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Superior Sleeper Cache: Difference between revisions

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It's easy to transfer the basic concept from these ships to a [[Brutix]]. The general outline: 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.
It's easy to transfer the basic concept from these ships to a [[Brutix]]. The general outline: 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 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.  
'''The initial alpha from a fully spiked room can be rather impressive:''' try overheating one EM and one Thermal hardener for one cycle to reduce the incoming damage a bit if the room is "hot" and 22 towers are active (don't need more than one cycle, and more than those two hardeners overloaded probably won't help much due to resistance ceilings). As long as you're repairing in excess of 950 EHP/sec cap stable and keep moving (not all towers will be in range, so you don't actually get shot at by all of them, rather about half of them at any one time), you'll be fine even with the Perimeter Defense network up.


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.
Also 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 as if nothing happened.
 
Therefore, the basic strategy is to ignore the Remote Defense Grid Unit hack entirely, and hack only the Storage Depot.
 
If there is doubt as to whether the Alarm is active or not (i.e. if someone else may have tripped it), it's possible 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 using the right hardeners 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.


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.
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.
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::Second case: A Spatial Rift is not generated. Here's what needs to be done:  
::Second case: A Spatial Rift is not generated. Here's what needs to be done:  


:# Lock up one of the Unstable Plasma Chambers. Make sure you have some kind of high slot weapon: drones will not work. Even a 125mm Autocannon on a Nestor is enough. Do not shoot it yet.<br />
:# Make your way over to the Vessel Rejuvenation Battery, and start the hack process, but do NOT finish the hack. When you find the core, and are 1-2 clicks away from success, get ready for the next bit below. Ensure the ship stays within 5km or so of the Battery unit.<br />
:# Start hacking the Vessel Rejuvenation Battery, but do NOT finish the hack. When you find the core, and are 1-2 clicks away from success, get ready for the next bit below.<br />
:# Lock up one of the Unstable Plasma Chambers. Make sure you have some kind of high slot weapon: drones will not work. Even a 125mm Autocannon on a Nestor is enough. A target painter is even easier. But do not shoot it yet.<br />
::<span style="color:red">FAILURE:</span> No penalty.
::<span style="color:red">FAILURE:</span> No penalty.


A successful hack of the Vessel Rejuvenation Battery is next...
:'''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 />
::<span style="color:green">SUCCESS:</span> A cloud is generated which approximates the area of healing reps. It evaporates after 10 seconds, so timing is important. The cloud will protect even a frigate from the incredible power of the explosion.<br />
::<span style="color:green">SUCCESS:</span> A cloud is generated which approximates the area of healing reps. It evaporates after 10 seconds, so timing is important. The cloud will protect even a frigate from the incredible power of the explosion.<br />
::<span style="color:red">FAILURE:</span> No penalty.  
::<span style="color:red">FAILURE:</span> No penalty.  


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, wait about 2 seconds, 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, if it was not before. 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.
Once the hack is completed, take the Rift into the Archive Room itself.
{{MessageBox|Entry message
{{MessageBox|Entry message
|The area you're entering was a massive archive, storing and recording millions of objects and items from around New Eden. Someone or something recently went through the archive like a tornado, leaving it almost completely ruined. It is possible though that something can still be retrieved, but it all hinges on whether the archive system can be made operational again.
|The area you're entering was a massive archive, storing and recording millions of objects and items from around New Eden. Someone or something recently went through the archive like a tornado, leaving it almost completely ruined. It is possible though that something can still be retrieved, but it all hinges on whether the archive system can be made operational again.
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|collapsed=yes}}
|collapsed=yes}}


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, but not required 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, or sentry drones. Depending on the ship's fit, their absence can be enough to make sure your tank lasts long enough.


Once 3 Oscillation Fluids (or more) have been obtained, approach the Central Archive Cerebrum and "Open Cargo".  
Once 3 Oscillation Fluids (or more) have been obtained, approach the Central Archive Cerebrum and "Open Cargo".  


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.
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 after about 2 minutes or so. 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 (details in collapsed "Archive Room Damage" infobox, below).  
Vessel Rejuvenation Batteries will also be ejected from the Cerebrum itself (details in collapsed "Archive Room Damage" infobox, below).