Upon stabilizing the Solray Power Terminal |
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Using the crystal disc, the alignment is now correct and the Solray Power Terminal is stable. |
With the Solray Power Terminal aligned, the damage cloud surrounding it will deal considerably less damage while a vessel is within its damage radius (~14-17km).
Drop a mobile depot near the lone (Dented or Mangled) Storage Depot which is between the Solray Gamma Alignment Unit and the Infrared Alignment Unit. If your Relic Analyzer is equipped, hack the depot while the mobile depot is setting up. Otherwise, wait near it (do not cloak, otherwise the site may despawn) and after it is ready, refit into the capacitor stable self-repper fit with a Relic Analyzer. It may be prudent to cargo scan all nearby containers including the ones inside the Power Terminal's proximity to check for dead-end worthless containers (as it is possible that some may be empty).
- CAN DIFFICULTY: VARIES (RELIC) [YELLOW TO RED HACKS]
- SUCCESS: Contents are ready to be looted.
- FAILURE: No penalty.
- SUCCESS: Contents are ready to be looted.
With 50% resistances to all damage types, the damage cloud deals ~15 damage per second. A ship able to repair more than 30 Effective Hit Points (EHP) per second indefinitely is completely sustainable.
Afterward, refit back to the generic site running fit with a Microwarpdrive and both Analyzers.
For the frigate pilots, consider skipping the next room and moving on to Sentries on Duty Room, below. A Strategic Cruiser or Nestor is best for attempting the Mine Room. An overtanked Stratios (2 plates and 2 large shield extenders) should also be fairly safe. Frigate pilots will lose their ship upon failure.
Specifics of the Power Terminal |
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Normally, without being aligned, the Power Terminal area of effect damage cloud does 600 DPS to a regular Tech 1 resistance profile, assuming no hardeners. When suitable hardeners are fitted which provide ~65% resists to all damage types, the DPS is about 150 in total on a Stratios. A Moa sustained ~228 DPS with a 62/59/69/74% resist profile. The damage radius is approximately 14km from the Power Terminal unit itself.
Placing the incorrect alignment disc in a container initially announces the message that it has been aligned: "Using the crystal disc, the alignment is now correct and the Solray Power Terminal is stable." But shortly thereafter: "Seems you used the crystal disc incorrectly, the Solray Power Terminal is losing its alignment fast! The solar flare around the Terminal will increase again in approximately 30 seconds." However, the damage per second will actually remain identical. A disc that has been placed into a container cannot be removed. Let's introduce some damage logs from a Polarized vessel. A Reactive Armor Hardener shifted over to 60% EM damage resistances, this is a good indication that the damage appears to be exclusively EM damage. Unstabilized Power Terminal. 600 raw DPS. 03:36:13 Combat 600 from Solar Flare - Hits And a stabilized Power Terminal. Much more tolerable. 03:43:50 Combat 25 from Solar Flare - Hits |
Mine Room
The recommended tank for this room is 70,000 EHP. It can be done with less, so long as the pilot does not fail any hacks. If you wish to attempt this section with a frigate, use the cheapest T1 exploration hull (the virus strength is a requirement) equipped with a Medium Azeotropic Restrained Shield Extender, a Damage Control I, a Limited Multispectrum Shield Hardener I, and a Data Analyzer, with nothing else. In that case, do this room after completing the Turret Room.
To access this room, take the rift near the Solray Observational Unit. The Solray Power Terminal must be aligned first for the rift to work properly, even if the Reroute Unit has been hacked. The landing point is next to the Solray Radio Alignment Unit. Hack the Remote Reroute Unit:
- CAN DIFFICULTY: 7/10 DATA [RED HACK]
- SUCCESS: The Rift is recalibrated to point towards the Mine Room.
- FAILURE: The Rift closest to the Redirect Unit is recalibrated to point towards the center of Sentries on Duty. Upon arrival, you will trip all ten proximity turrets and additionally be aggressed by the six starting turrets. This will destroy frigates, non-archive fitted T3Cs, and other fragile ships. Hacking the Redirect Unit successfully will recalibrate the rifts again, resolving this threat.
- SUCCESS: The Rift is recalibrated to point towards the Mine Room.
A successful hack changes the direction of the Rift near the Solray Observational Unit to point towards the Mine Room instead of near the Radio Alignment Unit. Take the nearby Rift to head back to the main area, then take the rift near the Observational Unit into the Mine Room itself.
Expect to sustain ~800 damage upon landing or shortly thereafter from a hidden mine. Upon landing, you should see a Remote Defense Grid Unit. Do not activate a Microwarpdrive if you have one equipped. The Remote Defense Grid Unit is approximately 7km off the beacon; some slow manual piloting may be required:
- CAN DIFFICULTY: 10/10 DATA [RED HACK]
- SUCCESS: A Pristine Storage Depot may spawn, and possibly one or two lower grade containers are spawned. The locations of the hidden mines are revealed, but wandering around the room is still dangerous.
- FAILURE: Ship will sustain between 10000-25000 damage.
- SUCCESS: A Pristine Storage Depot may spawn, and possibly one or two lower grade containers are spawned. The locations of the hidden mines are revealed, but wandering around the room is still dangerous.
If successful, continue by hacking the spawned containers:
- CAN DIFFICULTY: VARIES (RELIC) [YELLOW TO RED HACKS]
- SUCCESS: Contents are available to be looted.
- FAILURE: No penalty.
- SUCCESS: Contents are available to be looted.
When finished, you may Micro Jump Drive back to the main area, burn a Microwarpdrive, or just warp out and warp back in. Continue on to the Turret Room.
Mine room damage |
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Upon landing inside the site, even while still in warp, expect to sustain ~2100 damage from a mine, or possibly several mines. An Astero with just a Damage Control II, 200mm plate, and an Anti-Explosive rig sustained 2135 damage, which left it with 65% structure.
After the failure of the Remote Defense Grid Unit, a Maelstrom sustained 11760 damage with the Multispectrum Shield Hardener overloaded (59/56/67/72 resists). Log: [ 05:43:10 ] (combat) 560 from Minefield - Hits 11760 damage taken in total. If 11760 is divided by 560, the answer is 21. 21 mines? Possibly. The damage left the brick-tanked Maelstrom (79k shield EHP) with the ship with 62% shields. Using a Maller with rainbow active hardeners and 2 T2 1600mm plates (rigs were 2x Auxiliary Nano Pump and a Thermal Armor Reinforcer rig for running the Turret room tripped), the detonation put it into 23% armor from full shields. Here is some Polarized data. Most recent data is at the top. Using a Reactive Armor Hardener, the damage shifted over from 15% across all four damage types to 33% Explosive damage and 9% in the others, so it appears to be explosive damage. (Resistance Phasing IV) Note the damage from the "Mine" upon entry into the complex. 03:48:19 Combat 7500 from Minefield - Hits |
Sentries on Duty
This room can be challenging, but for frigate pilots, this is generally the most lucrative portion of the site.
Turret Room Visual Guide
WARNING:
1. If the Alarm has been tripped in this room, there can be in excess of 16 Sentry Towers active, and frigates will not stand a chance. There also can be no warning that the Alarm has been tripped. Overtanked Mallers and other hardened ships can survive the initial damage and subsequent DPS. If coming from the Solray room, the message indicating that the Alarm has been tripped shows up only after the ship is already in warp. |
The following images are included to provide context and further guidance:
Turret Room Walkthrough
Entry message |
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The area you're entering has several sentry guns active, and there are indications that many more may be hidden in an inactive state. The sentry guns surround a lucrative cache of storage depots and another Hyperfluct Generator, possibly opening a way deeper into the complex. |
Start from the Solray room, leaving the Mobile Depot near the lone Storage Depot.
Make sure to do three things before attempting this room:
- Bookmark the location of the Mobile Depot in the Solray Power Plant.
- Drop all loot and unneeded modules into the Mobile Depot. Alternate choice: Use a Small Secure Container instead.
- Refit into the appropriate fit. For frigates, that would be the generic site running fit shown above. For ships that are intended to handle the Archive Room, having that fit on standby is important too. Experience will direct you what to do past the second site or so.
Take the Spatial Rift near the Solray Gamma Alignment Unit container. The Sentry Towers will not aggress unless a ship strays too close to the loot containers.
The Remote Defense Grid Unit in the room has three functions: first, it disables any proximity-based Sentry Towers from activating. Second, it re-wires a hostile Sentry Tower into a friendly one. Third, it recalibrates the Vessel Rejuvenation Battery into one that can be hacked to configure it to repair the friendly Sentry Tower. If a ship approaches the Storage Depots and ignores the Remote Grid Defense Unit procedure, then not only will the 6 initial Towers aggress, but up to 10 additional new Sentry Towers can spawn.
First, hack the Remote Defense Grid Unit. Take your time on this hack, there is no rush. The newly-converted Tower will then aggress the other 5 Sentry Towers, and in turn take damage itself. It can't sustain the incoming damage for long.
WARNING: A present bug in the site seems to indicate that failure of this next hack will spawn the Sentry Towers regardless of whether a successful rehack has been completed. So the countdown to the perimeter Sentries will not be actually canceled, no warning in Local that they are about to spawn, instead you will find 16 Sentry Towers will spawn anyways. In a frigate, warp off the site immediately if you fail the hack. Cruisers and above which can run the Archive Room may choose Plan B. |
- CAN DIFFICULTY: 9/10 DATA [RED HACK]
- SUCCESS: The closest Sentry Tower becomes friendly, and aggresses the other Sentry Towers to blow them up, and will in turn begin taking damage itself from the other Sentry Towers.
- FAILURE: A timer is generated which will activate the Alarm in 45 seconds. When the 45 second timer is up, the RDGU explodes and there is no other way to proceed without strong tanking abilities. At the 45 second timer mark, the site spawns the 16 Perimeter Defense sentry towers, for a total of 22 Sentry Towers. Frigates will not survive.
- SUCCESS: The closest Sentry Tower becomes friendly, and aggresses the other Sentry Towers to blow them up, and will in turn begin taking damage itself from the other Sentry Towers.
For Cruisers and above, there is Plan B (below).
After hacking Remote Defense Grid Unit |
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By hacking the remote defense unit, you've managed to rewire one of the sentry guns nearby. It now considers you friendly and the other sentry guns as hostile and will start attacking them. |
Hostiles targeting friendly Sentry Gun |
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The hostile sentry guns in the area have started targeting the rewired sentry gun. Might it be possible to help it out in some way? |
Immediately after hacking this container, activate the Microwarpdrive and burn towards the Sentry Repair Station located near the right of your present position. Hacking the Sentry Repair Station will cause it to provide armor and shield reps to the friendly Tower. (The friendly Tower cannot receive remote repairs from ships.) There is enough time for 2 hacks, maybe 3 fast hacks, before the hostile Sentry Towers destroy the friendly Tower:
- CAN DIFFICULTY: 8/10 DATA [RED HACK]
- SUCCESS: The Station will provide shield and armor repairs to the friendly Rewired Sentry Gun.
- FAILURE: No penalty, although if a successful hack is not completed before the hostile Sentry Towers destroy the friendly Tower, then some Towers will remain.
- SUCCESS: The Station will provide shield and armor repairs to the friendly Rewired Sentry Gun.
Hostile Towers do not appear to aggress ships even if the hacking the Sentry Repair Station is unsuccessful. Instead, the hostile Towers appear to keep incurring damage and are eventually destroyed, even with the Rewired Sentry Gun destroyed. This is another bug of the site itself. Should it be fixed in the future, simply revert to Plan B. Do not aggress the Sentry Towers with weaponry - it will instantly trigger the 16 Perimeter Defense Sentry Towers.
After hacking Sentry Repair Station Preservation Unit |
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You have successfully turned the focus of the repair facility to the rewired sentry gun. This will not only repair it from incoming damage but also speed up the destruction rate of the hostile sentry guns now that they no longer enjoy the benefits of the repair station. |
Assuming a successful hack of the Sentry Repair Station, simply sit near the Repair Station and wait for the hostile Towers to be eradicated. Do not approach the 3 Unstable Plasma Chambers located north of the warp-in recklessly: exercise great caution, moving about 100m/sec and no prop mods. Getting too close to these could be fatal, and will also trip the alarm: blazing all over the site with an MWD will not go unnoticed. These Chambers are very similar to the ones found in Limited Sleeper Caches except they are considerably more powerful than in this site.
Upon approaching Unstable Plasma Chambers |
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These Plasma Chambers seem volatile. You should be careful around them lest they explode. |
Hacking the Sentry Repair Station before the Remote Defense Grid Unit does nothing, although a message appears in Local: "Hacking the repair station has no discernible effects on anything in the vicinity. The station continues to provide repair services to the nearby sentry guns."
When all is clear, the loot is there for the taking, and pilots may hack and loot in peace, with no particular danger:
- CAN DIFFICULTY: 6 - 9/10 RELIC [YELLOW to RED HACKS]
- SUCCESS: Contents can be looted.
- FAILURE: No penalty.
- SUCCESS: Contents can be looted.
Do not hack the Hyperfluct Generator container yet.
While working on the hacks, avoid using the Microwarpdrive, use "Keep at Range" (2500m) on the last can near the group of Plasma Chambers, and move slowly (around 100m/sec) to avoid triggering the Plasma Chambers. After all worthy containers are hacked, frigate pilots will have completed as much as they can. Take the Spatial Rift to head back to the Solray Room, refit to a travel fit if needed, scoop up any contents inside the Mobile Depot (if it is scooped to the cargohold directly, a jetcan is left behind), pack up the Mobile Depot and depart.
For the T3 Cruisers, Nestor and other similar battleship-level tanked ships, if there was no Mobile Depot left behind anywhere in any other room, you may now proceed to the Archive Room.
About those Plasma Chambers |
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You can amuse yourself by searching zKillboard for kills by the Invisible Cloud element. Check for ones with blue loot inside them. The Plasma Chambers deal massive amounts of damage.
The explosion itself deals 100000 explosive damage. The explosion radius itself is also extremely large. Extensive testing places the explosion radius at 250km. Check the images below to see the results of improperly equipped ships and they fared. Damage log (Polarized vessel) confirms this number above. 04:01:49 Combat 100000 from Invisible Cloud - Hits |
The images below cover the detonation of the Plasma Chambers.
Plan B |
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While this room can deal huge amounts of damage, it is not completely untankable. There are a couple of ships and fits that are viable for the job.
When a ship approaches the Storage Depots, the initial Sentry Towers will begin to aggress the player around the 10km mark measured from the warp-in beacon toward the Hyperfluct Generator. Assuming the alarm has not been activated, their activation range is ~10-12km. As the ship continues, hidden Sentry Towers are activated in predefined spots as the ship moves around the area. In total, 10 Sentry Towers can be activated by proximity and 6 are from the initial spawn. The following fits are intended to tank all the Sentry Tower damage in this room. Any cruiser or larger ship with ~900-1000 EHP/sec repairs against EM and Thermal damage (more on the 1000 side of that) can survive here as long as it is capacitor stable. Armor tanked ships are the obvious choice because of the default resistance profile of armor, and because the Relic Analyzer won't interfere with capacitor modules or tank modules in the mid slots, as it would with shield tanks. That's not to say a Tengu or Sleipnir is bad, but just that armor is easier. Choices include any ship with a bonus to repair amount, resistances, or both (e.g. T2 hulls with the T2 resistance profile). Mallers make a good choice for both low cost and ease of entry; for battlecruisers, the Prophecy, Brutix, and Myrmidon are all respectable. Battleships usually have no problem fitting a tank along the suggested lines.
EFT
[Maller, Maller - About Face (Turret Room)]
Large Cap Battery II Large Cap Battery II Relic Analyzer II Medium Armor Repairer II Medium Armor Repairer II Thermal Armor Hardener II Thermal Armor Hardener II EM Armor Hardener II EM Armor Hardener II Medium Auxiliary Nano Pump I Medium Auxiliary Nano Pump I Medium Thermal Armor Reinforcer I FITTING DIFFICULTY
EVE VERSION
YC118 1.0
ALPHA CAN USE
UNSET
RECOMMENDED SKILLS
NOTES
EFT
[Myrmidon, Myrmidon - To Tank A Few Sentries]
Cap Recharger II Cap Recharger II Large Compact Pb-Acid Cap Battery Large Compact Pb-Acid Cap Battery Relic Analyzer II Medium Armor Repairer II Medium Armor Repairer II Thermal Armor Hardener II Thermal Armor Hardener II EM Armor Hardener II EM Armor Hardener II Medium Nanobot Accelerator I Medium Auxiliary Nano Pump I Medium Auxiliary Nano Pump I FITTING DIFFICULTY
EVE VERSION
YC118 1.0
ALPHA CAN USE
UNSET
RECOMMENDED SKILLS
NOTES
EFT
[Prophecy, Prophecy - Sentries on Duty]
Armor Command Burst I, Rapid Repair Charge 10MN Monopropellant Enduring Afterburner Relic Analyzer II Large Cap Battery II Large Compact Pb-Acid Cap Battery EM Armor Hardener II EM Armor Hardener II Thermal Armor Hardener II Thermal Armor Hardener II Medium Armor Repairer II Medium Armor Repairer II Capacitor Power Relay II Medium Thermal Armor Reinforcer I Medium Auxiliary Nano Pump I Medium Auxiliary Nano Pump I FITTING DIFFICULTY
EVE VERSION
Unknown
ALPHA CAN USE
NO
RECOMMENDED SKILLS
NOTES
The initial alpha from a fully spiked room can be rather impressive: try overheating one EM and one Thermal hardener for one cycle to reduce the incoming damage a bit if the room is "hot" and 22 towers are active (don't need more than one cycle, and more than those two hardeners overloaded probably won't help much due to resistance ceilings). As long as you're repairing in excess of 950 EHP/sec cap stable and keep moving (not all towers will be in range, so you don't actually get shot at by all of them, rather about half of them at any one time), you'll be fine even with the Perimeter Defense network up. Also, any fit that can survive the Archive Room indefinitely (repping in excess of 2000 EHP/sec) won't have a problem, and may simply continue on hacking as if nothing happened. Therefore, the basic strategy is to ignore the Remote Defense Grid Unit hack entirely and hack only the Storage Depots. If there is doubt as to whether the Alarm is active (i.e. if someone else may have tripped it), swap out the two armor repairers for a pair of 1600mm plates and have a look. There is enough buffer to survive without reps for about five minutes. If the Perimeter towers are not active, but all 10 proximity towers and the initial 6 towers are, then the tank should last for about 6.5 minutes. Using Pyfa's numbers, one Exequror can repair about 2000 EHP/sec onto a plated fit using the right hardeners and may be a good alternative. As long as the logistics ship does not steal aggro (just sit near the beacon), this approach should work nicely. This also has the benefit in that an overtanked Maller may only need to swap out for all EM and Thermal Hardeners, as 90% resists are pretty effective at reducing the incoming DPS. It has been observed that if a solo ship warps out, the Sentry Towers may switch to attacking Storage Depots and may not reaggress upon re-entry. The Perimeter Towers (and the initial Towers if the alarm is tripped) themselves have an activation range of 120km. Beyond this point, they will switch from a red box to a yellow box but will re-engage if a player approaches within that 120km limit. Because of this, a sniping battleship can be used to clear out the Sentry Towers if desired, however, this does take some time. To do this, when landing on the beacon, immediately turn the ship around 180 degrees from the area near the Storage Depots and then hit the Micro Jump Drive. (This allows for the maximum distance jumped from the rest of the Towers: hopefully only three or four Towers will still have active aggression.) Use 1400mm Artillery, Sentry Drones or probably large beam lasers. Then it's a matter of carefully positioning around to make sure the Towers in aggression range are limited so it doesn't break the tank, yet still engaging them within optimal of the battleship. Attack battlecruisers like Oracles won't work because those cannot fit MJDs. Lastly: A damage log of a lot of Sentry Towers spawned should give a basic idea of the amount of damage that can be expected. [ 2016.07.05 23:26:49 ] (combat) 1192 from Wakeful Sentry Tower - Penetrates The Maelstrom was able to tank most of the damage with just one repairer at about 950 EHP/sec. That is 4743 damage taken over 45 seconds, which turns out to 105.4 DPS incurred. |
The Archive
Starting from the Sentries on Duty room, there should be a Hyperfluct Generator container. Hacking it produces two outcomes:
- CAN DIFFICULTY: 9/10 DATA [RED HACK]
- SUCCESS:
- First case: A Spatial Rift is generated, which allows immediate access to the Archive Room.
- Second case: A Spatial Rift is not generated. Here's what needs to be done:
- SUCCESS:
- Make your way over to the Vessel Rejuvenation Battery, and start the hack process, but do NOT finish the hack. When you find the core and are 1-2 clicks away from success, get ready for the next bit below. Ensure the ship stays within 5km or so of the Battery unit.
- Lock up one of the Unstable Plasma Chambers. Make sure you have some kind of high slot weapon: drones will not work. Even a 125mm Autocannon on a Nestor is enough. A target painter is even easier. But do not shoot it yet.
- FAILURE: No penalty.
- Make your way over to the Vessel Rejuvenation Battery, and start the hack process, but do NOT finish the hack. When you find the core and are 1-2 clicks away from success, get ready for the next bit below. Ensure the ship stays within 5km or so of the Battery unit.
A successful hack of the Vessel Rejuvenation Battery is next...
- CAN DIFFICULTY: 8/10 DATA [RED HACK]
- SUCCESS: A cloud is generated which approximates the area of healing reps. It evaporates after 10 seconds, so timing is important. The cloud will protect even a frigate from the incredible power of the explosion.
- FAILURE: No penalty.
- SUCCESS: A cloud is generated which approximates the area of healing reps. It evaporates after 10 seconds, so timing is important. The cloud will protect even a frigate from the incredible power of the explosion.
Just after you finish the hack, watch Local to see when the message pops up informing of the activation, wait about 2 seconds, then quickly shoot a Plasma Chamber. The Vessel Rejuvenation Battery's mad reps will protect you. Quickly turn on the Microwarpdrive over to the now-revived Hyperfluct Generator. There are just 60 seconds to attempt a successful hack before the Perimeter Defense System comes online if it was not before. When that happens, 16 new Sentry Towers appear. Frigates will be destroyed. Ships that can run the Archive Room fine will be okay to repeat attempts until the Rift is generated.
Once the hack is completed, take the Rift into the Archive Room itself.
Entry message |
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The area you're entering was a massive archive, storing and recording millions of objects and items from around New Eden. Someone or something recently went through the archive like a tornado, leaving it almost completely ruined. It is possible though that something can still be retrieved, it all hinges on whether the archive system can be made operational again. |
There are several obstacles in the Archive Room that cause damage: Sentry Towers, damage clouds near various objects (Smoldering Archive Ruins), and shockwaves.
Begin by approaching the Defense Targeting Augmentation Unit. From the beacon, a straight line approach is fine. Hack the Defense Targeting Augmentation.
- CAN DIFFICULTY: 8/10 DATA [RED HACK]
- SUCCESS: The Sentry Towers, which already have atrocious tracking ability, suffer an additional tracking penalty.
- FAILURE: Standard failure result of any can in this site: Generate 4 sentry towers.
- SUCCESS: The Sentry Towers, which already have atrocious tracking ability, suffer an additional tracking penalty.
Upon hacking Defense Targeting Augmentation Unit |
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You have managed to disrupt the targeting service. This will make it much harder for sentries in the area to score a hit. |
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. Notice: The impaired sentry turret variant will lock and engage the first thing it sees. If you have a cloaking device, this will be the various cerebrum cans. As such, it's entirely possible to reduce incoming damage by triggering the turret spawns by whatever method you see fit, impairing them with the targeting unit hack, then cloaking for a short time to lose their aggression. This does not apply to Sentries On Duty, as they do not use the impaired variants.
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:
- CAN DIFFICULTY: 8/10 DATA [RED HACK]
- SUCCESS: The contents may be extracted. A Pristine Depot may spawn nearby.
- FAILURE: 4 Sentry Towers may spawn. Message in local says: "Your actions have activated the defense system in the area!"
- SUCCESS: The contents may be extracted. A Pristine Depot may spawn nearby.
Upon hacking Cerebrum Maintenance Chambers |
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You have succeeded in gaining access to repair parts for the Central Archive Cerebrum. |
It is advisable, but not required to shoot the Sentry Towers that lie around the perimeter. As they have a 50m signature radius, Light Neutron Blasters and light drones are recommended, or sentry drones. Depending on the ship's fit, their absence can be enough to make sure your tank lasts long enough.
Once 3 Oscillation Fluids (or more) have been obtained, approach the Central Archive Cerebrum and "Open Cargo".
Place 3 Cerebrum Oscillation Fluids into the Central Archive Cerebrum; more is unnecessary. When this is done, a couple of things are initiated: first, the Central Archive Cerebrum will eject Storage Depots of varying grades, and shockwaves will begin to occur after about 2 minutes or so. The first set are tankable fine in a standard Tech III Strategic Cruiser, though the double massive shockwaves will most likely be more than most fits and skills can handle. The basic idea then becomes a question of how many cans can be hacked and looted before the incoming damage is more than can be safely tolerated.
Vessel Rejuvenation Batteries will also be ejected from the Cerebrum itself (details in collapsed "Archive Room Damage" infobox, below). Warning: Two out of the three rejuvenation batteries do not function. The closest one to the lone pristine depot spawn is the only functional one. Others will not work and will leave you without any repping power. As such, if you need these to tank the shockwave damage, then it may be advisable to skip the archive.
Make sure to check for other containers around the area, for those looking to complete the room fully. When finished, warp out. Those who left Mobile Depots in other rooms may need to warp back to collect them and refit for a travel fit.
Archive Room Damage |
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Starting with the Smoldering Archive Ruins, these minor damage clouds line the area around the central Cerebrum. From their center, they have a damage radius of ~4km, although certain clouds may have a larger radius. A damage log:
[ 2016.07.06 00:02:34 ] (combat) 34 from Smoldering Archive Ruins - Hits 151.6 DPS average, although 131 may be a more accurate measurement—that hit for 146 throws the average off. A dual-rep Stratios with roughly 350 EHP/sec lasted about a minute before it failed to repair enough, and exploded. They can cause borderline tanks to break when the "colossal" waves hit. There are four types of shockwaves, and each can be recognized in Local. "A massive shockwave is approaching the area. ETA is 15 seconds." This is the damage log of one massive shockwave: [ 2016.06.20 07:03:18 ] (combat) 136 from Shockwave - Hits 4390 damage taken over 5 seconds equals 878 damage per second taken. On a Maelstrom, one X-Large C5-L Emergency Shield Overload repairing 1095 EHP/sec was comfortably sustaining this damage. Two of these simultaneously was not too bad, nothing one repper couldn't fix before the next wave came through. Three needed both shield boosters running. A colossal wave: [ 2016.06.20 07:02:58 ] (combat) 181 from Shockwave - Hits 15005 damage over 9 seconds. 1667 damage per second taken. The Vessel Rejuvenation Batteries are ejected periodically. When they are hacked, they generate a cloud that provides serious repping power. It was enough for a Hyperion to tank a colossal wave (and more) and not sustain any shield damage. The shield remained at 100% regardless of the shockwave damage, and it also fixed armor as well. These repping clouds last for about 90 seconds before they expire. The damage radius for the shockwaves is ~56km from the Central Archive Cerebrum. Orbiting the Cerebrum at 60km will avoid all damage. A timeline of events in the site: T 0: Intravenous Oscillation Fluid added to Central Archive Cerebrum T +5sec: First ejection of Storage Depots T +14sec: First Rejuvenation Battery Ejected T +45sec: Forced Ejection attempted: Massive Shockwaves may begin soon. A Sentry Gun may be ejected T +2min 19ssec: Second Rejuvenation Battery Ejected T +4min 36sec: Third Rejuvenation Battery Ejected T +6min 31sec: Colossal Shockwaves may commence Log Sample: [15:14:23] The Central Archive Cerebrum has received enough Intravenous Oscillation Fluid to start operating some of its systems. It is now in the process of starting them up.
Recall as before that the minimum specified is 2000 EHP/sec cap stable active reps (10 minutes or so is good enough, you can turn it off when there is no damage and single massive shockwaves aren't that bad) and 50K EHP of buffer in the designated tank method. The reason is that 2000 EHP/sec allows for a comfortable margin of tank to tank most of the incoming damage (but not tank against it), not bleed into armor (or hull for armor ships) and fix all the damage before the next wave comes in. It's not the single massives or even the double massives that are the problem, it's the Colossal waves and especially a Colossal with a pair of massives at the same time. Let's start with Tech III Cruisers. The Tengu is first up. The fitting notes are important. Drugs and implants not required. Travel fit first: Archive fit. Specified modules shown should not be downgraded. If you get back-to-back Colossal Shockwaves, overload the shield booster. Offline modules represented by empty slots: re-online the RLMLs once you're finished with the site. [Tengu, Tengu - Shield No Prop RLML SSC Runner #2] Here's a Loki fit. It has seen a resurgence in recent days and thus I feel compelled to provide a fit. Travel fit not shown. Overload the shield booster if you get back to back Colossals. Not capacitor stable - turn off when not needed.
[Loki, Loki - Shield MWD RLMLs SSC Archive #1] There is a video of a Legion running the Archive Room (link is at the way bottom of this page). This is his fit:
Legion - Armor Triple Rep Superior Sleeper CacheLegion: Legion - Armor Triple Rep Superior Sleeper Cache
EFT
[Legion, Legion - Armor Triple Rep Superior Sleeper Cache]
Relic Analyzer II Dark Blood Cap Recharger Dark Blood Cap Recharger Dark Blood Cap Recharger 1600mm Steel Plates II True Sansha Energized Adaptive Nano Membrane True Sansha Energized Adaptive Nano Membrane Corpum A-Type Medium Armor Repairer Corpum A-Type Medium Armor Repairer Corpum A-Type Medium Armor Repairer Legion Electronics - Emergent Locus Analyzer Legion Defensive - Nanobot Injector Legion Engineering - Capacitor Regeneration Matrix Legion Offensive - Drone Synthesis Projector Legion Propulsion - Chassis Optimization Medium Auxiliary Nano Pump II Medium Auxiliary Nano Pump I Medium Capacitor Control Circuit II FITTING DIFFICULTY
EVE VERSION
Unknown
ALPHA CAN USE
NO
RECOMMENDED SKILLS
NOTES
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. 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. For posterity's sake, the old Tengu fits. The ability to run the covert and nullifier subs while still tanking just fine was remarkable. Quick facts about the second fit (which was used for the Archive): Using Caldari Navy Power Diagnostic Systems, 72351 ehp (59651 shield ehp), 2638 EHP/sec shield boosting rate, 79.6/89.6/84.4/74% shield resistance profile, capacitor stable at 41%, and aligns in 5.6sec (rounds to 6 seconds).
EFT
[Tengu, Tengu - Shield MWD RLML Sup Sleeper #1]
Covert Ops Cloaking Device II Sisters Expanded Probe Launcher, Sisters Core Scanner Probe Rapid Light Missile Launcher II, Caldari Navy Scourge Light Missile Rapid Light Missile Launcher II, Caldari Navy Scourge Light Missile Rapid Light Missile Launcher II, Caldari Navy Scourge Light Missile Republic Fleet Large Cap Battery Pith X-Type X-Large Shield Booster Pithum C-Type Multispectrum Shield Hardener Gist X-Type EM Shield Hardener 50MN Y-T8 Compact Microwarpdrive Type-E Enduring Cargo Scanner Power Diagnostic System II Power Diagnostic System II Damage Control II Tengu Defensive - Amplification Node Tengu Engineering - Capacitor Regeneration Matrix Tengu Offensive - Covert Reconfiguration Tengu Propulsion - Interdiction Nullifier Tengu Electronics - Emergent Locus Analyzer Medium Capacitor Control Circuit I Medium Core Defense Field Extender II Medium Capacitor Control Circuit I FITTING DIFFICULTY
EVE VERSION
Unknown
ALPHA CAN USE
NO
RECOMMENDED SKILLS
NOTES
EFT
[Tengu, Tengu - Shield No Prop RLML Sup Sleeper #2]
Covert Ops Cloaking Device II Sisters Expanded Probe Launcher, Sisters Core Scanner Probe Rapid Light Missile Launcher II, Caldari Navy Scourge Light Missile Rapid Light Missile Launcher II, Caldari Navy Scourge Light Missile Rapid Light Missile Launcher II, Caldari Navy Scourge Light Missile Republic Fleet Large Cap Battery Pith X-Type X-Large Shield Booster Pithum C-Type Multispectrum Shield Hardener Pith X-Type EM Shield Hardener Republic Fleet Large Shield Extender 5a Compact Shield Support I Relic Analyzer II Power Diagnostic System II Power Diagnostic System II Damage Control II Tengu Defensive - Amplification Node Tengu Engineering - Capacitor Regeneration Matrix Tengu Offensive - Covert Reconfiguration Tengu Propulsion - Interdiction Nullifier Tengu Electronics - Emergent Locus Analyzer Medium Capacitor Control Circuit I Medium Capacitor Control Circuit II Medium Core Defense Field Extender II FITTING DIFFICULTY
EVE VERSION
Unknown
ALPHA CAN USE
NO
RECOMMENDED SKILLS
NOTES
|
Polarized Damage Logs |
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The damage of the Archive Room, minus the Sentry Guns, using a Polarized battleship to neutralize resistances. Damage is omni-damage (only the Sentry Guns are EM/Th).
Smoldering Archive Ruins -- the damage clouds around the perimeter. You'll notice spikes of 500 damage intermixed with 100 damage ticks. The 500 damage spikes are kind of random, but can activate once every 3 seconds. [ 2017.10.03 19:58:50 ] (combat) 100 from Smoldering Archive Ruins - Hits 3800 damage taken over 6 seconds. 633.333333 DPS. Next up is a Massive Shockwave. [ 2017.10.03 19:29:45 ] (combat) 300 from Shockwave - Hits 12000 damage over 4 seconds. Finally a Colossal Shockwave. [ 2017.10.03 19:36:04 ] (combat) 400 from Shockwave - Hits 41000 damage over 9 seconds. |