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Djavin novienta (talk | contribs)
Djavin novienta (talk | contribs)
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=== Bonus Section: The Tractor Beam Approach ===
== The Tractor Beam Method ==


Back when you put the X, Y and Z Coordinates into the High Power Calibration Device, you may have observed the Low Power Calibration Device. Once you put the coordinates into one can and calibrate the rift, you may not re-calibrate it for the other type. Leave the Remote Defense Grid Unit alone near your warp in area: you won't want to hack it, because you'll need it to forcibly trip the alarm for the Hidden Room.
Instead of putting the X, Y and Z Coordinates into the High Power Calibration Device, it is also possible to complete the site using the Low Power Calibration Device. Once the coordinates have been loaded into one can and calibrated the Spatial Rift, the Rift cannot be re-calibrated. Leave the Remote Defense Grid Unit near the warp-in area alone - it's necessary to forcibly trip the alarm for the hidden room.


{| style="background:#350000; border:1px solid #333333; padding:0px;"
{| style="background:#350000; border:1px solid #333333; padding:0px;"
| style="padding:0px;" | [[image:Icon_warning.png|56px|link=]]
| style="padding:0px;" | [[image:Icon_warning.png|56px|link=]]
| style="padding:8px;" | ''This approach exposes your vessel to long-range damage, which by reason of the range, means your transversal relative to the distant Sentry Towers is low. Although the Sentry Towers may not aggress, they also might and frigates have a very hard time tanking the damage.''
| style="padding:8px;" | ''This approach exposes your vessel to long-range damage, which means that your transversal velocity relative to the distant Sentry Towers is low. Although the Sentry Towers may not aggress, frigates have a very hard time tanking the damage if they do.''
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When you have calibrated the rift using the Low Power can, this sends you over to the middle area by the tractor beam. When you land, you will be presented with a couple of challenges:  
When the Rift has been calibrated using the Low Power can, the Rift will send ships over to the middle area near the tractor beam. Upon landing, there are several challenges:  


# A hidden Sentry Tower will spawn and aggress you. (Activation proximity roughly 15km.)
# A hidden Sentry Tower will spawn and aggress. (Activation proximity roughly 15km.)
# You will also be aggressed by Sentry Towers (I was aggressed by two out of three) in the back room. While you can avoid damage from the nearby one, your low effective angular velocity for the far distant ones means you will eat damage from them.
# Some of the Sentry Towers in the back room will also agress. Damage from the nearest Tower can be avoided, but the low effective angular velocity for the far Towers means ship will take damage from them.
# The nearby Remote Defense Grid Unit.  
# The nearby Remote Defense Grid Unit.  
# The Tractor Beam "can".
# The Tractor Beam "can".
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I do not recommend this approach. I tested this approach using a Heron, and overloaded EM and Thermal hardeners. I could last about a minute or so before I was forced to warp out. By orbiting the nearby Remote Defense Grid Unit, you won't take damage from the nearby Sentry Tower, but the distant ones hit hard. If you have a buddy with a T1 Logistics Frigate (use T2 remote shield boosters, and use T2 hardeners on the "patient" ship: look for at least 250 EHP/sec capacitor stable, which will handle two Towers. Three will be too much), you should be able to sustain the damage just fine with an oversized buffer fit against two distant Sentry Towers. Without the buffer, you'll probably get alpha'd off the field in short order. That dual-rep Omen seen above tanked 187.5 EHP/sec omni-damage, 220 EHP/sec against EM & Thermal (50/50 split) damage.
This approach is not recommended for frigates, though an exploration cruiser such as a [[Stratios]] may be able to handle it better. By orbiting the nearby Remote Defense Grid Unit, ships won't take damage from the nearby Sentry Tower, but the distant ones hit hard. Pilots can bring a logistics buddy to tank the damage if they wish - at least 250 EHP/s is necessary to tank two Towers, provided that the target ship also has an oversized buffer fit.


But let's pretend you want to try this approach anyways. Quickly orbit the nearby Remote Defense Grid Unit. You must work quickly. Hack it:
Quickly orbit the nearby Remote Defense Grid Unit. This hack must be completed quickly.


'''CAN DIFFICULTY: 7/10 [RED HACK]'''<br />
'''CAN DIFFICULTY: 7/10 DATA <span style="color:red">[RED HACK]</span>'''<br />
<span style="color:green">SUCCESS:</span> The nearby Sentry Gun near you is switched off.<br />
<span style="color:green">SUCCESS:</span> The nearby Sentry Gun is deactivated.<br />
<span style="color:red">FAILURE:</span> No penalty for failure. I attempted multiple attempts until I was forced to warp out and nothing happened when I deliberately failed the can.  
<span style="color:red">FAILURE:</span> No penalty for failure.


You may need to warp out. If so, then warp back to the site, repair your overloaded hardeners if needed, fix up, and go back again. Hack the Tractor Beam Unit. Doing so will pull all of the loot cans to an area just forward of the Tractor Beam. Having recently switched off the Remote Defense Grid Unit near the Tractor Beam, that should mean (it was so in my case) the Sentry Guns in the back room enclave should not aggress while you loot the cans.  
It may be necessary to warp out. If so, then warp back to the site, repair overloaded hardeners if needed, fix up, and go back again. Hack the Tractor Beam Unit. Doing so will pull all of the loot cans to an area just forward of the Tractor Beam. Assuming the Remote Defense Grid Unit near the Tractor Beam was successfully hacked, the Sentry Guns in the back room enclave should not aggress while looting the cans.  


'''CAN DIFFICULTY: 7/10 [RED HACK]'''<br />
'''CAN DIFFICULTY: 7/10 DATA <span style="color:red">[RED HACK]</span>'''<br />
<span style="color:green">SUCCESS:</span> The Tractor Beam will commence teleporting storage depots to your area near you.<br />
<span style="color:green">SUCCESS:</span> The Tractor Beam will commence teleporting storage depots to the area nearby.<br />
<span style="color:red">FAILURE:</span> No penalty for failure.
<span style="color:red">FAILURE:</span> No penalty for failure.


Now, the Hidden Room. In the first approach outlined earlier, you get aggressed by one Sentry Tower on your approach. In this method, you are aggressed by two. This makes it more dangerous than the first. Obviously you'll need to trigger the Sleeper Guardians to activate the hidden rift. There are two approaches, as earlier:
In the approach to the hidden room outlined earlier, ship are aggressed by one Sentry Tower on the approach. In this method, ships are aggressed by two, which makes this approach more dangerous than the first. Pilots will need to trigger the Sleeper Guardians to activate the hidden rift. There are two methods, as earlier:
 
:1. Hack the farther Mangled Storage Depot, and successfully hack the Alarm Unit. If successful, go to the nearby Remote Defense Grid Unit which should not have been hacked earlier (as doing so provides no particular benefit for this method), and deliberately fail it repeatedly. To do this, simply activate the Data Analyzer on the can, wait a couple of seconds, then abort the hack by closing the hacking window. As before, be ready to move far away with a Microwarpdrive.


:1. Hacking the farther Mangled Storage Depot, and successfully hacking the Alarm Unit. I have succeeded in hacking this can only a few times. If this happens, then go to the nearby Remote Defense Grid Unit which should not have been hacked earlier (as doing so provides no particular benefit here), and deliberately fail it repeatedly. Just activate the Data Analyzer II on the can, wait a couple of seconds, then just abort the hack by closing the hacking window. Be ready to move far away, as before, with your Microwarpdrive.
: Aggressing the Sleeper Enclave structure in the back area (which is probably extremely dangerous to approach considering the 3 Sentry Towers present there in this method) will trigger the alarm level directly to 5. Any hostile module works, like a web or turret, however drones will not.


: Aggressing the Sleeper Enclave structure in the back area (which is probably extremely dangerous to approach considering 3 Sentry Towers present back there with this method) will trigger the alarm level directly to 5. Any hostile module works, like a web. Drones will not.
:2. Failing the Alarm Unit hack. In this case, just burn out with the Microwarpdrive, and wait for things to develop.
:2. Failing the Alarm Unit hack. In this case, just burn out with the Microwarpdrive, and wait for things to develop.


It is considerably more dangerous than using the first method, but it's important for me to discuss this method for those who are curious.
==References==
<references />


[[Category:Guides]]
[[Category:Guides]]