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Superior Sleeper Cache: Difference between revisions

From EVE University Wiki
Djavin novienta (talk | contribs)
Djavin novienta (talk | contribs)
Line 957: Line 957:
| style="font-size:90%; color:#FFFFFF" | {{{1|While this room can deal huge amounts of damage, it is not completely untankable. There are a couple of ships and fits that are viable for the job.
| style="font-size:90%; color:#FFFFFF" | {{{1|While this room can deal huge amounts of damage, it is not completely untankable. There are a couple of ships and fits that are viable for the job.


When a ship approaches the Storage Depots, the initial Sentry Towers will begin to aggress the player around the 10km mark measured from the warp-in beacon toward the Hyperfluct Generator. Assuming the alarm has not been activated, their activation range is ~10-12km. As the ship continues, hidden Sentry Towers are activated in predefined spots as the ship moves around the area. In total, 10 Sentry Towers can be activated by proximity and 6 are from the initial spawn.  
When a ship approaches the Storage Depots, the initial Sentry Towers will begin to aggress the player around the 10km mark measured from the warp-in beacon toward the Hyperfluct Generator. Assuming the alarm has not been activated, their activation range is ~10-12km. As the ship continues, hidden Sentry Towers are activated in predefined spots as the ship moves around the area. In total, 10 Sentry Towers can be activated by proximity and 6 are from the initial spawn.


Any cruiser or larger ship with ~900-1000 EHP/sec repairs against EM and Thermal damage can survive here as long as it is capacitor stable. Armor tanked ships are the obvious choice because of the default resistance profile of armor, and because the Relic Analyzer won't interfere with capacitor modules or tank modules in the mid slots, as it would with shield tanks. That's not to say a [[Tengu]] or [[Sleipnir]] is bad, but just that armor is easier.
For fittings intended for attempting this method, see [[#Ship Fittings|Ship Fittings]], above.


Choices include any ship with a bonus to repair amount, resistances, or both (e.g. T2 hulls with the T2 resistance profile). [[Maller|Mallers]] make a good choice for both low cost and ease of entry; for battlecruisers, the [[Prophecy]], [[Brutix]], and [[Myrmidon]] are all respectable. Battleships usually have no problem fitting a tank along the suggested lines.
The basic strategy is to ignore the Remote Defense Grid Unit hack entirely, and hack only the Storage Depots. If the 16 Perimeter Defense Towers are online, the previously-mentioned fits may not be sufficient to tank the incoming damage. In that case, pilots can elect to fit a buffer tank and bring in logistics cruisers to compensate. However, any fit that can survive the Archive Room indefinitely (repping in excess of 2000 EHP/sec) won't have a problem, and may simply continue on hacking.  


Here are the fits:
If there is doubt as to whether the Alarm is active or not (i.e. if someone else may have tripped it), swap out the two armor repairers for a pair of 1600mm plates and have a look. There is enough buffer to survive without reps for about five minutes. If the Perimeter towers are not active, but all 10 proximity towers and the initial 6 towers are, then the tank should last for about 6.5 minutes. Using Pyfa's numbers, one [[Exequror]] can repair about 2000 EHP/sec onto a plated fit and may be a good alternative. As long as the logistics ship does not steal aggro (just sit near the beacon), this approach should work nicely. This also has the benefit in that an overtanked [[Maller]] may only need to swap out for all EM and Thermal Hardeners, as 90% resists are pretty effective at reducing the incoming DPS.


{{ShipFitting
It has been observed that if a solo ship warps out, the Sentry Towers may switch to attacking Storage Depots and may not reaggress upon re-entry.
| ship=Maller
| shipTypeID=624
| fitName=Maller - About Face (Turret Room)
| fitID=Maller---About-Face-(Turret-Room)
| low1name=Medium Armor Repairer II
| low1typeID=3530
| low2name=Medium Armor Repairer II
| low2typeID=3530
| low3name=Armor Thermal Hardener II
| low3typeID=11648
| low4name=Armor Thermal Hardener II
| low4typeID=11648
| low5name=Armor EM Hardener II
| low5typeID=11642
| low6name=Armor EM Hardener II
| low6typeID=11642
| mid1name=Large Cap Battery II
| mid1typeID=3504
| mid2name=Large Cap Battery II
| mid2typeID=3504
| mid3name=Relic Analyzer II
| mid3typeID=30832
| rig1name=Medium Auxiliary Nano Pump I
| rig1typeID=31047
| rig2name=Medium Auxiliary Nano Pump I
| rig2typeID=31047
| rig3name=Medium Anti-Thermal Pump I
| rig3typeID=31035
| high1name=open
| high2name=open
| high3name=open
| high4name=open
| high5name=open
| charge1name=open
| charge2name=open
| charge3name=open
| charge4name=open
| charge5name=open
| drone1name=open
| drone2name=open
| drone3name=open
| drone4name=open
| drone5name=open
| skills=
| showSKILLS=N
| notes=1089 EHP/sec with All V character.
| showNOTES=N
| difficulty=1
| warsop=A
| warsopReason=
| version=YC118 1.0
| showTOC=Y
| shipDNA=624:3530;2:11648;2:11642;2:3504;2:30832;1:31047;2:31035;1::
| fleetup=
}}{{ShipFitting
| ship=Myrmidon
| shipTypeID=24700
| fitName=Myrmidon - To Tank A Few Sentries
| fitID=Myrmidon---To-Tank-A-Few-Sentries
| low1name=Medium Armor Repairer II
| low1typeID=3530
| low2name=Medium Armor Repairer II
| low2typeID=3530
| low3name=Armor Thermal Hardener II
| low3typeID=11648
| low4name=Armor Thermal Hardener II
| low4typeID=11648
| low5name=Armor EM Hardener II
| low5typeID=11642
| low6name=Armor EM Hardener II
| low6typeID=11642
| mid1name=Cap Recharger II
| mid1typeID=2032
| mid2name=Cap Recharger II
| mid2typeID=2032
| mid3name=Large Compact Pb-Acid Cap Battery
| mid3typeID=4871
| mid4name=Large Compact Pb-Acid Cap Battery
| mid4typeID=4871
| mid5name=Relic Analyzer II
| mid5typeID=30832
| rig1name=Medium Nanobot Accelerator I
| rig1typeID=31065
| rig2name=Medium Auxiliary Nano Pump I
| rig2typeID=31047
| rig3name=Medium Auxiliary Nano Pump I
| rig3typeID=31047
| high1name=open
| high2name=open
| high3name=open
| high4name=open
| high5name=open
| charge1name=open
| charge2name=open
| charge3name=open
| charge4name=open
| charge5name=open
| drone1name=open
| drone2name=open
| drone3name=open
| drone4name=open
| drone5name=open
| skills=
| showSKILLS=N
| notes=1273 EHP/sec with All V character.
| showNOTES=N
| difficulty=1
| warsop=A
| warsopReason=
| version=YC118 1.0
| showTOC=Y
| shipDNA=24700:3530;2:11648;2:11642;2:2032;2:4871;2:30832;1:31065;1:31047;2::
| fleetup=
}}{{ShipFitting
| ship=Prophecy
| shipTypeID=16233
| fitName=Prophecy - Sentries on Duty
| fitID=Prophecy---Sentries-on-Duty
| low1name=Armor EM Hardener II
| low1typeID=11642
| low2name=Armor EM Hardener II
| low2typeID=11642
| low3name=Armor Thermal Hardener II
| low3typeID=11648
| low4name=Armor Thermal Hardener II
| low4typeID=11648
| low5name=Medium Armor Repairer II
| low5typeID=3530
| low6name=Medium Armor Repairer II
| low6typeID=3530
| low7name=Capacitor Power Relay II
| low7typeID=1447
| mid1name=10MN Monopropellant Enduring Afterburner
| mid1typeID=6005
| mid2name=Relic Analyzer II
| mid2typeID=30832
| mid3name=Large Cap Battery II
| mid3typeID=3504
| mid4name=Large Compact Pb-Acid Cap Battery
| mid4typeID=4871
| high1name=Armor Command Burst I, Rapid Repair Charge
| high1typeID=42526
| charge1name=Rapid Repair Charge x1
| charge1typeID=42833
| rig1name=Medium Anti-Thermal Pump I
| rig1typeID=31035
| rig2name=Medium Auxiliary Nano Pump I
| rig2typeID=31047
| rig3name=Medium Auxiliary Nano Pump I
| rig3typeID=31047
| high2name=open
| high3name=open
| high4name=open
| high5name=open
| charge2name=open
| charge3name=open
| charge4name=open
| charge5name=open
| drone1name=open
| drone2name=open
| drone3name=open
| drone4name=open
| drone5name=open
| skills=
| showSKILLS=N
| notes=Armor Command Burst charge can also be the Energizing Charge.</li><li>Propulsion module is mostly a bonus. Do not cap yourself out.</li><li>Make sure the Relic Analyzer is set to AUTO-REPEAT OFF.
| showNOTES=N
| difficulty=1
| warsop=A
| warsopReason=
| version=LATEST
| showTOC=Y
| shipDNA=16233:11642;2:11648;2:3530;2:1447;1:6005;1:30832;1:3504;1:4871;1:42526;1:42833;1:31035;1:31047;2::
| fleetup=
| alphacanuse=N
}}


The Brutix I left out -- it's easy to transfer the basic concept over from the other ships. It's simple enough: 90% EM resistance, 90% Thermal resistance, dual reppers, some capacitor mods, and rigs as needed to bring to the minimum of about 900-950 EHP/sec. Pyfa's damage profile editor allows for close examination of other ships and fits for the said purpose.
The Perimeter Towers (and the initial Towers if the alarm is tripped) themselves have an activation range of 120km. Beyond this point, they will switch from a red box to a yellow box, but will re-engage if a player approaches within that 120km limit. Because of this, a sniping battleship can be used to clear out the Sentry Towers if desired, however this does take some time. To do this, when landing on the beacon, immediately turn the ship around 180 degrees from the area near the Storage Depots and then hit the Micro Jump Drive. (This allows for the maximum distance jumped from the rest of the Towers: hopefully only three or four Towers will still have active aggression.) Use 1400mm Artillery, Sentry Drones or probably large beam lasers. Then it's a matter of carefully positioning around to make sure the Towers in aggression range are limited so it doesn't break the tank, yet still engaging them within optimal of the battleship. Attack battlecruisers like [[Oracle|Oracles]] won't work because those cannot fit MJDs.


The basic strategy then is to simply ignore the Remote Defense Grid Unit hack entirely, and hack the Storage Depots out. If the 16 Perimeter Defense Towers are online, then things are quite a bit dicier, and I'm not sure these fits shown can handle that kind of DPS. In that case, there is nothing wrong with using a buffer tank, and bringing in logistics cruisers to solve that problem. However, any fit that can survive the Archive Room indefinitely (excess of 2000 EHP/sec) won't have a problem in that case, and may simply continue on hacking.
Lastly: A damage log of a lot of Sentry Towers spawned should give a basic idea of the amount of damage that can be expected.
 
For those in doubt as to whether the Alarm is active or not (i.e. if someone else may have tripped it), just swap out the two armor repairers for a pair of 1600mm plates and have a look. There is enough buffer to survive without reps for about five minutes. If the Perimeter towers are not active, but all 10 proximity towers and the initial 6 towers, then the tank should last for about 6.5 minutes. From Pyfa's numbers, it seems one lone Exequror can repair about 2000 EHP/sec onto a plated fit -- consider that. As long as the logistics vessel does not get aggro (just sit near the beacon), it should work out nicely. That does have a benefit in that the standard bait fit overtanked Maller you might have just has to swap out for all EM and Thermal hardeners, as 90% resists are pretty effective at reducing the incoming DPS.
 
The first time I used a Maller to actively tank the Towers, a certain point came happen where my tank could not hold. (It was repping 829 EHP/sec) I warped out and came back into the site, with heavy heat damage to the modules and hardeners. Upon re-entering the room, I was surprised to see the hostile Sentry Towers shooting...the Storage Depots. A few Towers aggressed, but as the ship crept past the 120km engagement range, the DPS was reduced to the point where shields was regenerating. That may be a useful factoid. ([http://wiki.eveuniversity.org/File:3P38_Superior_83.png Link]) Since that time I have switched to using a Maller for running the entire site -- saves hassle in the Turret Room anyways.
 
The Perimeter Towers (and the initial Towers if the alarm is tripped) themselves have an activation range of 120km. Beyond this point, they will switch from a red box to a yellow box, but will re-engage if a player approaches within that 120km limit. Because of this, a sniping battleship can be used to clear out the Sentry Towers if desired, however this does take some time. To do this, when landing on the beacon, immediately turn the ship around 180 degrees from the area near the Storage Depots and then hit the Micro Jump Drive. (This allows for the maximum distance jumped from the rest of the Towers: hopefully only three or four Towers will still have active aggression.) Use 1400mm Artillery, Sentry Drones or probably large beam lasers. Then it's a matter of carefully positioning around to make sure the Towers in aggression range are limited so it doesn't break the tank, yet still engaging them within optimal of the battleship. Attack Battlecruisers like Oracles won't work because those cannot fit MJDs.
 
Lastly: A damage log of ... a lot of Sentry Towers spawned. Should give you a basic idea of what kind of damage we're talking about here.


[ 2016.07.05 23:26:49 ] (combat) <span style="color:red">'''1192'''</span> <small>from</small> '''Wakeful Sentry Tower'''<small> - Penetrates</small><br />
[ 2016.07.05 23:26:49 ] (combat) <span style="color:red">'''1192'''</span> <small>from</small> '''Wakeful Sentry Tower'''<small> - Penetrates</small><br />
Line 1,193: Line 1,009:
[ 2016.07.05 23:27:34 ] (combat) <span style="color:red">'''203'''</span> <small>from</small> '''Restless Sentry Tower'''<small> - Smashes</small><br />
[ 2016.07.05 23:27:34 ] (combat) <span style="color:red">'''203'''</span> <small>from</small> '''Restless Sentry Tower'''<small> - Smashes</small><br />


I don't know what ship that is...unfortunately. The Maelstrom was able to tank most of the damage with just one repairer at about 950 EHP/sec. That is 4743 damage taken over 45 seconds, which turns out to 105.4 DPS incurred.}}}  
The Maelstrom was able to tank most of the damage with just one repairer at about 950 EHP/sec. That is 4743 damage taken over 45 seconds, which turns out to 105.4 DPS incurred.}}}  
|}
|}