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Hacking: Difference between revisions

From EVE University Wiki
Djavin novienta (talk | contribs)
Ship and equipment: Added {{sh}} template.
Hirmuolio Pine (talk | contribs)
Hacking minigame: Images for systems and utilities
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== Hacking minigame ==
== Hacking minigame ==
[[File:Hacking_Indications.png|400px|thumb|right|The hacking minigame with systems indications.]]
Mercifully, the hacking minigame is identical in all sites, aside from a few cosmetic changes to the game’s playfield and sound effects. The object of the hacking minigame is to '''find and disable the container’s System Core'''. You do this by maneuvering a virus through the board of “nodes” that represent the container’s electronics.
Mercifully, the hacking minigame is identical in all sites, aside from a few cosmetic changes to the game’s playfield and sound effects. The object of the hacking minigame is to '''find and disable the container’s System Core'''. You do this by maneuvering a virus through the board of “nodes” that represent the container’s electronics.


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If your Virus Coherence reaches 0, you fail the hack and the window is closed. Failing a hack '''once''' does not matter for regular Data/Relic sites, but failing a second hack will destroy that container.  (Note that for some special kinds of containers/sites, such as [[Ghost Site|Ghost Sites]], Sleeper Caches, etc., failing the first hack might cause an explosion, or have other negative effects.). Interrupting a hack counts as a failure, and that includes moving too far away from the can (out of range of your analyzer) while the hacking window is open. This is sometimes a problem for frigates with a MicroWarpDrive active, where you can overshoot the can when Approaching it too fast - so be careful.
If your Virus Coherence reaches 0, you fail the hack and the window is closed. Failing a hack '''once''' does not matter for regular Data/Relic sites, but failing a second hack will destroy that container.  (Note that for some special kinds of containers/sites, such as [[Ghost Site|Ghost Sites]], Sleeper Caches, etc., failing the first hack might cause an explosion, or have other negative effects.). Interrupting a hack counts as a failure, and that includes moving too far away from the can (out of range of your analyzer) while the hacking window is open. This is sometimes a problem for frigates with a MicroWarpDrive active, where you can overshoot the can when Approaching it too fast - so be careful.


* Defensive Subsystems come in a few different types.
{|class=wikitable style="background:#111111"
** '''Firewalls''' have high coherence, but low strength.  
|-
** '''Anti-Virus''' subsystems have low coherence, but high strength.
|[[File:Firewall_node.png]]
** '''Restoration Nodes''' show up in more difficult hacks. Each turn they are active, they will give extra coherence to '''all''' other uncovered defensive subsystems. Incredibly nasty.
|'''Firewalls''' have high coherence, but low strength.  
** '''Virus Suppressor''' subsystems lower your Virus Strength while active.
|-


[[File:Hacking_Indications.png|400px|thumb|right|The hacking minigame with systems indications.]]
|[[File:Antivirus_node.png]]
|'''Anti-Virus''' subsystems have low coherence, but high strength.
|-
 
|[[File:Restorer_node.png]]
|'''Restoration Nodes''' show up in more difficult hacks. Each turn they are active, they will give extra coherence to '''all''' other uncovered defensive subsystems. Incredibly nasty.
|-
 
|[[File:Supressor_node.png]]
|'''Virus Suppressor''' subsystems lower your Virus Strength while active.
|-


===System Core===
|[[File:Core_node1.png]]
The System Core operates a lot like a Defensive Subsystem, with the major difference that '''disabling it will successfully complete the hack'''. Its icon looks like a “><” inside a Subsystem circle.
|'''Core''' is the target of hacking. Disabling it will complete the hack.<br> The color of the System Core reflects the difficulty of the container: Green for easy; Orange for medium; Red for hard.  
* The color of the System Core reflects the difficulty of the container: Green for easy; Orange for medium; Red for hard.  
|}


===Data Caches===
===Data Caches===
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Utility Subsystems are helpful, consumable “files” that have been left inside the system. You can click one once it has been exposed to add it to a utility slot at the bottom middle of your hacking window. They can then be used by clicking the appropriate utility slot. You can only store three Utility Subsystems at a time, so plan ahead!
Utility Subsystems are helpful, consumable “files” that have been left inside the system. You can click one once it has been exposed to add it to a utility slot at the bottom middle of your hacking window. They can then be used by clicking the appropriate utility slot. You can only store three Utility Subsystems at a time, so plan ahead!


* Utility Subsystems are extremely useful and come in a few different types.
Utility Subsystems are extremely useful and come in a few different types.
** '''Self Repair''' utilities increase your Virus Coherence by a variable amount. A single Self Repair has three “charges”: the first is consumed immediately after use, and the next two are automatically used after your next two actions in the system (i.e., exploring a node, attacking a subsystem).  Always use a Self Repair as soon as you find it - there is no gain in waiting.
 
** '''Kernel Rot''' utilities reduces a target subsystem’s Coherence by 50%. Great for use on the System Core. Useful too on defensive subsystems with high Coherence.
{|class=wikitable style="background:#111111"
** '''Secondary Vector''' utilities reduces a target’s Coherence by a variable amount. Much like the Self Repair utility, the Secondary Vector has three charges: one used immediately, and two more that fire off after taking actions.
|-
** '''Polymorphic Shield''' utilities prevent the next two instances of damage done to your virus. Good for taking down subsystems with high Strength.
|[[File:Self_repair2.png]]
|'''Self Repair''' utilities increase your Virus Coherence by a variable amount. A single Self Repair has three “charges”: the first is consumed immediately after use, and the next two are automatically used after your next two actions in the system (i.e., exploring a node, attacking a subsystem).  Always use a Self Repair as soon as you find it - there is no gain in waiting.
|-
 
|[[File:Kernel_rot2.png]]
|'''Kernel Rot''' utilities reduces a target subsystem’s Coherence by 50%. Great for use on the System Core. Useful too on defensive subsystems with high Coherence.
|-
 
|[[File:Polymorphic_shield.png]]
|'''Polymorphic Shield''' utilities prevent the next two instances of damage done to your virus. Good for taking down subsystems with high Strength.
|-
 
|[[File:Secondary_vector2.png]]
|'''Secondary Vector''' utilities reduces a target’s Coherence by a variable amount. Much like the Self Repair utility, the Secondary Vector has three charges: one used immediately, and two more that fire off after taking actions.
|-
|}


Thankfully, exploring until you find the System Core and then annihilating it isn’t too difficult in the vast majority of sites you will find in high-sec. With a little practice, you’ll be hacking with the best of them!
Thankfully, exploring until you find the System Core and then annihilating it isn’t too difficult in the vast majority of sites you will find in high-sec. With a little practice, you’ll be hacking with the best of them!