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User:K950/3P38 Sleeper Nexus: Difference between revisions

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K950 (talk | contribs)
K950 (talk | contribs)
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<span style="color:red">FAILURE:</span> No penalty, although if a successful hack is not completed before the hostile Sentry Towers destroy the friendly Tower, then some Towers will remain.  
<span style="color:red">FAILURE:</span> No penalty, although if a successful hack is not completed before the hostile Sentry Towers destroy the friendly Tower, then some Towers will remain.  


At the present time, I have not seen the hostile Towers aggress my vessel after failure to hack the Sentry Repair Station in time. Instead the hostile Towers seemed to keep incurring damage and eventually destruct, even with the Rewired Sentry Gun destroyed. This could be a bug. Should it be fixed in the future, some reps, decent buffer tank with at least 75% EM and Thermal resists will be required on a cruiser hull, and frigates are out of the game.
At the present time, I have not seen the hostile Towers aggress my vessel after failure to hack the Sentry Repair Station in time. Instead the hostile Towers seemed to keep incurring damage and eventually destruct, 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.


Assuming a successful hack of the Sentry Repair Station, simply sit near the Repair Station and wait for the hostile Towers to be eradicated. There is a rather serious hazard to the north of the warp-in, namely 3 Unstable Plasma Chambers. Getting too close to these could be fatal, and will trip the alarm on top of that. (Hacking the Sentry Repair Station before the RDGU 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 to the nearby sentry guns.")
Assuming a successful hack of the Sentry Repair Station, simply sit near the Repair Station and wait for the hostile Towers to be eradicated. There is a rather serious hazard to the north of the warp-in, namely 3 Unstable Plasma Chambers. Getting too close to these could be fatal, and will trip the alarm on top of that. (Hacking the Sentry Repair Station before the RDGU 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 to the nearby sentry guns.")
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Do NOT hack the Hyperfluct Generator container yet.  
Do NOT hack the Hyperfluct Generator container yet.  


For the more nefarious minded, who might be hunting someone in one of these rooms, bring a Data Analyzer II, a cloak and some kind of long range weapon which is not a drone. By hacking the Vessel Rejuvenation Battery and then IMMEDIATELY shooting at the plasma chambers, it's possible to destroy the site runner when he warps into the site by pre-tripping the alarm, or when he's running the containers closer to the Plasma Chambers. Drop a bomb with a bomber, and warp out of the site? A suicide Rifter or something, using a warp disruptor to get on the killmail? (At least CONCORD won't have time to respond if you do this in high security space. Bookmark his wreck and come back to steal his dropped items, too, if the site despawns, or that overtanked Maller after your criminal flag has lapsed, or have the alt fly it in. Sent a polite WiNGSPAN Delivery Services styled mail afterwards.)
As you're working on the hacks, avoid using the Microwarpdrive, use Keep at Range (2250m) on the last can near the group of Plasma Chambers. With all those done, in a frigate, this site is done. 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.  
 
Anyways. As you're working on the hacks, avoid using the Microwarpdrive, use Keep at Range (2250m) on the last can near the group of Plasma Chambers. With all those done, in a frigate, this site is done. 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.  


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