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{{ | {{Abyssal Deadspace links}} | ||
On this page, you will find a list of commonly asked questions regarding [[Abyssal Deadspace]]. If your question is not on this page, please head over to the Abyssal Community Discord channel and ask there. Ping a [[Community Coordinators]] if you think this page should include your question. | On this page, you will find a list of commonly asked questions regarding [[Abyssal Deadspace]]. If your question is not on this page, please head over to the Abyssal Community Discord channel and ask there. Ping a [[Community Coordinators]] if you think this page should include your question. | ||
== Which ships should I fly? What should be my next ship? == | == Which ships should I fly? What should be my next ship? == | ||
There is no 'perfect' progression which Abyssal Community recommends. Please look at our [[Abyssal Community Fits]] for base T0 | There is no 'perfect' progression which Abyssal Community recommends. Please look at our [[Abyssal Community Fits]] for base T0 - they were tested with recommended skills, and provide good start in Abyss. You have to decide what would be your next step, but roughly: | ||
* You start in T0 in a Frigate | |||
* T1 in Assault Frigate, or if you're Alpha/Low SP - Hookbill or Worm | |||
* If Solo - T3 and higher in Cruisers, or | |||
* If Multi - T3 and Higher in 3x Assault Frigate | |||
=== Maybe I can fly Destroyer or Cruiser in T0? === | |||
Yes, you can. But our Frigates run T0s perfectly fine, and since loot is multiplied x3 for Frigates - you will earn less if you go to T0s in bigger ships. Simple you won't be that much faster to offset lower loot per run. | |||
=== What about Cruiser in T1? === | |||
While it's possible to fit T1 Cruiser for T1 - we again have profitability issue. T1 Cruiser will earn more or less the same as T0 Frigate, but you risk much less (Frigates are way cheaper), and Frigate runs in T0 will teach you more important mechanics than T1s in Cruiser. | |||
=== What ship can run T2? === | |||
T2 is not very popular - because there are no reliable Frigate fits that will earn more than in T1, and good Cruiser fits will be good for T3 anyway, which starts to offer decent profits. We do not recommend running T2s at all. | |||
== I am dying a lot, why? == | == I am dying a lot, why? == | ||
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*Prioritize enemies that deal unfavorable damage to you. Depending on filament weather you will have a natural resist hole (except in dark filaments). Enemies dealing this type of damage should be dealt with first. | *Prioritize enemies that deal unfavorable damage to you. Depending on filament weather you will have a natural resist hole (except in dark filaments). Enemies dealing this type of damage should be dealt with first. | ||
Consider learning which enemies can spawn in each type of room and which enemies should be prioritized. Do this before starting your run and create a cheat sheet based on your filament tier, filament weather, and ship fit. | Consider learning which enemies can spawn in each type of room and which enemies should be prioritized. Do this before starting your run and create a cheat sheet based on your filament tier, filament weather, and ship fit. | ||
<references /> | |||
== What should be my Tank/DPS for Tier X? == | == What should be my Tank/DPS for Tier X? == | ||
Table below is not exhaustive but serves as a general guide. If you rely to some degree on speed to mitigate incoming damage then EHP requirements will be lower or much lower. | Table below is not exhaustive but serves as a general guide. If you rely to some degree on speed to mitigate incoming damage then EHP requirements will be lower or much lower. | ||
{| class="wikitable" style="width:20em; text-align: center" | {| class="wikitable" style="width:20em; text-align: center" | ||
! Tier !! DPS !! EHP/s | ! Tier !! DPS<ref>For Dark weather you don't have benefit of resist hole created by weather penalty, which means you need more DPS</ref> !! EHP/s<ref>If you run with Frigates, you can reduce number given by about 30%. For Dark weather you can reduce the number given by about 30%. </ref> | ||
|+ DPS / EHP/s checks per filament tier | |+ DPS / EHP/s checks per filament tier | ||
|- | |- | ||
| [[File:abyssalFilamentL0.png|32px]] T0 || 100 || | | [[File:abyssalFilamentL0.png|32px]] T0 || 100 || 50<ref>Devoted Hunter, max DPS spawn in T0s has 49 DPS. Keep in mind that it deals TH and EM, so your EHP/s against Sansha matters.</ref> | ||
|- | |- | ||
| [[File:abyssalFilamentL1.png|32px]] T1 || 150 || 150 | | [[File:abyssalFilamentL1.png|32px]] T1 || 150 || 150 | ||
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| [[File:abyssalFilamentL6.png|32px]] T6 || 850 || 950 | | [[File:abyssalFilamentL6.png|32px]] T6 || 850 || 950 | ||
|} | |} | ||
<references /> | |||
== When should I move up a tier? == | == When should I move up a tier? == | ||
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=== General recommendations === | === General recommendations === | ||
*If you are doing less than one hour's worth of runs then loot everything you safely can within the time limit. | *If you are doing less than one hour's worth of runs then loot everything you safely can within the time limit. | ||
*If you are doing runs back to back for an extended period then it is more efficient to only loot the Bioadaptive | *If you are doing runs back to back for an extended period then it is more efficient to only loot the Bioadaptive cache since it allows for more runs which grants more loot than the potential loot from the side-cans. | ||
*If your runs average a run time of close to 15 minutes or higher, do not loot the first room fully. This is to prevent you from running out of time in later rooms due to greed. | *If your runs average a run time of close to 15 minutes or higher, do not loot the first room fully. This is to prevent you from running out of time in later rooms due to greed. | ||
<br> | <br> | ||
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=== Median loot per run and tier === | === Median loot per run and tier === | ||
Below you can find the median loot values per tier and hull size.<ref>https://abysstracker.com/</ref> Please note that these values are based on user data and as such might not be accurate. | Below you can find the median loot values per tier and hull size for a single run.<ref>https://abysstracker.com/</ref> Please note that these values are based on self-reported user data and as such might not be accurate. | ||
{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
! Filament tier !! Frigate !! Destroyer !! Cruiser | ! Filament tier !! Frigate !! Destroyer !! Cruiser | ||
|- | |- | ||
| Tier 0 || 2.25M || 1.48M || 0.76M | | Tier 0 (Tranquil) [https://abysstracker.com/info-page/tranquil]|| 2.25M || 1.48M || 0.76M | ||
|- | |- | ||
| Tier 1 || 5. | | Tier 1 (Calm) [https://abysstracker.com/info-page/calm]|| 5.29M || 3.48M || 2.56M | ||
|- | |- | ||
| Tier 2 || 13. | | Tier 2 (Agitated) [https://abysstracker.com/info-page/agitated]|| 13.48M || 8.70M || 5.47M | ||
|- | |- | ||
| Tier 3 || 34. | | Tier 3 (Fierce) [https://abysstracker.com/info-page/fierce]|| 34.37M || 22.26M || 12.30M | ||
|- | |- | ||
| Tier 4 || | | Tier 4 (Raging) [https://abysstracker.com/info-page/raging]|| 86.00M || 59.35M || 31.71M | ||
|- | |- | ||
| Tier 5 || | | Tier 5 (Chaotic) [https://abysstracker.com/info-page/chaotic]|| 173.55M || 111.83M || 66.01M | ||
|- | |- | ||
| Tier 6 || | | Tier 6 (Cataclysmic) [https://abysstracker.com/info-page/cataclysmic]|| 339.91M || 223.03M || 124.96M | ||
|} | |} | ||
Consider the above when thinking about moving up a tier. If you can do three T0 frigate runs in the same time as you can do one T1 frigate run then it is more lucrative to continue running T0 until you can do T1 faster. | Consider the above when thinking about moving up a tier. If you can do three T0 frigate runs in the same time as you can do one T1 frigate run then it is more lucrative to continue running T0 until you can do T1 faster. | ||
<references /> | |||
==What should I do with all the blueprints from abyssals?== | |||
* BPCs that you find in Abyss are usually worth very little, and it doesn't make much sense to try to sell them. You can check approximate worth of them by Right Clicking -> Show in Contracts (BPCs cannot be sold on market) | |||
* BPCs that might have some value (as of 2024) are the faction offensive guns, the low slot damage mod (not much though), select hulls (depends on market). Ammo is usually positive to make, but not to sell as blueprints (values may change fast, so check in game before you commit) | |||
* You can dabble specifically in Abyss BPC's in industry, you will only need specific skills so you don't need to go all out on SP expenditure. You earn the main industry materials needed (BPC's, Crystalline Isogen-10 and Zero-Point Condensate) so you need relatively miner (ha get it) items to have your valued items make money (use [[Third-party_tools#Industry_and_Integrated_Market_Tools|3rd party tools]] to ensure it's a positive thing to make, and you're not devaluing your inputs by making an output!) | |||
* Build a stockpile of BPC's in a special crate, and maybe sell it one day as a bundle - you can post it on #buy-or-sell channel on Discord if you're member of EVE University | |||
== How do I beat... == | |||
=== Devoted Hunter === | |||
Usual killer of T0 ships. You have to kill it before it kills you. | |||
* Try to stay at range if you use drone boat | |||
* Usually requires overheating of reps and weapons, to speed up the kill | |||
* Not a fast ship, but its damage range is large, you might not be able to kite it for long | |||
=== Skybreaker === | |||
DPS check for T0 ships. Doesn't deal much damage, but has very good tank. | |||
* Use appropriate ammo - either matching weather resist penalty, or Thermal/EM | |||
* Overheat weapons if needed | |||
* Try to stay close, to have better chance to hit | |||
* Bring a stack of Faction ammo specifically for Skybreaker | |||
=== Tessera === | |||
Hardest enemy in T1 if you aren't prepared and don't know how to kill it. Quite easy if you know the strats. | |||
* Has very short range - 2km Optimal + 6km Falloff | |||
* Has absurdly good tracking - 4000 (!) | |||
* Stay at range - preferably 14km or higher (a bit lower in Dark weather, due to turret range penalty) | |||
=== Devoted Knight / Cynabal === | |||
Similar ships, with Knight being a bit more dangerous. Can be a difficult due to EWAR, especially in T1s when it appears for the first time. | |||
* Will Web and Neut you at close range - be prepared to manage your cap well if your fit requires you to brawl. | |||
* In frigates, you can use your cap to get into tight orbit - it will not be able to hit you if you orbit closely, even when you're webbed/neuted | |||
* Knight deals 150 DPS, EM/Thermal. That's recommended tank number for T1 Abyss, be prepared to overheat if you don't meet it. Cynabal deals less, about 70 DPS, with Elite at 110 DPS. | |||
* In higher tier sites, prioritization depends a lot more on the spawn composition. | |||
** The Cynabals are the main brunt of DPS in Angel rooms, and their damage is heavily skewed towards EM, making them very problematic in Electricals, which normally are on the easier end of Abyssal filaments. | |||
** Prioritize normal Cynabals over Elites in large waves. The damage increase between the two is not very significant compared to the increase in tank with the Elite Cynabal which gains effectively double EHP, and reducing the incoming damage quickly is key to quickly dealing with Angel rooms. | |||
** It may be wise to deal with some of the smaller frigate ships first before engaging the Devoted Knight if there is a large number of frigates. They do a dangerous amount of damage for their size while also being very slow for frigates, meaning they can be picked off more quickly than if you immediately attempt to kill the Knights, which have quite a large shield buffer. | |||
=== Karen === | |||
Karybdis Tyrannos, or Drifter Foothold Battleship (that's the version in T1, it gets way higher DPS in higher tiers). Has poor tracking, but 60km Optimal range and deals 100 DPS of Omni damage. | |||
* DO NOT approach it directly. You need to [[Manual_piloting#Spiral_Maneuver|spiral in]] - close the distance while flying at an angle, to keep your transversal high enough so you won't get hit | |||
* When you're close - below 10km more or less - you can start orbiting it with close orbit - that way Karen won't be able to hit you at all | |||
* It is advised to start approaching Karen when immediately when you start the room, as it will try to get away from you - that usually end with Karen hugging the wall, and you have to be extra careful to avoid going out of bounds | |||
=== Marshal/Thunderchild === | |||
<Prefix> Marshal Disparu Troop, or Thunderchild Disparu Troop. Appears by itself in T1 when first encountered, and in small groups of increasing size with frigate and cruiser support in higher tiers. | |||
* These rooms tend to be quite difficult to manage EWAR in since all of the EWAR types they do are quite impactful to a player. Arrester-type webbing ships should usually be prioritized over Drainer neut ships if there aren't many neuting ships. Marker-type target paints are usually lowest priority but can still be a problem in large numbers since their signature radius bloom is quite significant (30-40% increase with each target painter). | |||
* [[Missile mechanics]] are used to determine incoming damage for all CONCORD/EDENCOM ships. Above everything else, the key to surviving these spawns is to '''keep your velocity as high as possible at all times, and never stop moving, even if it is to grab loot.''' | |||
* Unlike with other battleship rooms, spiraling in or maintaining transversal is not necessary. The damage you take will always be a constant amount relative to your signature radius and current velocity. As such, since webbing ships have the most impact on these damage calculations, they should be the highest priority targets if you can handle a decent bit of neut pressure. | |||
* Keep a very close eye on your surroundings. Watch out for Tachyon and Bioluminescence Clouds at all times - Tachyons will negate a lot of incoming damage due to their speed bonuses (make sure not to slingshot out of bounds!), and Bioluminescence clouds will effectively triple the already high incoming damage and can easily be a death sentence even for small ships. Tracking Pylons/Deviant Automata Suppressors are usually not a significant variable with CONCORD/EDENCOM spawns since tracking speed has no effect on missile damage, though the short-range Suppressor may be worth avoiding since it will eat through your drones and missiles extremely quickly. | |||
* Marshals use Caldari Navy Thermal (Explosive for Arresters) heavy missiles with the firerate of Rapid Heavy missile launchers, so their damage application is dangerously strong against cruisers. It may be a problem for smaller ships with enough application support as well. | |||
* The EDENCOM ships are not as generally impactful - in fact, the Skybreaker is more dangerous than the Stormbringer when it comes to incoming damage - they both deal the same amount of DPS with the Skybreaker dealing mostly EM and the Stormbringer dealing mostly Kinetic. As Kinetic resist tends to be higher on average with a typical Abyssal runner ship fit, and the Stormbringer's (relatively) poorer damage application, it is generally tankier and less dangerous than the Skybreaker, and should not be prioritized. | |||
** The Thunderchild, however, is a much larger threat. While it shoots incredibly slowly (15s fire rate), it deals insanely high alpha strike (over 2000 points per shot before factoring resists) to cruisers. This ship should be a high priority to kill after the damage application support and any Marshals are removed. | |||
* These rooms in general are most impactful for players in cruisers. Frigate and destroyer pilots should not have to worry as much here as long as they tread cautiously around Tachyon and Bioluminescence clouds and prioritize webbing ships. | |||
[[Category:PvE]] | |||