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Superior Sleeper Cache: Difference between revisions

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Djavin novienta (talk | contribs)
Djavin novienta (talk | contribs)
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Just after you finish the hack, watch Local to see when the message pops up informing of the activation, then quickly shoot a Plasma Chamber. The Vessel Rejuvenation Battery's mad reps will protect you. Quickly turn on the Microwarpdrive over to the now-revived Hyperfluct Generator. There are just 60 seconds to attempt a successful hack before the Perimeter Defense System comes online. When that happens, 16 new Sentry Towers appear. Frigates will be destroyed. Ships that can run the Archive Room fine will be okay to repeat attempts until the Rift is generated.
Just after you finish the hack, watch Local to see when the message pops up informing of the activation, then quickly shoot a Plasma Chamber. The Vessel Rejuvenation Battery's mad reps will protect you. Quickly turn on the Microwarpdrive over to the now-revived Hyperfluct Generator. There are just 60 seconds to attempt a successful hack before the Perimeter Defense System comes online. When that happens, 16 new Sentry Towers appear. Frigates will be destroyed. Ships that can run the Archive Room fine will be okay to repeat attempts until the Rift is generated.


Assuming the hack goes through in time, take the rift into the Archive Room itself.
Assuming the hack goes through in time, take the Rift into the Archive Room itself.


'''Any failed hacks in this room may spawn additional Sentry Towers.'''  
'''Any failed hacks in this room may spawn additional Sentry Towers.'''  


Landing in the vaunted Archive Room, it's time to take in the scenery. There are several obstacles which cause damage: Sentry Towers, damage clouds near various objects (Smoldering Archive Ruins), and then Shockwaves. There are a number of tasks to perform in this room:
There are several obstacles in the Archive Room which cause damage: Sentry Towers, damage clouds near various objects (Smoldering Archive Ruins), and shockwaves.


Begin by approach the Defense Targeting Augmentation Unit. From the beacon, a straight line approach is fine. Go ahead and hack it.
Begin by approaching the Defense Targeting Augmentation Unit. From the beacon, a straight line approach is fine. Hack the Defense Targeting Augmentation.


:'''CAN DIFFICULTY: 8/10 DATA <span style="color:red">[RED HACK]</span>'''<br />
:'''CAN DIFFICULTY: 8/10 DATA <span style="color:red">[RED HACK]</span>'''<br />
Line 1,042: Line 1,042:
::<span style="color:red">FAILURE:</span> Standard failure result of any can in this site: May spawn additional Sentry Towers.
::<span style="color:red">FAILURE:</span> Standard failure result of any can in this site: May spawn additional Sentry Towers.


A successful hack also has the opportunity to spawn a Pristine Storage Depot nearby. You may hack it and loot it. Proceed on to hacking the Cerebrum Maintenance Chambers. Each functions like a normal data or relic site object: it must be hacked first before it can be opened. Same hacking difficulty and failure results as before, red hacks. For the Central Archive Cerebrum to begin operating, three Cerebrum Oscillation Fluid objects are needed, the other items like the Self-Regulating Machine Gears and what not are just scrap. Therefore, hack enough Cerebrum Maintenance Chambers to get what is required:  
A successful hack also has the opportunity to spawn a Pristine Storage Depot nearby. You may hack it and loot it. Proceed on to hacking the Cerebrum Maintenance Chambers. Each functions like a normal data or relic site object: it must be hacked first before it can be opened. Three Cerebrum Oscillation Fluid objects are needed to activate the Central Archive Cerebrum; other items like the Self-Regulating Machine Gears and what not are just scrap. Hack enough Cerebrum Maintenance Chambers to get the items required:  


:'''CAN DIFFICULTY: 8/10 DATA <span style="color:red">[RED HACK]</span>'''<br />
:'''CAN DIFFICULTY: 8/10 DATA <span style="color:red">[RED HACK]</span>'''<br />
Line 1,050: Line 1,050:
It is advisable to shoot the Sentry Towers that lie around the perimeter. As they have a 50m signature radius, Light Neutron Blasters and light drones are recommended. Depending on the ship's fit, their absence can be enough to make sure your tank lasts long enough.
It is advisable to shoot the Sentry Towers that lie around the perimeter. As they have a 50m signature radius, Light Neutron Blasters and light drones are recommended. Depending on the ship's fit, their absence can be enough to make sure your tank lasts long enough.


Having 3 Oscillation Fluids (or more) in your cargo hold, go ahead and Open Cargo on the Central Archive Cerebrum.  
Once 3 Oscillation Fluids (or more) have been obtained, approach the Central Archive Cerebrum and "Open Cargo".  


Place 3 of those Oscillation Fluid items into the Cerebrum; more is not necessary, but 2 won't work either. When this is done, a couple of things are initiated: first, the Central Archive Cerebrum will eject Storage Depots of varying grades, and Shockwaves will start coming. The first set are tankable fine in a standard Tech III Strategic Cruiser, though the double massive Shockwaves will most likely be more than most fits and skills can handle. The basic idea then becomes a question of how many cans can be hacked and looted before the incoming damage is more than can be safely tolerated.
Place 3 Cerebrum Oscillation Fluids into the Central Archive Cerebrum; more is unnecessary. When this is done, a couple of things are initiated: first, the Central Archive Cerebrum will eject Storage Depots of varying grades, and shockwaves will begin to occur. The first set are tankable fine in a standard Tech III Strategic Cruiser, though the double massive shockwaves will most likely be more than most fits and skills can handle. The basic idea then becomes a question of how many cans can be hacked and looted before the incoming damage is more than can be safely tolerated.


Vessel Rejuvenation Batteries will also be ejected from the Cerebrum itself. These are cool. Details are below: they are Data hacks.  
Vessel Rejuvenation Batteries will also be ejected from the Cerebrum itself (details are below).  


Make sure to check for other containers around the area, for those looking to complete the room fully. When finished, warp out. Those who left Mobile Depots in other rooms may need to warp back to collect them and refit for a travel fit.  
Make sure to check for other containers around the area, for those looking to complete the room fully. When finished, warp out. Those who left Mobile Depots in other rooms may need to warp back to collect them and refit for a travel fit.  
Congratulations: you have completed the most challenging Sleeper Cache the game has to offer.


{| class="collapsible collapsed" style="background-color:#0d2710; background-image: linear-gradient(#071709, #0d2710); border: 1px solid #287833; padding:0.2em; width:{{{width|90%}}}"
{| class="collapsible collapsed" style="background-color:#0d2710; background-image: linear-gradient(#071709, #0d2710); border: 1px solid #287833; padding:0.2em; width:{{{width|90%}}}"
! style="text-align:left" | <span style="color:#44c055">It's time to get gnarly</span>
! style="text-align:left" | <span style="color:#44c055">It's time to get gnarly</span>
|-
|-
| style="font-size:90%; color:#FFFFFF" | {{{1|
| style="font-size:90%; color:#FFFFFF" | {{{1|Starting with the Smoldering Archive Ruins, these minor damage clouds line the area around the central Cerebrum. From their center, they have a damage radius of ~4km, although certain clouds may have a larger radius. A damage log:  
Ahem...
 
You may have heard of the damage of this room, and having explored it on the test server, it's imperative for me to communicate my findings for future reference.
 
Starting with the Smoldering Archive Ruins. These minor damage clouds line the area around the central Cerebrum. From their center, they seem to have a damage radius of about 4km, although certain clouds may have a larger radius. A damage log:  


[ 2016.07.06 00:02:34 ] (combat) <span style="color:red">'''34'''</span> <small>from</small> '''Smoldering Archive Ruins'''<small> - Hits</small><br />
[ 2016.07.06 00:02:34 ] (combat) <span style="color:red">'''34'''</span> <small>from</small> '''Smoldering Archive Ruins'''<small> - Hits</small><br />
Line 1,100: Line 1,093:
[ 2016.07.06 00:02:40 ] (combat) <span style="color:red">'''31'''</span> <small>from</small> '''Smoldering Archive Ruins'''<small> - Hits</small><br />
[ 2016.07.06 00:02:40 ] (combat) <span style="color:red">'''31'''</span> <small>from</small> '''Smoldering Archive Ruins'''<small> - Hits</small><br />


151.6 DPS average there, although 131 seems more about right. That hit for 146 throws the average off. A dual-rep Stratios with roughly 350 EHP/sec lasted about a minute before it failed to repair enough, and exploded.
151.6 DPS average, although 131 may a more accurate measurement&mdash;that hit for 146 throws the average off. A dual-rep [[Stratios]] with roughly 350 EHP/sec lasted about a minute before it failed to repair enough, and exploded.
 
They can cause borderline tanks to break when the "colossal" waves hit.  


They can cause borderline tanks to break when the Colossal waves hit.  
There are four types of shockwaves, and each can be recognized in Local.


On to the damage waves. There are four types of waves, and you'll recognize them in Local. "A massive shockwave is approaching the area. ETA is 15 seconds." ...is a single Massive. Two of those timed at the same time is a double massive, three of them at the same time is a triple massive and "A colossal shockwave is approaching the area. ETA is 15 seconds." ...is a colossal wave. Those are the ones that do the most damage, quite a lot actually. A colossal plus a double massive is very intimidating and most tanks will break at the huge DPS overload. The only relief comes from the fact that there is often 15-30 seconds of peacetime between waves, although the period is random; though at least one wave every 20 seconds of some kind of magnitude is expected.
'''"A massive shockwave is approaching the area. ETA is 15 seconds."'''<br />
Two of these timed simultaneously is a "double massive", and three of them is a "triple massive". A "colossal" shockwave is preceded by the following message: "A colossal shockwave is approaching the area. ETA is 15 seconds." Colossal shockwaves deal the most damage, and can happen at the same time as other combinations of massive shockwaves. A colossal plus a double massive is very intimidating and most tanks will break at the huge DPS overload. There is often 15-30 seconds of peacetime between waves, although this period is random. To be safe, expect at least one wave of some kind every 20 seconds.


This is the damage log of one massive shockwave.
This is the damage log of one massive shockwave.
Line 1,149: Line 1,145:
[ 2016.06.20 07:03:22 ] (combat) <span style="color:red">'''92'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
[ 2016.06.20 07:03:22 ] (combat) <span style="color:red">'''92'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />


4390 damage taken over 5 seconds equals 878 damage per second taken. On the Maelstrom, one X-Large C5-L Emergency Shield Overload repairing 1095 EHP/sec was comfortably sustaining this damage. Two of these simultaneously was not too bad, nothing one repper couldn't fix before the next wave came through. Three definitely needed both shield boosters running.  
4390 damage taken over 5 seconds equals 878 damage per second taken. On a [[Maelstrom]], one X-Large C5-L Emergency Shield Overload repairing 1095 EHP/sec was comfortably sustaining this damage. Two of these simultaneously was not too bad, nothing one repper couldn't fix before the next wave came through. Three definitely needed both shield boosters running.  


A colossal wave.
A colossal wave.
Line 1,214: Line 1,210:
[ 2016.06.20 07:03:06 ] (combat) <span style="color:red">'''303'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
[ 2016.06.20 07:03:06 ] (combat) <span style="color:red">'''303'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />


15005 damage over 9 seconds. 1667 damage per second taken. That's a lot.
15005 damage over 9 seconds. 1667 damage per second taken.  
 
My thoughts. First I used a Maelstrom. It was fit with the following:
 
{{ShipFitting
| ship=Maelstrom
| shipTypeID=24694
| fitName=Maelstrom - Sisi Sup. Tester Active copy 2
| fitID=Maelstrom---Sisi-Sup.-Tester-Active-copy-2
| low1name=Damage Control II
| low1typeID=2048
| low2name=Expanded Cargohold II
| low2typeID=1319
| low3name=Expanded Cargohold II
| low3typeID=1319
| low4name=Expanded Cargohold II
| low4typeID=1319
| low5name=Expanded Cargohold II
| low5typeID=1319
| mid1name=5a Prototype Shield Support I
| mid1typeID=16531
| mid2name=X-Large C5-L Emergency Shield Overload I
| mid2typeID=10888
| mid3name=X-Large C5-L Emergency Shield Overload I
| mid3typeID=10888
| mid4name=Adaptive Invulnerability Field II
| mid4typeID=2281
| mid5name=EM Ward Field II
| mid5typeID=2301
| mid6name=Heavy Capacitor Booster II, Navy Cap Booster 3200
| mid6typeID=3578
| high1name=800mm Heavy 'Scout' Repeating Cannon I, Republic Fleet EMP L
| high1typeID=9327
| charge1name=Republic Fleet EMP L x1
| charge1typeID=21894
| high2name=800mm Heavy 'Scout' Repeating Cannon I, Republic Fleet EMP L
| high2typeID=9327
| high3name=800mm Heavy 'Scout' Repeating Cannon I, Republic Fleet EMP L
| high3typeID=9327
| high4name=800mm Heavy 'Scout' Repeating Cannon I, Republic Fleet EMP L
| high4typeID=9327
| high5name=800mm Heavy 'Scout' Repeating Cannon I, Republic Fleet EMP L
| high5typeID=9327
| high6name=800mm Heavy 'Scout' Repeating Cannon I, Republic Fleet EMP L
| high6typeID=9327
| high7name=800mm Heavy 'Scout' Repeating Cannon I, Republic Fleet EMP L
| high7typeID=9327
| high8name=800mm Heavy 'Scout' Repeating Cannon I, Republic Fleet EMP L
| high8typeID=9327
| rig1name=Large Anti-Thermal Screen Reinforcer II
| rig1typeID=26442
| rig2name=Large Core Defense Operational Solidifier I
| rig2typeID=26086
| rig3name=Large Core Defense Capacitor Safeguard II
| rig3typeID=26444
| drone1name=Hobgoblin II x5
| drone1typeID=2456
| 1name=Navy Cap Booster 3200
| 1typeID=
| charge2name=open
| charge3name=open
| charge4name=open
| charge5name=open
| drone2name=open
| drone3name=open
| drone4name=open
| drone5name=open
| skills=
| showSKILLS=N
| notes=
| showNOTES=N
| difficulty=0
| warsop=A
| warsopReason=
| version=YC118 1.0
| showTOC=Y
| shipDNA=24694:2048;1:1319;4:16531;1:10888;2:2281;1:2301;1:3578;1:9327;8:21894;1:26442;1:26086;1:26444;1:2456;5:;15::
| fleetup=
}}
 
Because I don't have Cybernetics V right now, I can't use the full implant set, so I just have Mid-Grade Crystal Alpha, Beta, Gamma and Deta, along with an Improved Blue Pill. The Maelstrom could definitely tank the whole colossal wave if everything was overheated, if not, it was very close to breaking past the shields. Careful timing to start the shield boosters exactly when the damage was going to be taken (usually 1 second before is when the boosters would be cycled) and...ehhh it just didn't have enough buffer. Problem with shield extenders is they don't provide the same raw hit points as armor does (a Large Shield Extender II grants 2600 HP, compared to 4800 of the 1600mm Steel Plates II) so it wasn't enough to just have one extra shield extender. The fit has cargo expanders to hold more cap booster charges, and there is no Analyzer because it was only for testing the damage of the site.
 
Seriously though, because of the extreme tanking requirements here, armor is the way to go. First, armor repairers are more efficient at converting capacitor gigajoules to hitpoints. Secondly, they don't interfere with vital midslots for capacitor mods. Thirdly, buffer modifications work better for the reason stated above. On the downside, shield boosters are easy to oversize, and shield boost amplifiers are cool. But armor is the way to go for this site. So I pulled out a Hyperion, which was fit with dual reppers and three 1600mm plates. While it had enough buffer, it didn't have the capability to fix it fast enough before the next wave. I mean, it was fine for the massives and the double massives, but while it could eat a colossal, it couldn't fix it all up in time. You really need triple reppers on a battleship to get the armor fixed in time for the buffer to work properly to sustain most of the damage of the wave.
 
The Russian bloke used two fits in his videos. This is his Legion:
 
{{ShipFitting
| ship=Legion
| shipTypeID=29986
| fitName=Legion - Triple Rep Superior Sleeper Stable
| fitID=Legion---Triple-Rep-Superior-Sleeper-Stable
| low1name=1600mm Steel Plates II
| low1typeID=20353
| low2name=True Sansha Energized Adaptive Nano Membrane
| low2typeID=14072
| low3name=True Sansha Energized Adaptive Nano Membrane
| low3typeID=14072
| low4name=Corpum A-Type Medium Armor Repairer
| low4typeID=19021
| low5name=Corpum A-Type Medium Armor Repairer
| low5typeID=19021
| low6name=Corpum A-Type Medium Armor Repairer
| low6typeID=19021
| mid1name=Relic Analyzer II
| mid1typeID=30832
| mid2name=Dark Blood Cap Recharger
| mid2typeID=14142
| mid3name=Dark Blood Cap Recharger
| mid3typeID=14142
| mid4name=Dark Blood Cap Recharger
| mid4typeID=14142
| rig1name=Medium Auxiliary Nano Pump II
| rig1typeID=31053
| rig2name=Medium Auxiliary Nano Pump I
| rig2typeID=31047
| rig3name=Medium Capacitor Control Circuit II
| rig3typeID=31378
| subsystem1name=Legion Electronics - Emergent Locus Analyzer
| subsystem1typeID=30042
| subsystem2name=Legion Defensive - Nanobot Injector
| subsystem2typeID=29965
| subsystem3name=Legion Engineering - Capacitor Regeneration Matrix
| subsystem3typeID=30173
| subsystem4name=Legion Offensive - Drone Synthesis Projector
| subsystem4typeID=30117
| subsystem5name=Legion Propulsion - Chassis Optimization
| subsystem5typeID=30076
| charge1name=open
| charge2name=open
| charge3name=open
| charge4name=open
| charge5name=open
| skills=
| showSKILLS=N
| notes=
| showNOTES=N
| difficulty=2
| warsop=A
| warsopReason=
| version=YC118 1.0
| showTOC=Y
| shipDNA=29986:20353;1:14072;2:19021;3:30832;1:14142;3:31053;1:31047;1:31378;1:30042;1:29965;1:30173;1:30117;1:30076;1::
| fleetup=
}}
 
It's a very costly fit, but not too outside the cost margin of most typical shiny-level Tech III cruisers. His video doesn't mention any links: which would have helped a lot:  it doesn't look like he used Exile drugs, although I'm expecting a full High-Grade Slave set. The Nestor fit is also viable, that one worked that time because it had so much buffer that it was able to handle the wave, yet still fix it before the next damage wave came in. A Tengu with a battleship-sized shield booster can tank some serious EHP/sec, but buffer does matter to a certain point.
 
Here's my Maelstrom skirmishing with the Archive Sentry Guns:
 
[ 2016.06.20 06:41:48 ] (combat) <span style="color:red">'''442'''</span> <small>from</small> '''Impaired Archive Sentry Tower'''<small> - Hits</small><br />
[ 2016.06.20 06:41:48 ] (combat) <span style="color:red">'''587'''</span> <small>from</small> '''Impaired Archive Sentry Tower'''<small> - Penetrates</small><br />
[ 2016.06.20 06:41:48 ] (combat) <span style="color:red">'''334'''</span> <small>from</small> '''Impaired Archive Sentry Tower'''<small> - Grazes</small><br />
[ 2016.06.20 06:41:48 ] (combat) Impaired Archive Sentry Tower misses you completely<br />
[ 2016.06.20 06:41:52 ] (combat) <span style="color:#00FFFF">'''1843'''</span> <small>to</small> '''Impaired Archive Sentry Tower'''<small> - 1400mm 'Scout' Artillery I - Hits</small><br />
[ 2016.06.20 06:42:00 ] (combat) <span style="color:red">'''643'''</span> <small>from</small> '''Impaired Archive Sentry Tower'''<small> - Penetrates</small><br />
[ 2016.06.20 06:42:00 ] (combat) <span style="color:red">'''715'''</span> <small>from</small> '''Impaired Archive Sentry Tower'''<small> - Smashes</small><br />
[ 2016.06.20 06:42:00 ] (combat) Impaired Archive Sentry Tower misses you completely<br />
[ 2016.06.20 06:42:00 ] (combat) <span style="color:red">'''500'''</span> <small>from</small> '''Impaired Archive Sentry Tower'''<small> - Hits</small><br />
[ 2016.06.20 06:42:11 ] (notify) Heavy Capacitor Booster II has run out of charges<br />
[ 2016.06.20 06:42:11 ] (notify) Loading the Capacitor Booster Charge into the Capacitor Booster; this will take approximately 10 seconds.<br />
[ 2016.06.20 06:42:12 ] (combat) <span style="color:red">'''318'''</span> <small>from</small> '''Impaired Archive Sentry Tower'''<small> - Grazes</small><br />
[ 2016.06.20 06:42:12 ] (combat) <span style="color:red">'''527'''</span> <small>from</small> '''Impaired Archive Sentry Tower'''<small> - Hits</small><br />
[ 2016.06.20 06:42:12 ] (combat) Impaired Archive Sentry Tower misses you completely<br />
[ 2016.06.20 06:42:12 ] (combat) <span style="color:red">'''381'''</span> <small>from</small> '''Impaired Archive Sentry Tower'''<small> - Glances Off</small><br />
[ 2016.06.20 06:42:17 ] (combat) <span style="color:#00FFFF">'''2140'''</span> <small>to</small> '''Impaired Archive Sentry Tower'''<small> - 1400mm 'Scout' Artillery I - Penetrates</small><br />
[ 2016.06.20 06:42:24 ] (combat) <span style="color:red">'''422'''</span> <small>from</small> '''Impaired Archive Sentry Tower'''<small> - Hits</small><br />
[ 2016.06.20 06:42:24 ] (combat) <span style="color:red">'''692'''</span> <small>from</small> '''Impaired Archive Sentry Tower'''<small> - Penetrates</small><br />
[ 2016.06.20 06:42:24 ] (combat) <span style="color:red">'''609'''</span> <small>from</small> '''Impaired Archive Sentry Tower'''<small> - Penetrates</small><br />
[ 2016.06.20 06:42:24 ] (combat) <span style="color:red">'''770'''</span> <small>from</small> '''Impaired Archive Sentry Tower'''<small> - Smashes</small><br />
 
So to put into numbers, a ship with at '''least''' 50K EHP of raw buffer in its chosen tank style (again, armor is the way to go here) and can repair at least 1500 EHP/sec is fine, though 2000-2300 is much better.
 
{{ShipFitting
| ship=Hyperion
| shipTypeID=24690
| fitName=Hyperion - Sup. will it work?
| fitID=Hyperion---Sup.-will-it-work?
| low1name=1600mm Steel Plates II
| low1typeID=20353
| low2name=1600mm Steel Plates II
| low2typeID=20353
| low3name=Energized Adaptive Nano Membrane II
| low3typeID=11269
| low4name=Energized Adaptive Nano Membrane II
| low4typeID=11269
| low5name=Large Armor Repairer II
| low5typeID=3540
| low6name=Large Armor Repairer II
| low6typeID=3540
| low7name=Large Armor Repairer II
| low7typeID=3540
| mid1name=100MN Monopropellant Enduring Afterburner
| mid1typeID=5955
| mid2name=Relic Analyzer II
| mid2typeID=30832
| mid3name=Large Cap Battery II
| mid3typeID=3504
| mid4name=Large Cap Battery II
| mid4typeID=3504
| mid5name=Heavy Electrochemical Capacitor Booster I, Cap Booster 3200
| mid5typeID=5051
| high1name=Light Neutron Blaster II, Federation Navy Antimatter Charge S
| high1typeID=3178
| charge1name=Federation Navy Antimatter Charge S x1
| charge1typeID=22961
| high2name=Light Neutron Blaster II, Federation Navy Antimatter Charge S
| high2typeID=3178
| high3name=Light Neutron Blaster II, Federation Navy Antimatter Charge S
| high3typeID=3178
| high4name=Light Neutron Blaster II, Federation Navy Antimatter Charge S
| high4typeID=3178
| high5name=Light Neutron Blaster II, Federation Navy Antimatter Charge S
| high5typeID=3178
| high6name=Light Neutron Blaster II, Federation Navy Antimatter Charge S
| high6typeID=3178
| rig1name=Large Auxiliary Nano Pump I
| rig1typeID=25896
| rig2name=Large Auxiliary Nano Pump I
| rig2typeID=25896
| rig3name=Large Nanobot Accelerator I
| rig3typeID=25898
| drone1name=Hobgoblin II x10
| drone1typeID=2456
| 1name=Cap Booster 3200
| 1typeID=
| high7name=open
| charge2name=open
| charge3name=open
| charge4name=open
| charge5name=open
| drone2name=open
| drone3name=open
| drone4name=open
| drone5name=open
| skills=
| showSKILLS=N
| notes=
| showNOTES=N
| difficulty=2
| warsop=A
| warsopReason=
| version=YC118 1.0
| showTOC=Y
| shipDNA=24690:20353;2:11269;2:3540;3:5955;1:30832;1:3504;2:5051;1:3178;6:22961;1:25896;2:25898;1:2456;10:;5::
| fleetup=
}}
 
That is a probably a workable fit, if you're willing to experiment: I haven't tried it, because I have tired of looking for Caches on the test server. In order for that to work, bring a Deep Space Transport loaded with Cap Booster 3200s and place containers around the area where the Cerebrum Chambers are for the battleship to stock up on. Also bring an Exile booster, a Mobile Depot and a Data Analyzer II.


The Vessel Rejuvenation Batteries are ejected periodically. When they are hacked, they generate a cloud which provides ''serious'' repping power. It was enough for my Hyperion to tank a colossal wave (and more) and not take a lick of damage to my shield. The shield would stay pegged at 100% regardless of the Shockwave damage, and it also fixed armor as well. They last for about 90 seconds before they expire.
The Vessel Rejuvenation Batteries are ejected periodically. When they are hacked, they generate a cloud which provides ''serious'' repping power. It was enough for a [[Hyperion]] to tank a colossal wave (and more) and not sustain any shield damage. The shield remained at 100% regardless of the shockwave damage, and it also fixed armor as well. These repping clouds last for about 90 seconds before they expire.


And one other thing, which they won't tell you elsewhere: The area of effect damage radius on the shockwaves, measured from the Central Archive Cerebrum, is about 55 to 56km. If you orbit the Cerebrum at 60km, you shouldn't take any damage at all. I ran a battleship in a orbit around the Cerebrum at 60km orbit for about half an hour and didn't take any damage at all.}}}  
The damage radius for the shockwaves is ~56km from the Central Archive Cerebrum. Orbiting the Cerebrum at 60km will avoid all damage.}}}  
|}
|}


Pictures. Let's see them.
==Additional Visual Guidance==


{| class="wikitable" style="margin-left: auto; margin-right: auto; border: none;"
{| class="wikitable" style="margin-left: auto; margin-right: auto; border: none;"