Difference between revisions of "User:Amfion Bravais/Homefronts"

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__TOC__
 
  
 
== Emergency Aid ==
 
== Emergency Aid ==
Line 13: Line 12:
 
== Dread Assault ==
 
== Dread Assault ==
 
* 5 Logi Cruisers (Osprey)
 
* 5 Logi Cruisers (Osprey)
 +
 +
=== Fits ===
 +
<tabs>
 +
 +
<tab name="Osprey">
 +
{{ShipFitting
 +
| ship=Osprey
 +
| fitName= Dread Assault
 +
| fitID= Dread Assault
 +
| high1name=Medium Murky Compact Remote Shield Booster
 +
| high1typeID=8579
 +
| high2name=Medium Inductive Compact Remote Capacitor Transmitter
 +
| high2typeID=16495
 +
| high3name=Medium Inductive Compact Remote Capacitor Transmitter
 +
| high3typeID=16495
 +
| high4name=Medium Inductive Compact Remote Capacitor Transmitter
 +
| high4typeID=16495
 +
| high5name=Medium Inductive Compact Remote Capacitor Transmitter
 +
| high5typeID=16495
 +
| mid1name=F-90 Compact Sensor Booster
 +
| mid1typeID=6160
 +
| mid2name=F-90 Compact Sensor Booster
 +
| mid2typeID=6160
 +
| mid3name=Large F-S9 Regolith Compact Shield Extender
 +
| mid3typeID=8529
 +
| mid4name=Compact Multispectrum Shield Hardener
 +
| mid4typeID=9632
 +
| mid5name=Medium Compact Pb-Acid Cap Battery
 +
| mid5typeID=6073
 +
| low1name=IFFA Compact Damage Control
 +
| low1typeID=5839
 +
| low2name=F-89 Compact Signal Amplifier
 +
| low2typeID=6296
 +
| low3name=F-89 Compact Signal Amplifier
 +
| low3typeID=6296
 +
| rig1name=Medium Egress Port Maximizer I
 +
| rig1typeID=31384
 +
| rig2name=Medium Hyperspatial Velocity Optimizer I
 +
| rig2typeID=31161
 +
| rig3name=Medium EM Shield Reinforcer I
 +
| rig3typeID=31718
 +
| charge1name=ECCM Script x2
 +
| charge1typeID=41155
 +
| charge2name=Sensor Booster II x2
 +
| charge2typeID=1952
 +
| charge3name=Large Shield Extender II x1
 +
| charge3typeID=3841
 +
| charge4name=Signal Amplifier II x2
 +
| charge4typeID=1987
 +
| charge5name=Damage Control II x1
 +
| charge5typeID=2048
 +
| charge6name=Medium Cap Battery II x1
 +
| charge6typeID=3496
 +
| charge7name=Multispectrum Shield Hardener II x1
 +
| charge7typeID=2281
 +
| charge8name=Medium Remote Shield Booster II x1
 +
| charge8typeID=3598
 +
| skills=
 +
| showSKILLS=N
 +
| notes=
 +
| showNOTES=Y
 +
| difficulty=0
 +
| version=2024.5.14
 +
| showTOC=N
 +
| alphacanuse=Y
 +
}}
 +
</tab>
 +
</tabs>
 +
 +
=== Walkthrough ===
 +
 +
The resistance profile of the ships makes it possible to run the operation in Caldari, Gallente, and Minmatar space.
 +
 +
==== Before you start ====
 +
 +
Make sure the Sensor Boosters are loaded with ECCM Scripts.
 +
 +
Everybody should add the other fleet members to their watchlist.
 +
 +
Each pilot will be a link in a capacitor transfer chain: Remote Capacitor Transmitters generate more cap than they consume, breaking the laws of physics and allowing a chain of logistics ship to consume more cap than they can produce individually. The easiest way to setup such a chain is to transfer cap to the next person in alphabetical order. So before undocking, make sure everybody knows who they're supposed to transfer cap to.
 +
 +
==== Running the site ====
 +
 +
Assemble the fleet on the Acceleration Gate into the site. Use your Directional Scanner on 1AU range to ensure no one else is in the site (site is "clean"). Activate all Shield Hardeners and other "spinnies". Then everybody can activate the gate at the same time.
 +
 +
Once on grid, there will be a friendly NPC dread and a bunch of hostile NPCs. Orbit the dread at 5km, target it, and target all the other fleet members. Activate one Remote Capacitor Transmitter on your designated fleet member to form the capacitor chain, and the other 3 on the dread.
 +
 +
NPCs will focus fire on one pilot. Everybody should activate their remote shield booster on that pilot. Aggro will change randomly, so pay attention and announce when that happens.
 +
 +
NPCs will also attempt to jam the pilots. This will break the capacitor chain temporarily. If you run out of cap, prioritize transferring cap to your designated fleet member, shield boosting the player getting focused, and stop transferring cap to the dread. Make sure your hardeners and sensor boosters stay on.
 +
 +
After the dread's capacitor is full, it will fire and enter siege mode for about 80 seconds. During this time, you will not be able to transfer cap. Instead, everybody should "spread" their cap transmitters to the other 4 pilots, which will top up everybody's capacitor for the next round.
 +
 +
After the dread fires for the third time, the NPCs will warp off and the pilots will get paid about 17M each.
 +
 +
== Emergency Aid + Dread Assault combo ==
 +
 +
It is possible to use a fleet of Ospreys that can run both type of sites, which means less competition overall from other groups that are not fitted for that purpose.
 +
 +
=== Fits ===
 +
<tabs>
 +
 +
<tab name="Osprey">
 +
{{ShipFitting
 +
| ship=Osprey
 +
| fitName=Homefront
 +
| fitID=Homefront
 +
| high1name=Medium Asymmetric Enduring Remote Shield Booster
 +
| high1typeID=8583
 +
| high2name=Large Asymmetric Enduring Remote Shield Booster
 +
| high2typeID=8639
 +
| high3name=Medium Inductive Compact Remote Capacitor Transmitter
 +
| high3typeID=16495
 +
| high4name=Large Inductive Compact Remote Capacitor Transmitter
 +
| high4typeID=16487
 +
| mid1name=Alumel-Wired Enduring Sensor Booster
 +
| mid1typeID=6159
 +
| mid2name=Alumel-Wired Enduring Sensor Booster
 +
| mid2typeID=6159
 +
| mid3name=Large F-S9 Regolith Compact Shield Extender
 +
| mid3typeID=8529
 +
| mid4name=Enduring Multispectrum Shield Hardener
 +
| mid4typeID=54291
 +
| mid5name=Medium Compact Pb-Acid Cap Battery
 +
| mid5typeID=6073
 +
| low1name=IFFA Compact Damage Control
 +
| low1typeID=5839
 +
| low2name=F-89 Compact Signal Amplifier
 +
| low2typeID=6296
 +
| low3name=F-89 Compact Signal Amplifier
 +
| low3typeID=6296
 +
| rig1name=Medium Egress Port Maximizer I
 +
| rig1typeID=31384
 +
| rig2name=Medium Ancillary Current Router I
 +
| rig2typeID=31360
 +
| rig3name=Medium EM Shield Reinforcer I
 +
| rig3typeID=31718
 +
| charge1name=ECCM Script x2
 +
| charge1typeID=41155
 +
| charge2name=Damage Control II x1
 +
| charge2typeID=2048
 +
| charge3name=Sensor Booster II x2
 +
| charge3typeID=1952
 +
| charge4name=Signal Amplifier II x2
 +
| charge4typeID=1987
 +
| charge5name=Large Shield Extender II x1
 +
| charge5typeID=3841
 +
| charge6name=Multispectrum Shield Hardener II x1
 +
| charge6typeID=2281
 +
| skills=
 +
| showSKILLS=N
 +
| notes=
 +
<li>It is not possible to online all modules. Depending on the site, either the large remote shield booster or the large remote capacitor transmitter will be offline.</li>
 +
<li>The sensor boosters should be loaded with the ECCM scripts.</li>
 +
<li>The modules in the cargohold are tech II upgrades if skills permit.</li>
 +
| showNOTES=Y
 +
| difficulty=0
 +
| version=2024.6.1
 +
| showTOC=Y
 +
| alphacanuse=Y
 +
}}
 +
</tab>
 +
</tabs>
 +
 +
=== Walkthrough ===
 +
 +
The resistance profile of the ships makes it possible to run the operation in Caldari, Gallente, and Minmatar space.
 +
 +
==== Before you start ====
 +
 +
Make sure the Sensor Boosters are loaded with ECCM Scripts.
 +
 +
Everybody should add the other fleet members to their watchlist.
 +
 +
Each pilot will be a link in a capacitor transfer chain: Remote Capacitor Transmitters generate more cap than they consume, breaking the laws of physics and allowing a chain of logistics ship to consume more cap than they can produce individually. The easiest way to setup such a chain is to transfer cap to the next person in alphabetical order. So before undocking, make sure everybody knows who they're supposed to transfer cap to.
 +
 +
==== Running the site ====
 +
 +
Online one of the two large High Slot modules can be online at a time. Make sure the correct module is online before entering the site:
 +
* For Dread Assault, it's the Large Remote Capacitor Transmitter that needs to be online.
 +
* For Emergency Aid, it's the Large Remote Shield Booster that needs to be online.
 +
 +
===== Dread Assault =====
 +
 +
Assemble the fleet on the Acceleration Gate into the site. Use your Directional Scanner on 1AU range to ensure no one else is in the site (site is "clean"). Activate all Shield Hardeners and other "spinnies". Then everybody can activate the gate at the same time.
 +
 +
Once on grid, there will be a friendly NPC dread and a bunch of hostile NPCs. Orbit the dread at 5km, target it, and target all the other fleet members. Activate one Remote Capacitor Transmitter on your designated fleet member to form the capacitor chain, and the other 3 on the dread.
 +
 +
NPCs will focus fire on one pilot. Everybody should activate their remote shield booster on that pilot. Aggro will change randomly, so pay attention and announce when that happens.
 +
 +
NPCs will also attempt to jam the pilots. This will break the capacitor chain temporarily. If you run out of cap, prioritize transferring cap to your designated fleet member, shield boosting the player getting focused, and stop transferring cap to the dread. Make sure your hardeners and sensor boosters stay on.
 +
 +
After the dread's capacitor is full, it will fire and enter siege mode for about 80 seconds. During this time, you will not be able to transfer cap. Instead, everybody should use their large cap transmitters to the next pilot in the chain (so the target of your target), which will top up everybody's capacitor for the next round.
 +
 +
After the dread fires for the third time, the NPCs will warp off and the pilots will get paid about 17M each.
 +
 +
===== Emergency Aid =====
 +
 +
Assemble the fleet on the Acceleration Gate into the site. Use your Directional Scanner on 1AU range to ensure no one else is in the site (site is "clean"). Activate all Shield Hardeners and other "spinnies". Then everybody can activate the gate at the same time.
 +
 +
Once on grid, there will be a friendly station and a bunch of hostile NPCs. One pilot will orbit the station at 5km, the other will orbit that pilot. Target the station, and target all the other fleet members.
 +
 +
Activate one Remote Capacitor Transmitter on your designated fleet member to form the capacitor chain.
 +
 +
Activate the Large Remote Shield Booster on the structure, use the Small Remote Shield Booster to keep the other pilots alive.
 +
 +
NPCs will focus fire on one pilot. Everybody should activate their Small Remote Shield Booster on that pilot. Aggro will change randomly, so pay attention and announce when that happens.
 +
 +
After 5 and 10 minutes, a partial payout or about 5M will happen. After 15 minutes, the full payout will occur for a total of about 28M.
  
 
== Metaliminal Meteoroid ==
 
== Metaliminal Meteoroid ==
* 1 SoloLogi Cruiser (Scythe) and 4 Miners (Venture)
+
* 1 SoloLogi Cruiser (Scythe or Osprey) and 4 Miners (Venture fit for shield EHP)
OR?
+
 
* 2 cap-chain Logi Cruisers (Osprey) and 3 Miners (Venture?)
+
=== Fits ===
 +
<tabs>
 +
 
 +
<tab name="Scythe">
 +
{{ShipFitting
 +
| ship=Scythe
 +
| fitName=Homefront Scythe
 +
| fitID=Homefront Scythe
 +
| high1name=Medium Murky Compact Remote Shield Booster
 +
| high1typeID=8579
 +
| high2name=Medium Asymmetric Enduring Remote Shield Booster
 +
| high2typeID=8583
 +
| high3name=Prototype 'Arbalest' Rapid Light Missile Launcher
 +
| high3typeID=8027
 +
| mid1name=Large Shield Booster II
 +
| mid1typeID=10858
 +
| mid2name=Multispectrum Shield Hardener II
 +
| mid2typeID=2281
 +
| mid3name=EM Shield Hardener II
 +
| mid3typeID=2301
 +
| mid4name=Shield Boost Amplifier II
 +
| mid4typeID=24443
 +
| mid5name=Medium Cap Battery II
 +
| mid5typeID=3496
 +
| low1name=Damage Control II
 +
| low1typeID=2048
 +
| low2name=Capacitor Flux Coil II
 +
| low2typeID=1248
 +
| low3name=Capacitor Flux Coil II
 +
| low3typeID=1248
 +
| low4name=Co-Processor II
 +
| low4typeID=3888
 +
| low5name=Co-Processor II
 +
| low5typeID=3888
 +
| rig1name=Medium Processor Overclocking Unit I
 +
| rig1typeID=4395
 +
| rig2name=Medium EM Shield Reinforcer II
 +
| rig2typeID=31724
 +
| rig3name=Medium Thermal Shield Reinforcer II
 +
| rig3typeID=31760
 +
| charge1name=Scourge Light Missile x1000
 +
| charge1typeID=210
 +
| charge2name=Nanite Repair Paste x100
 +
| charge2typeID=28668
 +
| skills=
 +
| showSKILLS=N
 +
| notes=The weapon is used to kill Serpentis ships. The damage of those pirate ships is negligeable, but they make it harder to see who's got aggro from the drone just by looking at who's flashing on the watchlist. So killing them is a nice QoL improvement.
 +
 
 +
The cap is stable with either self-tanking or remote tanking but not both. Don't leave your shield booster on if you don't need it.
 +
 
 +
Remember to stagger your remote shield boosters.
 +
| showNOTES=Y
 +
| difficulty=1
 +
| version=2024.4.10
 +
| showTOC=N
 +
| alphacanuse=N
 +
}}
 +
</tab>
 +
<tab name="Venture">
 +
{{ShipFitting
 +
| ship=Venture
 +
| fitName=Homefront Venture
 +
| fitID=Homefront Venture
 +
| high1name=EP-S Gaussian Scoped Mining Laser
 +
| high1typeID=5239
 +
| high2name=EP-S Gaussian Scoped Mining Laser
 +
| high2typeID=5239
 +
| mid1name=Medium F-S9 Regolith Compact Shield Extender
 +
| mid1typeID=8517
 +
| mid2name=Compact Multispectrum Shield Hardener
 +
| mid2typeID=9632
 +
| mid3name=Medium F-S9 Regolith Compact Shield Extender
 +
| mid3typeID=8517
 +
| low1name=IFFA Compact Damage Control
 +
| low1typeID=5839
 +
| rig1name=Small EM Shield Reinforcer II
 +
| rig1typeID=31722
 +
| rig2name=Small EM Shield Reinforcer II
 +
| rig2typeID=31722
 +
| rig3name=Small Thermal Shield Reinforcer II
 +
| rig3typeID=31758
 +
| charge1name=Miner II x2
 +
| charge1typeID=482
 +
| skills=
 +
| showSKILLS=N
 +
| notes= There's a set of Miner II in the cargo hold if your skills allow you to use them.
 +
 
 +
This fit is literaly useable by a brand new character without any training.
 +
| showNOTES=Y
 +
| difficulty=0
 +
| version=2024.4.10
 +
| showTOC=N
 +
| alphacanuse=Y
 +
}}
 +
</tab>
 +
<tab name="Miasmos">
 +
{{ShipFitting
 +
| ship=Miasmos
 +
| fitName=Homefront Miasmos
 +
| fitID=Homefront Miasmos
 +
| high1name=Small Tractor Beam I
 +
| high1typeID=24348
 +
| high2name=Small Tractor Beam I
 +
| high2typeID=24348
 +
| low1name=Inertial Stabilizers II
 +
| low1typeID=1405
 +
| low2name=Inertial Stabilizers II
 +
| low2typeID=1405
 +
| low3name=Inertial Stabilizers II
 +
| low3typeID=1405
 +
| low4name=Inertial Stabilizers II
 +
| low4typeID=1405
 +
| rig1name=Medium Hyperspatial Velocity Optimizer I
 +
| rig1typeID=31161
 +
| rig2name=Medium Hyperspatial Velocity Optimizer I
 +
| rig2typeID=31161
 +
| rig3name=Medium Hyperspatial Velocity Optimizer I
 +
| rig3typeID=31161
 +
| skills=
 +
| showSKILLS=N
 +
| notes=
 +
| showNOTES=Y
 +
| difficulty=0
 +
| version=2024.6.1
 +
| showTOC=Y
 +
| alphacanuse=Y
 +
}}
 +
</tab>
 +
</tabs>
 +
 
 +
The resistance profile of the ships is pretty much flat, which means this fleet can be used in all 4 empires.
 +
 
 +
An optional 6th pilot can participate in a Miasmos: they don't enter the sites, they just collect the ore and sell it. The payout is the same as completing the site (17M) minus the residue if people are using Tech II miners.
  
 
== Suspicious Signal ==
 
== Suspicious Signal ==
* 2 DPS Cruisers (Exequror)
+
* 2 DPS Cruisers (Exequror Navy Issue)
* 3 Hacking Cruisers (Exequror)
+
* 3 Hacking Cruisers (Exequror Navy Issue)
  
 
== Raid ==
 
== Raid ==
Line 28: Line 368:
  
 
=== Fleet Composition ===
 
=== Fleet Composition ===
How many ships are needed? Scythe + Badger + 3 Caracals?
+
* 1 Scythe logi
 +
* 1 Badger hauler
 +
* 3 Caracal damage dealers with warp disruption
  
 
=== Fits ===
 
=== Fits ===
Line 40: Line 382:
 
| high1name=Medium Murky Compact Remote Shield Booster
 
| high1name=Medium Murky Compact Remote Shield Booster
 
| high1typeID=8579
 
| high1typeID=8579
| high2name=Medium Remote Shield Booster II
+
| high2name=Medium Murky Compact Remote Shield Booster
| high2typeID=3598
+
| high2typeID=8579
| high3name=Medium Remote Shield Booster II
+
| high3name=Medium Asymmetric Enduring Remote Shield Booster
| high3typeID=3598
+
| high3typeID=8583
| mid1name=Large C5-L Compact Shield Booster
+
| mid1name=10MN Y-S8 Compact Afterburner
| mid1typeID=10880
+
| mid1typeID=35656
| mid2name=10MN Y-S8 Compact Afterburner
+
| mid2name=Medium Compact Pb-Acid Cap Battery
| mid2typeID=35656
+
| mid2typeID=6073
| mid3name=Multispectrum Shield Hardener II
+
| mid3name=Kinetic Shield Hardener II
| mid3typeID=2281
+
| mid3typeID=2299
| mid4name=Medium Compact Pb-Acid Cap Battery
+
| mid4name=Large Shield Booster II
| mid4typeID=6073
+
| mid4typeID=10858
 
| mid5name=Thermal Shield Hardener II
 
| mid5name=Thermal Shield Hardener II
 
| mid5typeID=2303
 
| mid5typeID=2303
Line 64: Line 406:
 
| low5name=Co-Processor II
 
| low5name=Co-Processor II
 
| low5typeID=3888
 
| low5typeID=3888
| rig1name=Medium Capacitor Control Circuit I
+
| rig1name=Medium Thermal Shield Reinforcer I
| rig1typeID=31372
+
| rig1typeID=31754
| rig2name=Medium Capacitor Control Circuit I
+
| rig2name=Medium Core Defense Field Extender I
| rig2typeID=31372
+
| rig2typeID=31790
| rig3name=Medium Capacitor Control Circuit I
+
| rig3name=Medium Capacitor Control Circuit II
| rig3typeID=31372
+
| rig3typeID=31378
| charge1name=Medium Shield Maintenance Bot I x4
 
| charge1typeID=23717
 
| charge2name=Light Shield Maintenance Bot I x1
 
| charge2typeID=23719
 
 
| skills=
 
| skills=
 
| showSKILLS=N
 
| showSKILLS=N
| notes=Minmatar Cruiser to 3 and preferably 4 is strongly recommended.</li><li>Fit cost is roughly 23M ISK.
+
| notes=Minmatar Cruiser to 3 and preferably 4 is strongly recommended.</li><li>Fit cost is roughly 30M ISK.</li><li></li><li>
| showNOTES=Y
+
| showNOTES=N
| difficulty=1
 
| version=2024.2.27
 
| showTOC=N
 
| alphacanuse=Y
 
}}
 
</tab>
 
<tab name="Badger">
 
{{ShipFitting
 
| ship=Badger
 
| fitName= HF Gallente - Raid (Low SP)
 
| fitID= HF Gallente - Raid (Low SP)
 
| mid1name=50MN Y-T8 Compact Microwarpdrive
 
| mid1typeID=35659
 
| mid2name=Medium Azeotropic Restrained Shield Extender
 
| mid2typeID=8433
 
| mid3name=Eutectic Compact Cap Recharger
 
| mid3typeID=4435
 
| mid4name=Eutectic Compact Cap Recharger
 
| mid4typeID=4435
 
| mid5name=Enduring Thermal Shield Hardener
 
| mid5typeID=54295
 
| mid6name=Medium Compact Pb-Acid Cap Battery
 
| mid6typeID=6073
 
| low1name=Type-D Restrained Expanded Cargo
 
| low1typeID=5493
 
| low2name=Type-D Restrained Expanded Cargo
 
| low2typeID=5493
 
| low3name=Type-D Restrained Expanded Cargo
 
| low3typeID=5493
 
| low4name=Type-D Restrained Nanofiber Structure
 
| low4typeID=5599
 
| rig1name=Medium Cargohold Optimization I
 
| rig1typeID=31119
 
| rig2name=Medium Cargohold Optimization I
 
| rig2typeID=31119
 
| rig3name=Medium Cargohold Optimization I
 
| rig3typeID=31119
 
| skills=Caldari Hauler I
 
| showSKILLS=N
 
| notes=Fit should be capacitor stable with all modules running.</li><li>The hauler should have '''at least''' 10,5km3 of cargo space available.</li><li>Fit cost is roughly 3.5M ISK.
 
| showNOTES=Y
 
 
| difficulty=0
 
| difficulty=0
| version=2024.2.27
+
| version=2024.2.29
 
| showTOC=N
 
| showTOC=N
| alphacanuse=Y
+
| alphacanuse=N
 
}}
 
}}
 
</tab>
 
</tab>
 +
 
<tab name="Caracal">
 
<tab name="Caracal">
 
{{ShipFitting
 
{{ShipFitting
Line 169: Line 467:
 
| showSKILLS=N
 
| showSKILLS=N
 
| notes=Overheat the Microwarpdrive to fly towards the first Nereus Mule spawn. Overheat the Warp Disruptor so that you can point the Nereus Mule before it flies off.</li><li>Fit cost is roughly 20M ISK.
 
| notes=Overheat the Microwarpdrive to fly towards the first Nereus Mule spawn. Overheat the Warp Disruptor so that you can point the Nereus Mule before it flies off.</li><li>Fit cost is roughly 20M ISK.
 +
| showNOTES=Y
 +
| difficulty=0
 +
| version=2024.2.27
 +
| showTOC=N
 +
| alphacanuse=Y
 +
}}
 +
</tab>
 +
 +
<tab name="Badger">
 +
{{ShipFitting
 +
| ship=Badger
 +
| fitName= HF Gallente - Raid (Low SP)
 +
| fitID= HF Gallente - Raid (Low SP)
 +
| mid1name=50MN Y-T8 Compact Microwarpdrive
 +
| mid1typeID=35659
 +
| mid2name=Medium Azeotropic Restrained Shield Extender
 +
| mid2typeID=8433
 +
| mid3name=Eutectic Compact Cap Recharger
 +
| mid3typeID=4435
 +
| mid4name=Eutectic Compact Cap Recharger
 +
| mid4typeID=4435
 +
| mid5name=Enduring Thermal Shield Hardener
 +
| mid5typeID=54295
 +
| mid6name=Medium Compact Pb-Acid Cap Battery
 +
| mid6typeID=6073
 +
| low1name=Type-D Restrained Expanded Cargo
 +
| low1typeID=5493
 +
| low2name=Type-D Restrained Expanded Cargo
 +
| low2typeID=5493
 +
| low3name=Type-D Restrained Expanded Cargo
 +
| low3typeID=5493
 +
| low4name=Nanofiber Internal Structure II
 +
| low4typeID=2605
 +
| rig1name=Medium Cargohold Optimization I
 +
| rig1typeID=31119
 +
| rig2name=Medium Cargohold Optimization I
 +
| rig2typeID=31119
 +
| rig3name=Medium Cargohold Optimization I
 +
| rig3typeID=31119
 +
| skills=Caldari Hauler I
 +
| showSKILLS=N
 +
| notes=<li>Fit should be capacitor stable with all modules running.</li><li>The hauler should have '''at least''' 10,5km3 of cargo space available.</li><li>Fit cost is roughly 3.5M ISK.</li><li>Starting with Caldari Hauler 3, the fit can be improved by removing one of the cargo modules and adding a nanofiber internal structure. Swap to the tech II variant of the expanded cargoholds as necessary until the 10 500 m3 capacity is reached again. This improves speed and thus site completion time.</li>
 
| showNOTES=Y
 
| showNOTES=Y
 
| difficulty=0
 
| difficulty=0
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[[File:Homefronts Raid Map.png|thumb]]
 
[[File:Homefronts Raid Map.png|thumb]]
 +
 +
==== General ====
 +
Pack some Nanite Paste, especially if you are flying one of the Caracals. Overheat damage on your modules can be repaired with the paste between sites, by right-clicking the damaged module and selecting Repair. Be careful not to "burn out" your modules by letting the heat damage build up to 100%. Heat only when needed (see below). If you are targeted and shot at within the site, you should announce so by using the Broadcast: Need Shield command from the Fleet menu, or by saying out loud on comms.
  
 
==== Entering the site ====
 
==== Entering the site ====
Assemble the fleet on the Acceleration Gate into the site. Use your Directional Scanner on 1AU range to ensure no one else is in the site (site is "clean"). Activate all Shield Hardeners and other "spinnies". The Scythe logi and Caracal damage dealers will take the acceleration gate first - the Badger hauler counts to ten and then joins them. Once inside, the Scythe should immediately begin to orbit the beacon in the middle of the site and lock up all fleet members. Their remote shield boosters will go on whoever is presently taking aggression in the room, which should be communicated either through checking the watchlist for flashing, or by the fleet member in question using Broadcast:Need Shield. If the Scythe has aggro themselves, they can use their local shield booster as needed to stay topped up. For capacitor purposes, do not repair someone while repairing yourself, and vice versa - only repair the fleet member that presently has aggro.
+
Assemble the fleet on the Acceleration Gate into the site. Use your Directional Scanner on 1AU range to ensure no one else is in the site (site is "clean"). Activate all Shield Hardeners and other "spinnies". The Scythe logi and Caracal damage dealers will take the acceleration gate together first - the hauler counts to ten and then joins them.  
  
 
==== Caracal's task ====
 
==== Caracal's task ====
The Caracals should pre-overheat their Microwarpdrives and upon landing, immediately burn towards point A (see image). Along the way, they lock up the Nereus Mule that spawns there and overheat their Warp Disruptor. Immediately upon entering range, the Caracals should attempt to point the Nereus Mule to prevent it from warping off, and start applying damage. Failing to catch the first Nereus Mule is not a problem, it only increases site completion time by a good 1-2 minutes. When the first Mule has been disposed or the Caracals are within 20 km of it, they can stop overheating their modules to prevent too much heat damage. Once the Nereus Mule has died or warped off, a new one will spawn shortly after. Again, the Caracals should immediately lock up, point (no overheat), and kill this Nereus. Rinse and repeat until three Nereus Mules have been killed.
+
The Caracals should pre-overheat their Microwarpdrives and upon landing, immediately burn towards point A (see image). Along the way, they lock up the Nereus Mule that spawns there and overheat their Warp Disruptor. Immediately upon entering range, the Caracals should attempt to point the Nereus Mule to prevent it from warping off, and start applying damage. Failing to catch the first Nereus Mule is not a problem, it only increases site completion time by a good 1-2 minutes. When the first Mule has been disposed or the Caracals are within 20 km of it, they can stop overheating their modules to prevent too much heat damage. Once the Nereus Mule has died or warped off, a new one will spawn shortly after. Again, the Caracals should immediately lock up, point (no overheat), and kill this Nereus. Rinse and repeat until three Nereus Mules have been killed. No other enemies need to be targeted or killed.
  
==== Badger's task ====
+
==== Hauler's task ====
Immediately upon landing, the Badger hauler should begin to move in the direction of the Caracals with Microwarpdrive turned on (point A, see image). As your hauler should be capacitor stable, it is okay and even somewhat mandatory to leave the Microwarpdrive running for the whole site's duration. With every Nereus Mule that is killed, the Badger should approach its wreck (make sure your Overview filter shows wrecks) and loot the contents. Once three Nereus Mules have been killed and the Badger has picked up three packages, the Badger should move to the Impound Obelisk at the edge of the site with Microwarpdrive turned on (point B, see image). There, the Badger deposits the packages into the Obelisk and the site is completed. Payout is given to all fleet members, and the remaining enemies warp off.
+
Immediately upon landing, the hauler should begin to move in the direction of the Caracals with Microwarpdrive turned on (point A, see image). As your hauler should be capacitor stable, it is okay and even somewhat mandatory to leave the Microwarpdrive running for the whole site's duration. With every Nereus Mule that is killed, the hauler should approach its wreck (make sure your Overview filter shows wrecks) and loot the contents. Once three Nereus Mules have been killed and the hauler has picked up three packages, the hauler should move to the Impound Obelisk at the edge of the site with Microwarpdrive turned on (point B, see image). There, the hauler deposits the packages into the Obelisk and the site is completed. Payout is given to all fleet members, and the remaining enemies warp off.
  
 
==== Scythe's task ====
 
==== Scythe's task ====
The Scythe logi should be able to cope with all incoming damage and the Caracals are not required to shoot anything except the Nereus Mules. The logi pilot should remember to keep an eye on their watchlist, and the other pilots should broadcast for shield and/or announce on voice comms when they are taking damage. Overheat damage on any ship can be repaired inbetween sites with the Nanite Paste in cargo.
+
Once inside, the Scythe should immediately begin to orbit the beacon in the middle of the site and lock up all fleet members. If the Scythe has aggro themselves, they can use their local shield booster as needed to stay topped up. For capacitor purposes, do not repair someone while repairing yourself, and vice versa - only repair the fleet member that presently has aggro. The Scythe logi should be able to cope with all incoming damage and the Caracals are not required to shoot anything except the Nereus Mules. The logi pilot should remember to keep an eye on their watchlist, and the other pilots should remember broadcast for shield and/or announce on voice comms when they are taking damage.
  
  

Latest revision as of 10:25, 1 June 2024

Purpose of this user space

This page will serve as a collaborative space for brainstorming and conceptualizing a minimum list of fits to run the five main Homefront Operations sites (ignoring Abyssal Artifact Recovery) in Gallente space, close to EVE Uni staging. The overarching goal of this list is to make it as Alpha-friendly and low barrier to entry as possible, to facilitate newer players joining in with this content. That means cheap and cost-effective fits without compromising on site completion and fleet safety. The goal is not maximum ISK/h efficiency, but the safe completion of the site within a reasonable amount of time.

Although this page is in User Space, Amfion welcomes everyone with an interest in seeing this project through to fruition to feel free to edit this page and make suggestions and amendments.


Emergency Aid

  • 5 Logi Cruisers (Osprey)

Dread Assault

  • 5 Logi Cruisers (Osprey)

Fits

Osprey: Dread Assault
EFT
[Osprey, Dread Assault]
Medium Murky Compact Remote Shield Booster
Medium Inductive Compact Remote Capacitor Transmitter
Medium Inductive Compact Remote Capacitor Transmitter
Medium Inductive Compact Remote Capacitor Transmitter
Medium Inductive Compact Remote Capacitor Transmitter

F-90 Compact Sensor Booster
F-90 Compact Sensor Booster
Large F-S9 Regolith Compact Shield Extender
Compact Multispectrum Shield Hardener
Medium Compact Pb-Acid Cap Battery

IFFA Compact Damage Control
F-89 Compact Signal Amplifier
F-89 Compact Signal Amplifier

Medium Egress Port Maximizer I
Medium Hyperspatial Velocity Optimizer I
Medium EM Shield Reinforcer I



ECCM Script x2
Sensor Booster II x2
Large Shield Extender II x1
Signal Amplifier II x2
Damage Control II x1
Medium Cap Battery II x1
Multispectrum Shield Hardener II x1
Medium Remote Shield Booster II x1

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FITTING DIFFICULTY
EVE VERSION
2024.5.14
ALPHA CAN USE
YES
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES

Walkthrough

The resistance profile of the ships makes it possible to run the operation in Caldari, Gallente, and Minmatar space.

Before you start

Make sure the Sensor Boosters are loaded with ECCM Scripts.

Everybody should add the other fleet members to their watchlist.

Each pilot will be a link in a capacitor transfer chain: Remote Capacitor Transmitters generate more cap than they consume, breaking the laws of physics and allowing a chain of logistics ship to consume more cap than they can produce individually. The easiest way to setup such a chain is to transfer cap to the next person in alphabetical order. So before undocking, make sure everybody knows who they're supposed to transfer cap to.

Running the site

Assemble the fleet on the Acceleration Gate into the site. Use your Directional Scanner on 1AU range to ensure no one else is in the site (site is "clean"). Activate all Shield Hardeners and other "spinnies". Then everybody can activate the gate at the same time.

Once on grid, there will be a friendly NPC dread and a bunch of hostile NPCs. Orbit the dread at 5km, target it, and target all the other fleet members. Activate one Remote Capacitor Transmitter on your designated fleet member to form the capacitor chain, and the other 3 on the dread.

NPCs will focus fire on one pilot. Everybody should activate their remote shield booster on that pilot. Aggro will change randomly, so pay attention and announce when that happens.

NPCs will also attempt to jam the pilots. This will break the capacitor chain temporarily. If you run out of cap, prioritize transferring cap to your designated fleet member, shield boosting the player getting focused, and stop transferring cap to the dread. Make sure your hardeners and sensor boosters stay on.

After the dread's capacitor is full, it will fire and enter siege mode for about 80 seconds. During this time, you will not be able to transfer cap. Instead, everybody should "spread" their cap transmitters to the other 4 pilots, which will top up everybody's capacitor for the next round.

After the dread fires for the third time, the NPCs will warp off and the pilots will get paid about 17M each.

Emergency Aid + Dread Assault combo

It is possible to use a fleet of Ospreys that can run both type of sites, which means less competition overall from other groups that are not fitted for that purpose.

Fits

Homefront
Osprey: Homefront
EFT
[Osprey, Homefront]
Medium Asymmetric Enduring Remote Shield Booster
Large Asymmetric Enduring Remote Shield Booster
Medium Inductive Compact Remote Capacitor Transmitter
Large Inductive Compact Remote Capacitor Transmitter

Alumel-Wired Enduring Sensor Booster
Alumel-Wired Enduring Sensor Booster
Large F-S9 Regolith Compact Shield Extender
Enduring Multispectrum Shield Hardener
Medium Compact Pb-Acid Cap Battery

IFFA Compact Damage Control
F-89 Compact Signal Amplifier
F-89 Compact Signal Amplifier

Medium Egress Port Maximizer I
Medium Ancillary Current Router I
Medium EM Shield Reinforcer I



ECCM Script x2
Damage Control II x1
Sensor Booster II x2
Signal Amplifier II x2
Large Shield Extender II x1
Multispectrum Shield Hardener II x1

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FITTING DIFFICULTY
EVE VERSION
2024.6.1
ALPHA CAN USE
YES
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • It is not possible to online all modules. Depending on the site, either the large remote shield booster or the large remote capacitor transmitter will be offline.
  • The sensor boosters should be loaded with the ECCM scripts.
  • The modules in the cargohold are tech II upgrades if skills permit.

Walkthrough

The resistance profile of the ships makes it possible to run the operation in Caldari, Gallente, and Minmatar space.

Before you start

Make sure the Sensor Boosters are loaded with ECCM Scripts.

Everybody should add the other fleet members to their watchlist.

Each pilot will be a link in a capacitor transfer chain: Remote Capacitor Transmitters generate more cap than they consume, breaking the laws of physics and allowing a chain of logistics ship to consume more cap than they can produce individually. The easiest way to setup such a chain is to transfer cap to the next person in alphabetical order. So before undocking, make sure everybody knows who they're supposed to transfer cap to.

Running the site

Online one of the two large High Slot modules can be online at a time. Make sure the correct module is online before entering the site:

  • For Dread Assault, it's the Large Remote Capacitor Transmitter that needs to be online.
  • For Emergency Aid, it's the Large Remote Shield Booster that needs to be online.
Dread Assault

Assemble the fleet on the Acceleration Gate into the site. Use your Directional Scanner on 1AU range to ensure no one else is in the site (site is "clean"). Activate all Shield Hardeners and other "spinnies". Then everybody can activate the gate at the same time.

Once on grid, there will be a friendly NPC dread and a bunch of hostile NPCs. Orbit the dread at 5km, target it, and target all the other fleet members. Activate one Remote Capacitor Transmitter on your designated fleet member to form the capacitor chain, and the other 3 on the dread.

NPCs will focus fire on one pilot. Everybody should activate their remote shield booster on that pilot. Aggro will change randomly, so pay attention and announce when that happens.

NPCs will also attempt to jam the pilots. This will break the capacitor chain temporarily. If you run out of cap, prioritize transferring cap to your designated fleet member, shield boosting the player getting focused, and stop transferring cap to the dread. Make sure your hardeners and sensor boosters stay on.

After the dread's capacitor is full, it will fire and enter siege mode for about 80 seconds. During this time, you will not be able to transfer cap. Instead, everybody should use their large cap transmitters to the next pilot in the chain (so the target of your target), which will top up everybody's capacitor for the next round.

After the dread fires for the third time, the NPCs will warp off and the pilots will get paid about 17M each.

Emergency Aid

Assemble the fleet on the Acceleration Gate into the site. Use your Directional Scanner on 1AU range to ensure no one else is in the site (site is "clean"). Activate all Shield Hardeners and other "spinnies". Then everybody can activate the gate at the same time.

Once on grid, there will be a friendly station and a bunch of hostile NPCs. One pilot will orbit the station at 5km, the other will orbit that pilot. Target the station, and target all the other fleet members.

Activate one Remote Capacitor Transmitter on your designated fleet member to form the capacitor chain.

Activate the Large Remote Shield Booster on the structure, use the Small Remote Shield Booster to keep the other pilots alive.

NPCs will focus fire on one pilot. Everybody should activate their Small Remote Shield Booster on that pilot. Aggro will change randomly, so pay attention and announce when that happens.

After 5 and 10 minutes, a partial payout or about 5M will happen. After 15 minutes, the full payout will occur for a total of about 28M.

Metaliminal Meteoroid

  • 1 SoloLogi Cruiser (Scythe or Osprey) and 4 Miners (Venture fit for shield EHP)

Fits

Scythe: Homefront Scythe
EFT
[Scythe, Homefront Scythe]
Medium Murky Compact Remote Shield Booster
Medium Asymmetric Enduring Remote Shield Booster
Prototype 'Arbalest' Rapid Light Missile Launcher

Large Shield Booster II
Multispectrum Shield Hardener II
EM Shield Hardener II
Shield Boost Amplifier II
Medium Cap Battery II

Damage Control II
Capacitor Flux Coil II
Capacitor Flux Coil II
Co-Processor II
Co-Processor II

Medium Processor Overclocking Unit I
Medium EM Shield Reinforcer II
Medium Thermal Shield Reinforcer II



Scourge Light Missile x1000
Nanite Repair Paste x100

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FITTING DIFFICULTY
EVE VERSION
2024.4.10
ALPHA CAN USE
NO
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • The weapon is used to kill Serpentis ships. The damage of those pirate ships is negligeable, but they make it harder to see who's got aggro from the drone just by looking at who's flashing on the watchlist. So killing them is a nice QoL improvement.

    The cap is stable with either self-tanking or remote tanking but not both. Don't leave your shield booster on if you don't need it.

    Remember to stagger your remote shield boosters.
Venture: Homefront Venture
EFT
[Venture, Homefront Venture]
EP-S Gaussian Scoped Mining Laser
EP-S Gaussian Scoped Mining Laser

Medium F-S9 Regolith Compact Shield Extender
Compact Multispectrum Shield Hardener
Medium F-S9 Regolith Compact Shield Extender

IFFA Compact Damage Control

Small EM Shield Reinforcer II
Small EM Shield Reinforcer II
Small Thermal Shield Reinforcer II



Miner II x2

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FITTING DIFFICULTY
EVE VERSION
2024.4.10
ALPHA CAN USE
YES
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • There's a set of Miner II in the cargo hold if your skills allow you to use them. This fit is literaly useable by a brand new character without any training.
Homefront Miasmos
Miasmos: Homefront Miasmos
EFT
[Miasmos, Homefront Miasmos]
Small Tractor Beam I
Small Tractor Beam I


Inertial Stabilizers II
Inertial Stabilizers II
Inertial Stabilizers II
Inertial Stabilizers II

Medium Hyperspatial Velocity Optimizer I
Medium Hyperspatial Velocity Optimizer I
Medium Hyperspatial Velocity Optimizer I



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icon?size=64&.png
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FITTING DIFFICULTY
EVE VERSION
2024.6.1
ALPHA CAN USE
YES
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES

The resistance profile of the ships is pretty much flat, which means this fleet can be used in all 4 empires.

An optional 6th pilot can participate in a Miasmos: they don't enter the sites, they just collect the ore and sell it. The payout is the same as completing the site (17M) minus the residue if people are using Tech II miners.

Suspicious Signal

  • 2 DPS Cruisers (Exequror Navy Issue)
  • 3 Hacking Cruisers (Exequror Navy Issue)

Raid

In Gallente space, this Homefront Operation is named Raid: Narcotics Lab and requires the fleet to warp disrupt ("point") and kill a respawning Nereus Mule NPC hauler three times for its loot. Once the three packages have been collected by the fleet's hauler, these are then moved off to an Impound Obelisk at the edge of the site, after which the site is complete and payout is given. Fits are optimized for running in Gallente space and are alpha-friendly and as accessible as feasible without compromising their safety.

Fleet Composition

  • 1 Scythe logi
  • 1 Badger hauler
  • 3 Caracal damage dealers with warp disruption

Fits

Scythe: HF Gallente - Raid
EFT
[Scythe, HF Gallente - Raid]
Medium Murky Compact Remote Shield Booster
Medium Murky Compact Remote Shield Booster
Medium Asymmetric Enduring Remote Shield Booster

10MN Y-S8 Compact Afterburner
Medium Compact Pb-Acid Cap Battery
Kinetic Shield Hardener II
Large Shield Booster II
Thermal Shield Hardener II

Capacitor Flux Coil II
Capacitor Flux Coil II
Damage Control II
Co-Processor II
Co-Processor II

Medium Thermal Shield Reinforcer I
Medium Core Defense Field Extender I
Medium Capacitor Control Circuit II



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FITTING DIFFICULTY
EVE VERSION
2024.2.29
ALPHA CAN USE
NO
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • Minmatar Cruiser to 3 and preferably 4 is strongly recommended.
  • Fit cost is roughly 30M ISK.
Caracal: HF Gallente - Raid T1
EFT
[Caracal, HF Gallente - Raid T1]
Prototype 'Arbalest' Heavy Assault Missile Launcher I
Prototype 'Arbalest' Heavy Assault Missile Launcher I
Prototype 'Arbalest' Heavy Assault Missile Launcher I
Prototype 'Arbalest' Heavy Assault Missile Launcher I
Prototype 'Arbalest' Heavy Assault Missile Launcher I

50MN Y-T8 Compact Microwarpdrive
Large F-S9 Regolith Compact Shield Extender
Enduring Multispectrum Shield Hardener
Compact Thermal Shield Hardener
Initiated Compact Warp Disruptor

IFFA Compact Damage Control
Ballistic Control System I
Ballistic Control System I
F-89 Compact Signal Amplifier

Medium Ancillary Current Router I
Medium Thermal Shield Reinforcer I
Medium Core Defense Field Extender I



Mjolnir Heavy Assault Missile x5045

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FITTING DIFFICULTY
EVE VERSION
2024.2.27
ALPHA CAN USE
YES
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • Overheat the Microwarpdrive to fly towards the first Nereus Mule spawn. Overheat the Warp Disruptor so that you can point the Nereus Mule before it flies off.
  • Fit cost is roughly 20M ISK.
Badger: HF Gallente - Raid (Low SP)
EFT
[Badger, HF Gallente - Raid (Low SP)]

50MN Y-T8 Compact Microwarpdrive
Medium Azeotropic Restrained Shield Extender
Eutectic Compact Cap Recharger
Eutectic Compact Cap Recharger
Enduring Thermal Shield Hardener
Medium Compact Pb-Acid Cap Battery

Type-D Restrained Expanded Cargo
Type-D Restrained Expanded Cargo
Type-D Restrained Expanded Cargo
Nanofiber Internal Structure II

Medium Cargohold Optimization I
Medium Cargohold Optimization I
Medium Cargohold Optimization I



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Fitting template low slots label.png
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Fitting template subsystem slots label.png
Fitting template drone slots label.png
Fitting template drone slots label.png
Fitting template charge slots label.png
Fitting template rig slots label.png
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FITTING DIFFICULTY
EVE VERSION
2024.2.27
ALPHA CAN USE
YES
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
  • Caldari Hauler I
NOTES
  • Fit should be capacitor stable with all modules running.
  • The hauler should have at least 10,5km3 of cargo space available.
  • Fit cost is roughly 3.5M ISK.
  • Starting with Caldari Hauler 3, the fit can be improved by removing one of the cargo modules and adding a nanofiber internal structure. Swap to the tech II variant of the expanded cargoholds as necessary until the 10 500 m3 capacity is reached again. This improves speed and thus site completion time.

Walkthrough

Homefronts Raid Map.png

General

Pack some Nanite Paste, especially if you are flying one of the Caracals. Overheat damage on your modules can be repaired with the paste between sites, by right-clicking the damaged module and selecting Repair. Be careful not to "burn out" your modules by letting the heat damage build up to 100%. Heat only when needed (see below). If you are targeted and shot at within the site, you should announce so by using the Broadcast: Need Shield command from the Fleet menu, or by saying out loud on comms.

Entering the site

Assemble the fleet on the Acceleration Gate into the site. Use your Directional Scanner on 1AU range to ensure no one else is in the site (site is "clean"). Activate all Shield Hardeners and other "spinnies". The Scythe logi and Caracal damage dealers will take the acceleration gate together first - the hauler counts to ten and then joins them.

Caracal's task

The Caracals should pre-overheat their Microwarpdrives and upon landing, immediately burn towards point A (see image). Along the way, they lock up the Nereus Mule that spawns there and overheat their Warp Disruptor. Immediately upon entering range, the Caracals should attempt to point the Nereus Mule to prevent it from warping off, and start applying damage. Failing to catch the first Nereus Mule is not a problem, it only increases site completion time by a good 1-2 minutes. When the first Mule has been disposed or the Caracals are within 20 km of it, they can stop overheating their modules to prevent too much heat damage. Once the Nereus Mule has died or warped off, a new one will spawn shortly after. Again, the Caracals should immediately lock up, point (no overheat), and kill this Nereus. Rinse and repeat until three Nereus Mules have been killed. No other enemies need to be targeted or killed.

Hauler's task

Immediately upon landing, the hauler should begin to move in the direction of the Caracals with Microwarpdrive turned on (point A, see image). As your hauler should be capacitor stable, it is okay and even somewhat mandatory to leave the Microwarpdrive running for the whole site's duration. With every Nereus Mule that is killed, the hauler should approach its wreck (make sure your Overview filter shows wrecks) and loot the contents. Once three Nereus Mules have been killed and the hauler has picked up three packages, the hauler should move to the Impound Obelisk at the edge of the site with Microwarpdrive turned on (point B, see image). There, the hauler deposits the packages into the Obelisk and the site is completed. Payout is given to all fleet members, and the remaining enemies warp off.

Scythe's task

Once inside, the Scythe should immediately begin to orbit the beacon in the middle of the site and lock up all fleet members. If the Scythe has aggro themselves, they can use their local shield booster as needed to stay topped up. For capacitor purposes, do not repair someone while repairing yourself, and vice versa - only repair the fleet member that presently has aggro. The Scythe logi should be able to cope with all incoming damage and the Caracals are not required to shoot anything except the Nereus Mules. The logi pilot should remember to keep an eye on their watchlist, and the other pilots should remember broadcast for shield and/or announce on voice comms when they are taking damage.