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=== Abyssal layout === | === Abyssal layout === | ||
An Abyssal Deadspace instance is composed of three pockets, sometimes called "rooms" by players. Each pocket contains enemies and a gate to the next pocket. The gate only unlocks once all enemies in the pocket are cleared. | An Abyssal Deadspace instance is composed of three pockets, sometimes called "rooms" by players. Each pocket contains enemies and a gate to the next pocket; you will always spawn anywhere from 35-70 km away from the gate and the enemies will be sitting at 0 on it. The gate only unlocks once all enemies in the pocket are cleared. | ||
The enemies in the pocket are randomly selected from a range of spawns appropriate to the tier of the filament used. Higher tier filaments take you to pockets with (much) more dangerous enemies. Some pockets may contain enemies who are in combat against each other. However, none of these factions will be allied with you. You must fight your own way out. | The enemies in the pocket are randomly selected from a range of spawns appropriate to the tier of the filament used. Higher tier filaments take you to pockets with (much) more dangerous enemies. Some pockets may contain enemies who are in combat against each other in lore. However, none of these factions will be allied with you. You must fight your own way out. | ||
Abyssal NPCs leave no wrecks to loot or salvage. | Abyssal NPCs leave no wrecks to loot or salvage. | ||
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'''Maximum Velocity bonus (Dark):''' Enemies and player drones will only use the bonused attribute of "Maximum Velocity" when chasing. When in their desired range, they will use their normal, un-bonused "Orbit Velocity". Players, however, are able to control how much of their max velocity they are using, and thus can fully benefit from this bonus. | '''Maximum Velocity bonus (Dark):''' Enemies and player drones will only use the bonused attribute of "Maximum Velocity" when chasing. When in their desired range, they will use their normal, un-bonused "Orbit Velocity". Players, however, are able to control how much of their max velocity they are using, and thus can fully benefit from this bonus. Better pay extra attention to those Tachyon clouds, though! | ||
'''Capacitor recharge time bonus (Electrical):''' This bonus effectively grants not a 50% bonus, but rather 100%, as it halves capacitor recharge time, thereby doubling the capacitor recharge rate. NPCs receive essentially no benefit from this bonus, but players are able to leverage the additional capacitor regen to great effect. | '''Capacitor recharge time bonus (Electrical):''' This bonus effectively grants not a 50% bonus, but rather 100%, as it halves capacitor recharge time, thereby doubling the capacitor recharge rate. NPCs receive essentially no benefit from this bonus, but players are able to leverage the additional capacitor regen to great effect. Ship fits for this tier can afford to run many more cap-hungry tank mods than usual and still have little problem, and as such Electrical is generally considered one of the easiest weathers. | ||
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'''Scan resolution bonus (Exotic):''' Largely irrelevant, be aware that NPCs will lock you faster, enjoy locking NPCs faster. | '''Scan resolution bonus (Exotic):''' Largely irrelevant, be aware that NPCs will lock you faster, enjoy locking NPCs faster. The kinetic damage bonus is generally more of a boon. | ||
=== Localized Effects === | === Localized Effects === | ||
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* Filament Cloud (orange): Penalty to Shield Booster boosting (-40%) and reduction to shield booster duration (-40%). If using a conventional (not Ancillary) shield booster, in effect this does not weaken your shield booster, but rather increases its capacitor cost per second by 66%. If you rely on a shield booster to survive, you should avoid entering these clouds. | * Filament Cloud (orange): Penalty to Shield Booster boosting (-40%) and reduction to shield booster duration (-40%). If using a conventional (not Ancillary) shield booster, in effect this does not weaken your shield booster, but rather increases its capacitor cost per second by 66%. If you rely on a shield booster to survive, you should avoid entering these clouds. | ||
* Bioluminescence Cloud (light blue): +300% Signature Radius (4.0x signature radius multiplier). Entering this cloud will make your ship an easier target to hit but it will also make all rats easier to hit. If fighting small but accurate enemies like Damaviks, this cloud can actually be helpful, and you can lure the rats into it. Large ships (like the Abyssal Overminds) will be able to hit you much more easy to hit as well - stay out of these clouds if you are speed-tanking a battleship room. | * Bioluminescence Cloud (light blue): +300% Signature Radius (4.0x signature radius multiplier). Entering this cloud will make your ship an easier target to hit but it will also make all rats easier to hit. If fighting small but accurate enemies like Damaviks, this cloud can actually be helpful, and you can lure the rats into it. Large ships (like the Abyssal Overminds) will be able to hit you much more easy to hit as well - stay out of these clouds if you are speed-tanking a battleship room. | ||
* Tachyon Cloud (white): +300% Velocity (x4.0 velocity), -50% Inertia Modifier. Be ''very'' careful entering this cloud with an active [[Propulsion_equipment|MWD]], as the inertia reduction will cause you to accelerate ''very'' quickly (x4 velocity, x0.5 inertia, '''x8''' acceleration), potentially slingshotting you outside the pocket boundary for a very quick death. These clouds will also increase enemy velocities, causing them to either close range very quickly, or suddenly pull away. | * Tachyon Cloud (white): +300% Velocity (x4.0 velocity), -50% Inertia Modifier. Be ''very'' careful entering this cloud with an active [[Propulsion_equipment|MWD]], as the inertia reduction will cause you to accelerate ''very'' quickly (x4 velocity, x0.5 inertia, '''x8''' acceleration), potentially slingshotting you outside the pocket boundary for a very quick death. These clouds will also increase enemy velocities, causing them to either close range very quickly, or suddenly pull away. Drone-reliant ships should beware of these clouds as well since drones will struggle with damage application to enemies inside these clouds. | ||
{{expansion past|In September, 2020, the Tachyon Cloud was introduced, replacing the older Caustic Cloud. The Caustic Cloud applied a -80% penalty to local and remote Armor Repair modules, making it a death sentence for armor tanked ships. However, the cloud was very rarely seen.}} | {{expansion past|In September, 2020, the Tachyon Cloud was introduced, replacing the older Caustic Cloud. The Caustic Cloud applied a -80% penalty to local and remote Armor Repair modules, making it a death sentence for armor tanked ships. However, the cloud was very rarely seen.}} | ||
Triglavian Towers: | Triglavian Towers: | ||
* Deviant Automata Suppressor: Damages all missiles, drones, and rogue drone frigates within its area of effect. The larger tower does about the same damage to drones as a single medium smartbomb; the smaller does more than double that. Flying into the range of this Suppressor can help you take out pirate drones. Watch out for your own drones. | * Deviant Automata Suppressor: Damages all missiles, drones, and rogue drone frigates within its area of effect. The larger tower does about the same damage to drones as a single medium smartbomb; the smaller does more than double that and can eat your missiles and drones very quickly. Flying into the range of this Suppressor can help you take out pirate drones. Watch out for your own drones. | ||
** Short-Range Deviant Suppressor will attack all drones, missiles and rogue drone frigates within 15 KM | ** Short-Range Deviant Suppressor will attack all drones, missiles and rogue drone frigates within 15 KM. Damage rate is fast enough to delete light missiles in its range extremely quickly. | ||
** Medium-Range Deviant Suppressor will attack all drones, missiles, and rogue drone frigates within 40 KM | ** Medium-Range Deviant Suppressor will attack all drones, missiles, and rogue drone frigates within 40 KM | ||
* Multibody Tracking Pylon: +60% or +80% [[tracking]] to all ships (including NPCs) in its area of effect. This can be helpful for fighting small, fast enemies. It helps your drones as well as your ship. | * Multibody Tracking Pylon: +60% (Medium-Range) or +80% (Short-Range) turret [[tracking]] bonus to all ships (including NPCs) in its area of effect. This can be helpful for fighting small, fast enemies. It helps your drones as well as your ship. The two variants of this pylon have the same area of effect scaling as the Suppressors - 15 KM for Short-Range and 40 KM for Medium-Range. | ||
** Do note that this will also allow large NPCs (such as the Drifter battleship) to track and hit you much more easily than usual - beware if you rely on speed-tanking! | ** Do note that this will also allow large NPCs (such as the Drifter battleship) to track and hit you much more easily than usual - beware if you rely on speed-tanking! | ||
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Unlike in most other regions in EVE, Abyssal Deadspace NPCs have very clear naming patterns and will have either a prefix or suffix that states what special abilities they have. | Unlike in most other regions in EVE, Abyssal Deadspace NPCs have very clear naming patterns and will have either a prefix or suffix that states what special abilities they have. | ||
This makes target prioritization easier, which is extremely important in the Abyss: the general best strategy in most rooms is to start out by killing any EWAR that poses a threat to your ship. Depending on your fit, this can mean Neutralizers, Webs, Tracking/Guidance disruptors, or, if the pocket has battleships, Target Painters. | This makes target prioritization easier, which is extremely important in the Abyss: the general best strategy in most rooms is to start out by killing any EWAR that poses a threat to your ship. Depending on your fit, this can mean Neutralizers, Webs, Warp scramblers, Tracking/Guidance disruptors, or, if the pocket has battleships, Target Painters. | ||
You should also pay attention on whether dedicated remote repair ships are on grid; if you can't kill other frigates before repairs land, prioritize killing remote repairs first. After the dangerous EWAR and remote repair ships are dead, you can focus on the damage dealers in your preferred order. | You should also pay attention on whether dedicated remote repair ships are on grid; if you can't kill other frigates before repairs land, prioritize killing remote repairs first. After the dangerous EWAR and remote repair ships are dead, you can focus on the damage dealers in your preferred order. | ||
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While the EDENCOM ships offer no EWAR, they bring very high alpha damage on very slow fire rates, meaning that the combination of Marshal DPS and EDENCOM alpha can easily and unexpectedly break an Abyssal runner's buffer. | While the EDENCOM ships offer no EWAR, they bring very high alpha damage on very slow fire rates, meaning that the combination of Marshal DPS and EDENCOM alpha can easily and unexpectedly break an Abyssal runner's buffer. | ||
The | The few saving graces when fighting CONCORD/EDENCOM ships are: | ||
# they always deal a constant amount of damage relative to signature radius and velocity, meaning they cannot land critical hits ("Wrecking Shots"). | # they always deal a constant amount of damage relative to signature radius and velocity, meaning they cannot land critical hits ("Wrecking Shots"). | ||
# since their damage is completely based on [[Missile mechanics|missile damage mechanics]], maintaining transversal is a non-issue. | |||
# Vorton Projectors will chain their damage to ''any'' objects within 10km of your ship, and can thus be exploited into dealing friendly fire damage to other enemy CONCORD/EDENCOM ships | # Vorton Projectors will chain their damage to ''any'' objects within 10km of your ship, and can thus be exploited into dealing friendly fire damage to other enemy CONCORD/EDENCOM ships | ||
# CONCORD ships have poor tank relative to their damage, which turns the room into a pure DPS race to determine whether you die first or the Marshals die first. | # CONCORD ships have poor tank relative to their damage, which turns the room into a pure DPS race to determine whether you die first or the Marshals die first. | ||
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But that does not mean you are wholly safe. Once the filament has been used, a rift appears that can be combat scanned by anyone in the system and can be warped to. It also appears on the directional scanner of anyone who has not filtered it out. This makes it possible for people to camp the exit and shoot whoever comes out. | But that does not mean you are wholly safe. Once the filament has been used, a rift appears that can be combat scanned by anyone in the system and can be warped to. It also appears on the directional scanner of anyone who has not filtered it out. This makes it possible for people to camp the exit and shoot whoever comes out. | ||
This means that you have to consider where you use the filament, especially in low security and null security space. Even in high-security space you should be cautious, especially when running high tiers, since they often require blingy ship fittings and thus provide tempting targets for [[ | This means that you have to consider where you use the filament, especially in low security and null security space. Even in high-security space you should be cautious, especially when running high tiers, since they often require blingy ship fittings and thus provide tempting targets for [[suicide ganking]]. It is best to activate the filament at a [[safespot]] bookmark, preferably more than directional-scanner range (14.3 AU) away from any celestial and any frequently-warped routes. Experienced Abyssal runners find large systems where they can set up such bookmarks, and replace their bookmarks frequently. | ||
You will be invulnerable for a short time when you leave the Abyss. If you leave the rift and find yourself being camped, pause to assess your best options, and stay calm. One survival tactic is to quickly activate a new filament, but players who know you can do this will anchor a mobile depot nearby, preventing filament activation. Based on your assessment of the situation, you will have to decide. | You will be invulnerable for a short time when you leave the Abyss. If you leave the rift and find yourself being camped, pause to assess your best options, and stay calm. One survival tactic is to quickly activate a new filament, but players who know you can do this will anchor a mobile depot nearby, preventing filament activation. Based on your assessment of the situation, you will have to decide. | ||