Difference between revisions of "User:Hirmuolio Pine/sandbox"

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{{Weapon Systems Links}}
 
  
'''Missiles''' are self-propelled ammunition launched from '''missile launchers'''. Unlike turret weapons, missiles have the ability to track and follow their target. Rather than optimal and falloff range, missile range is determined by velocity and flight time, while missile damage is determined by the velocity and signature radius of the target and the explosion radius, explosion velocity, and damage reduction factor of the missile.
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{{Exploration links}}
 +
'''Relic and data sites''' are types of [[Cosmic Signature|cosmic signatures]] that can be found with probing. Data and relic sites can be divided to 4 categories:
 +
* Pirate data and relic sites
 +
* Drone data sites
 +
* Ghost sites
 +
* Sleeper caches
 +
* Sleeper sites
 +
It should be noted that relic and data sites are also categorized into 5 different levels of difficulty, ranging from I to V. While a ship that is not bonus-ed to scanning can scan down a level I cosmic signature, even exploration-focused ships and fittings may struggle with level V sites.
  
Compared to the turret weapons, missiles have a bit longer rate of fire and higher damage per hit. They also do not care wether the target is close or far away. The primary strength of missiles is that, assuming that the target is within range, a missile will always "hit" its target, but the damage dealt will vary depending on the size and speed of the target. However, missile launchers fire more slowly than turrets of a similar size, and missile damage is delayed due to travel time, rather than being instantaneous.
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==Pirate sites==
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[[File:Container_data.jpg|200px|thumb|right|A Data Site container]]
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[[File:Container_relic.jpg|200px|thumb|right|A Relic Site container]]
 +
Pirate relic and data sites can be found in all [[k-space|normal space regions]], as well as in C1, C2 and C3 class [[Wormhole Space|wormhole systems]]. There are pockets of space populated with a variety of cosmic structures (i.e., wrecked stations, abandoned machines) and several containers that need to be [[hacking|hacked]] before the contents can be accessed. The sites do not have any triggers or NPC defenders. Pirate relic sites contain T1 and T2 [[Salvaging#Uses_for_salvage|salvage materials]], skillbooks and [[Blueprints#Blueprint_Copies|blueprint copies]]. Pirate data sites contain decryptors, datacores, skillbooks, blueprint copies and manufacturing materials. The contents may vary by faction.
  
A missile does not so much hit a ship as explode near it. When a missile crosses the [[signature radius]] of its target, it blows up.  The speed at which this explosion grows and the maximum size of the explosion determine the amount of damage done to the target. EVE uses a [[Missile damage#Missile damage formula|mathematical equation]] to compute the precise amount of damage that the explosion does to the ship.
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Data sites use the following naming convention according to their location: "{{co|wheat|Local}} {{co|#9ef37c|(Faction)}} {{co|#9ef37c|(site)}}" in high-security systems; "{{co|wheat|Regional}} {{co|#9ef37c|(Faction)}} {{co|#9ef37c|(site)}}" in low-security systems; and "{{co|wheat|Central}} {{co|#9ef37c|(Faction)}} {{co|#9ef37c|(site)}}" in null-security and wormhole systems. Relic sites follow a similar convention: "{{co|wheat|Crumbling}} {{co|#9ef37c|(Faction)}} {{co|#9ef37c|(site)}}" in high-security systems; "{{co|wheat|Decayed}} {{co|#9ef37c|(Faction)}} {{co|#9ef37c|(site)}}" in low-security systems; and "{{co|wheat|Ruined}} {{co|#9ef37c|(Faction)}} {{co|#9ef37c|(site)}}" in null-security and wormhole systems. Each region spawns sites for the local pirate group.
  
<span style="color:#768d31">Note that launcher ammunition is often called "missiles" regardless of the ammunition's proper name, and thus this term can refer to any of rockets, missiles or torpedoes </span>
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Data site containers have a physical appearance that resembles a gyroscope, and are usually named "{{co|#9ef37c|(Faction)}} Info Shard", "{{co|#9ef37c|(Faction)}} Com Tower", "{{co|#9ef37c|(Faction)}} Mainframe", "{{co|#9ef37c|(Faction)}} Data Processing Center", "{{co|#9ef37c|(Faction)}} Shattered Life-Support Unit", "{{co|#9ef37c|(Faction)}} Virus Test Site", "{{co|#9ef37c|(Faction)}} Minor Shipyard", "{{co|#9ef37c|(Faction)}} Production Installer" or "{{co|#9ef37c|(Faction)}} Backup Server". Relic Site containers resemble ancient shipwrecks and are named "{{co|#9ef37c|(Faction)}} Debris", "{{co|#9ef37c|(Faction)}} Rubble", "{{co|#9ef37c|(Faction)}} Crystal Quarry", "{{co|#9ef37c|(Faction)}} Antiquated Outpost" or "{{co|#9ef37c|(Faction)}} Stone Formation". You'll have to hack into the containers first by playing the [[hacking|hacking minigame]]. In order to attempt a hack, you’ll need to lock on to the container and activate the corresponding hacking module. The module (Relic Analyzer in a Relic Site, Data Analyzer in a Data Site, or Integrated Aanalyzer for both) only works if the distance between the container and your ship is less or equal to the module's maximum activation range. Activating the module will open a new window containing the hacking minigame. Failing to hack a container twice will destroy it and its contents.
  
Out of T1 ships the Caldari ships are the best known missile users though few Minmatar ships also use missiles. The Armageddon and Arbitrator also use often use missiles even without missile bonuses. Additionally the Khanid Kingdom made T2 Amarr ships, Guristas ships and Mordu's Legion ships use missiles as their weapons.
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==Drone data sites==
  
==Skills==
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*[[Abandoned Research Complex DA005]]
 +
*[[Abandoned Research Complex DA015]]
 +
*[[Abandoned Research Complex DA025]]
 +
*[[Abandoned Research Complex DG003]]
 +
*[[Abandoned Research Complex DG018]]
 +
*[[Abandoned Research Complex DC007]]
  
These skills apply to all missile launchers. They increase firing rate and damage, and they improve the accuracy of missiles against smaller, faster targets.
+
Drone data sites spawn only in drone regions: Cobalt Edge, Perrigen Falls, Malpais, Oasa, Kalevala Expanse, Outer Passage, Etherium Reach, and The Spire. Drone data sites have two main differences from pirate data sites:
*{{sk|Missile Launcher Operation}} 2% Bonus to missile launcher rate of fire per skill level. This gives a bonus to DPS — and it is<span style="color:#bfbb7d"> a prerequisite for many other missile skills.</span>
 
*{{sk|Rapid Launch}} 3% bonus to missile launcher rate of fire per level. Essentially, a DPS increase.
 
*{{sk|Warhead Upgrades}} 2% bonus to all missile damage per skill level. Another DPS increase, smaller than Rapid Launch, but still worth training.
 
*{{sk|Missile Bombardment}} 10% more flight time for all missiles per level. If you are planning to use a long range or "kiting" strategy, train this higher.
 
*{{sk|Missile Projection}} 10% bonus to all missiles' maximum velocity per level. Another range increase that is especially useful for "kiting".
 
*{{sk|Guided Missile Precision}} 5% reduction in missile explosion radius per level of skill. Proficiency at this skill increases damage to small targets.
 
*{{sk|Target Navigation Prediction}} 10% increase in missile explosion radius per level. As with Guided Missile Precision, this makes missiles more effective against faster targets.
 
  
In addition to the general missile skills there is a specific [[Skills:Missiles|primary missile skill]] for each class of missiles, and each will let you load and fire that one class. In addition, each level of the skill will improve your damage by 5% when using that particular missile class.
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* Failing the hack twice in drone data site will not destroy the container. Instead there is a chance that failure spawns hostile frigates. These rogue drones can be easily handled by the drones of T1 explorer and do not pose serious threat. These frigates need to be destroyed before you can hack again.
* {{sk|Rockets}}
 
* {{sk|Light Missiles}}
 
* {{sk|Heavy Missiles}}
 
* {{sk|Heavy Assault Missiles}}
 
* {{sk|Cruise Missiles}}
 
* {{sk|Torpedoes}}
 
* {{sk|XL Cruise Missiles}}
 
* {{sk|XL Torpedoes}}
 
* {{sk|Auto-Targeting Missiles}}
 
* {{sk|Defender Missiles}}
 
  
All the missile types also have a "Specialization" skill. This gives you access to T2 launchers and missiles, and it provides a 2% bonus per level to the rate of fire of modules that require the specialization (mostly the T2 modules). All of these require that you have trained the Primary Skill to Level V, so they are usually pursued after your other training is complete.
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* Drone data sites can escalate into another drone data site.
* {{sk|Rocket Specialization}}
 
* {{sk|Light Missile Specialization}}
 
* {{sk|Heavy Missile Specialization}}
 
* {{sk|Heavy Assault Missile Specialization}}
 
* {{sk|Cruise Missile Specialization}}
 
* {{sk|Torpedo Specialization}}
 
* {{sk|XL Cruise Missile Specialization}}
 
* {{sk|XL Torpedo Specialization}}
 
  
== Equipment ==
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Drone data sites contain three hackable containers: Two "High Security Containment Facility" and one "Research and Development Laboratories". Most of the time the lone research container is empty but leaving it unhacked misses possibility for data site escalation.
  
There are total of four size classes for missiles, each with a short range and a long range launcher. Addionally small, medium, large and XL launchers have 'rapid' launchers that shoot missile of one size class below norma.
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Drone data sites contain drone components and blueprint copies for [[Drones#Variants|'Integrated' and 'Augmented' drones]]. Each drone region drop blueprint copies for different racial drones: Kalevala Expanse and The Spire for Minmatar, Malpais and Oasa for Caldari, Etherium Reach and Perrigen Falls for Gallente and finally Outer Passage and Cobalt Edge for Amarr.
  
Each launcher class can launch missiles of that class. E.g., Light Missile Launchers launch Light Missiles, as do Rapid Light Missile Launchers. Heavy Assault Missile Launchers launch Heavy Assault Missiles. Torpedo Launchers launch Torpedoes. And so on. Different types of launchers within the class vary the firing rate and other characteristics of the launchers.
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==Sleeper caches==
 +
{{main|Sleeper Cache}}
 +
Sleeper caches are data sites with various triggers and dangers. They are significantly more difficult than pirate data sites. Sleeper caches spawn in normal space and do ''not'' spawn in wormholes even though the sleeper connection would imply the opposite; they are not to be confused with the Forgotten [[#Sleeper sites|Sleeper sites]], which function more like combat sites.
  
Each variety of EVE damage is available for each missile type. <span style="color:#fa8d84"> Inferno</span>, <span style="color:#71c4f8">Mjolnir</span>, <span style="color:#f8e97c">Nova</span> and <span style="color:#73dc76">Scourge</span> apply <span style="color:#fa8d84">thermal</span>, <span style="color:#71c4f8">EM</span>, <span style="color:#f8e97c">explosive</span> and <span style="color:#73dc76">kinetic</span> damage, in that order. A given missile will apply only one variety of damage, and each missile category does the same number of hit points of damage.
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The Sleeper Caches from easiest to hardest are:
 +
*[[Limited Sleeper Cache]] Level IV scanning difficulty
 +
*[[Standard Sleeper Cache]] Level IV scanning difficulty
 +
*[[Superior Sleeper Cache]] Level V scanning difficulty
  
Missils can be roughlysbe split to three groups: Short range, long range and rapid.
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Sleeper caches are gated deadspace pockets with size limits for entry. Each sleeper cache has its own set of dangers. They contain mixture of containers with damaging explosions on failed hack, timed triggers, hazardous clouds, proximity explosions and sentry guns. For details see the page for individual sleeper cache.
  
===Short range missile systems===
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Sleeper caches contain sleeper components, manufacturing materials, skillbooks and blueprint copies for polarized weapons.
  
Short range missiles have shorter cycle times, higher dps and better application than the long range missiles.
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==Ghost sites==
 +
{{main|Ghost Site}}
 +
Ghost sites are data sites with limited time and riskier failures. They can be identified from {{co|wheat|"Covert Research Facility"}} on their name.
  
* Rockets (frigates, destroyers)
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The sites have invisible time limit after which strong NPC force will arrive, blow up remaining containers and attack the pilot on site. The hacks are also riskier as single failure will cause the container to explode dealing 4000–6000 raw explosive damage to 10 km radius.
* Heavy Assault Missiles (cruisers, battlecruisers)
 
* Torpedoes (battleships, stealth bombers)
 
* XL Torpedoes (capitals)
 
  
T2 missiles:
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Ghost sites contain Covert Research Tools, Villard Wheels, blueprint copies for 'Packrat' and 'Magpie' Mobile Tractor Units, ‘Wetu’ and ‘Yurt’ Mobile Depots and Ascendancy implants.
* Javelin - Improved velocity (=better range) but slightly less damage.
 
* Rage - Increased damage but also greatly reduced application and slightly reduced velocity (=reduced range).
 
  
===Long range missile systems===
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==Sleeper sites==
 +
{{main|Wormhole sites}}
 +
Sleeper data and relic sites are found in wormholes. They are not empty, instead they have strong sleepers defending the site that need to be defeated before hacking.
  
Long range missiles have longer cycle times, higher volley damage and worse application than the short range missiles.
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Sleeper data and relic sites can be identified from {{co|wheat|"Forgotten"}} and {{co|wheat|"Unsecured"}} at the beginning of their names. The combat in them is harder than in combat anomalies of same wormhole class and the rats drop sleeper components as they do in combat sites. They can be ran as combat sites only looting the wrecks and ignoring the hacking part.
  
* Light Missiles (frigates, destroyers)
+
==Silent Battleground==
* Heavy Missiles (cruisers, battlecruisers)
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[[File:Silent_battleground.png|thumb|right|The Silent Battleground]]
* Cruise Missiles (battleships)
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Silent Battleground is a very rare data site found in [[Shattered Wormhole Space|shattered wormholes]].
* XL Cruise Missiles (capitals)
 
  
T2 missiles:
+
The silent battleground contains 20 data and relic cans scattered in 60 km radius, with no Sleeper rats present. It must be scanned down, and requires decent skills to do so. Failing the hack twice does not blow up the can. The data cans contain datacores, and the relic cans contain T3 manufacturing components such as Intact Power Cores. Early reports suggest that this site operates on a timer and will explosively despawn after some time, though dealing no damage. This timer should be longer than 30 minutes. 3 hacking ships should be able to clear the entire site before this happens, however.
* Precision - Same damage as T1 but with better application.
 
* Fury - Better damage with reduced application.
 
  
===Rapid missile systems===
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At the center of the silent battleground is a wrecked [[Revenant]], suggesting an unexpected historical [[Sansha's Nation]] presence in these shattered wormholes. The wreck cannot be salvaged.
  
Rapid launchers are unique among weapon systems. These missile launchers fire missiles of one size class below of what the ships of this size would normally fire. For example a cruiser (medium) would use rapid light missile launchers  to fire light missiles (small). This gives the rapid missile launchers unnaturally good application. The drawback is that they have relatively small clip size and very long 60 second reload time.
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== Contested Covert Research Facilities ==
  
* Rapid Light Missile Launchers (cruisers, battlecruisers)
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{{ note box | Note that it is unclear to this author whether Contested Covert Research Facilities are still in the game; some sources seem to indicate that they were removed when the Besieged Covert Research Facilities were added. Another thing to consider is that the reward received may not be worth the effort and risk of doing them: you will almost certainly lose your ship if you attempt them in an untanked frigate, but carrying around tanking modules just for these sites may be inconvenient. }}
* Rapid Heavy Missile Launchers (battleships)
 
* Rapid Torpedo Launcher (capitals)
 
  
===Other equipment===
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[[Contested Covert Research Facilities]] are hacking sites that may or may not be in the game anymore. They contain one hackable container. The site will self destruct and deal 2000 damage 45-60 seconds after warp in.
  
Other rarely used missile types:
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== Tips and tricks==
* Defender missiles. When activated, Defender Launchers will scan local space for bombs within range. If a bomb is detected, the launcher will fire one ''Defender Missile'' to intercept and destroy it. If no bombs are found, the launcher will still cycle. The Defender Launcher has 120-second reactivation timer.<ref>[https://forums.eveonline.com/default.aspx?g=posts&m=6726903 Defender Missile update announcement]</ref>
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* The contents of containers can be scanned with cargo scanners before hacking. This allows skipping containers that do not have valuable contents.
* When fired, an ''Auto-Targeting Missile'' will locate and target the nearest enemy ship or drone which has previously fired on you. Since they cannot be aimed, auto-targeting missiles are usually passed over in favor of regular missiles.
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* Emptied sites will despawn in few minutes. Sites that have been warped to or partially completed will despawn in few hours.
 +
* Once a site has despawned, the same site (sorted based on data or relic) will respawn within 2 minutes within the same region, but never within the same system.
 +
* Sites with difficulty levels I and II should be scannable for any ship fitted with a core probe launcher, and a set of Sisters core probe scanners. However, as the difficulty level of the site increases, the minimum scanning strength required also increases.  
 +
* Sites with difficulty levels III and higher normally need to be scanned by a scanning-bonused ship. However, some level III sites may still be scanned by any ship if it is fitted with a Sisters core probe launcher.
 +
* The recommended scan strength for level IV sites is around 90, while the recommended scan strength for level V sites is 100 and above.
  
In addition to the actual missile launchers, there exist several modules and items for missile launchers. These will improve the effectiveness of all missile weapons.
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== Is this site "safe" to warp to? ==
  
{|class=wikitable style="width: 900px;background:#111111"
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The following tables give a quick overview whether a site is "safe" or not. This only relates to PVE hazards (like rats or exploding cans) NOT to other people hunting you down!
 +
 
 +
{| class="wikitable"
 +
|-
 +
! Relic Sites !! Is it "Safe"? !! Hic Sec !! Low Sec!! Null Sec !! C1 WH !! C2 WH !! C3 WH !! C4 WH !! C5 WH !! C6 WH
 +
|-
 +
| Crumbing <> || Safe || x ||  ||  ||  ||  ||  ||  ||  ||
 
|-
 
|-
|[[File:Icon ballistic control system.png|link=|]]
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| Decayed <> || Safe ||  || x ||  ||  ||  ||  ||  ||  ||
|'''{{co|wheat|Ballistic Control System}}''' are passive low slot modules. They increase missile damage and launcher rate of fire.
+
|-
 +
| Ruined <> || Safe ||  ||  || x || x || x || x ||  ||  || 
 +
|-
 +
| Forgotten <> || NOT Safe ||  ||  ||  || x || x || x || x || x || x
 +
|}
  
 +
{| class="wikitable"
 +
|-
 +
! Data Sites !! Is it "Safe"? !! Hic Sec !! Low Sec!! Null Sec !! C1 WH !! C2 WH !! C3 WH !! C4 WH !! C5 WH !! C6 WH
 +
|-
 +
| Local <> || Safe || x ||  ||  ||  ||  ||  ||  ||  ||
 +
|-
 +
| Regional <> || Safe ||  || x ||  ||  ||  ||  ||  ||  ||
 +
|-
 +
| Central <> || Safe ||  ||  || x || x || x || x ||  ||  || 
 
|-
 
|-
|[[File:Icon missile guidance enhancer i.png|link=|]]
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| Unsecured <> || NOT safe ||  ||  ||  || x || x || x || x || x || x
|'''{{co|wheat|Missile Guidance Enhancer}}''' passive low slot modules. They decrease missile explosion radius, increase missile explosion velocity, missile flight time and flight speed. This makes the missile apply better and further away.
+
|}
  
 +
{| class="wikitable"
 
|-
 
|-
|[[File:Icon missile guidance computer i.png|link=|]]
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! Drone Data Sites !! Is it "Safe"? !! Hic Sec !! Low Sec!! Null Sec !! C1 WH !! C2 WH !! C3 WH !! C4 WH !! C5 WH !! C6 WH
|'''{{co|wheat|Missile Guidance Computer}}''' are active mid slot modules. They decrease missile explosion radius, increase missile explosion velocity, missile flight time and flight speed. The module can also be scripted to only improve either application or range.
+
|-
 +
| Abandoned Research Complex <> || NOT safe ||  ||  || x ||  || || ||  || ||  
 +
|}
  
 +
{| class="wikitable"
 +
|-
 +
! Ghoste Data Sites !! Is it "Safe"? !! Hic Sec !! Low Sec!! Null Sec !! C1 WH !! C2 WH !! C3 WH !! C4 WH !! C5 WH !! C6 WH
 +
|-
 +
| Lesser <> Covert Research Facility || NOT Safe || x ||  ||  ||  ||  ||  ||  ||  ||
 +
|-
 +
| Standard <> Covert Research Facility || NOT Safe ||  || x ||  ||  ||  ||  ||  ||  ||
 +
|-
 +
| Improved <> Covert Research Facility || NOT Safe ||  ||  || x ||  ||  ||  ||  ||  || 
 
|-
 
|-
|[[File:Icon missile rig.png|link=|]]
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| Superior <> Covert Research Facility || NOT safe ||  ||  ||  || x || x || x || x || x || x
|Missile rigs improve one aspect at a time. All the rigs will also increase CPU requirements on missile launchers.
+
|}
* '''{{co|wheat|Bay Loading Accelerator }}''' improves rate of fire.
 
* '''{{co|wheat|Hydraulic Bay Thrusters}}''' improves missile velocity.
 
* '''{{co|wheat|Rocket Fuel Cache Partition}}''' improves missile flight time.
 
* '''{{co|wheat|Warhead Calefaction Catalyst}}''' improves missile damage.
 
* '''{{co|wheat|Warhead Flare Catalyst}}''' increases explosion velocity.
 
* '''{{co|wheat|Warhead Rigor Catalyst}}''' decreases explosion radius.
 
  
 +
{| class="wikitable"
 +
|-
 +
! Sleeper Cache Data Sites !! Is it "Safe"? !! Hic Sec !! Low Sec!! Null Sec !! C1 WH !! C2 WH !! C3 WH !! C4 WH !! C5 WH !! C6 WH
 +
|-
 +
| Limited Sleeper Cache || NOT Safe || x || x || x ||  ||  ||  ||  ||  ||
 +
|-
 +
| Standard Sleeper Cache || NOT Safe || x || x || x ||  ||  ||  ||  ||  ||
 
|-
 
|-
|[[File:Icon crash.png|link=|]]
+
| Superior Sleeper Cache || NOT Safe || x || x || x ||  ||  ||  ||  ||  ||
|'''{{co|wheat|Crash}}''' medical booster reduces missile explosion radius.
+
|}
  
 +
{| class="wikitable"
 +
|-
 +
! Gas Sites !! Is it "Safe"? !! Hic Sec !! Low Sec!! Null Sec !! C1 WH !! C2 WH !! C3 WH !! C4 WH !! C5 WH !! C6 WH
 
|-
 
|-
|[[File:Icon_implant_hardwiring.png|link=|]]
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| <> || NOT Safe || x || x || x || x || x || x || x || x || x
|Implants. Practically every missile stat has an implant that improves that aspect. See the [[List_of_Skill_Hardwiring_Implants#Table_of_Implants|table of hardwiring implants]] for full list of missile implants.
 
 
|}
 
|}
  
== Tactics and Strategy ==
 
  
As noted in the article on [[missile damage]]:
+
(Credit to David Louis for making an overview like this on: https://forums.eve-scout.com/topic/409/safety-can-i-warp-to-this-site)
  
In general missiles are much simpler weapon system to use than turrets. But while a missile can apply up to 100% of the Base Damage to a ship in some situations, damage is often reduced by two factors:
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== Relic site loot distribution ==
* If the target ship is moving faster than the explosion velocity of the missile. Think of this as a fast ship being able to somewhat outrun the explosion.
 
* If the signature radius of the target ship is smaller than explosion radius of the missile. Think of this as a small ship flying through a large explosion and only being hit by a part of it.
 
  
In other words, missile weapons are best at doing damage to larger, slower targets at longer range. This is not to say that a pilot cannot kill small, fast targets with the right missiles, or that there are no short range missile boats. Rather, the most common applications of launcher fitted ships tend to be as longer ranged, heavy damage weapons.
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Based on research done by MacrophageNT the relic site contents follow certain simple rules<ref name="relic distributeion">[https://www.reddit.com/r/Eve/comments/af7536/the_ultimate_nullsec_faction_relicdata_sites/ The Ultimate Nullsec Faction Relic/Data Sites Profitability Comparison]</ref>. The following information is for sites in null security space, the distribution in other areas is likely similar.
  
==== Fleet roles ====
+
Each relic site contains three different kind of containers: Rubble, remains and ruins. These containers always have the same loot distribution without influence from the site type. The different kind of sites just have different number of each container type.
Because missiles are usually most effective against bigger, slower targets, missile ships in fleets often find themselves in the "sniper" role — assigned to picking off specific enemy targets (''such as [[Logistics_101#The_ships|logistics vessels]]''). In small fleet encounters there may be few, if any, such targets, and the encounter may in fact be over before the missile ship's damage begins to matter. As a result, missile ships are most often found in larger fleets.<ref>There do exist doctrines for entire fleets of missile ships. Fleets of [[Stealth Bombers]], for example, are common, and there is even an E-UNI group, the [[UniBombers]], dedicated to this style of combat.</ref>
 
  
==== Kiting ====
 
As a strategy "kiting" is a plan to engage the enemy from a distance, always fleeing just fast enough to stay outside of the enemy's range while remaining inside your own range. Since kiting ships need speed and longer ranged weapons, shield tanked missile boats are good for this approach.
 
  
As a tactic, kiting requires a "hit and run" mentality. You want to approach your target until you are close enough to shoot, fire a salvo of missiles, and watch. If the enemy flees, you want to pursue; if the enemy attacks, you want to flee ... at a speed approximately the same or a bit more than the enemy ... firing all the time. Because missiles will chase the target without any further guidance from your ship, you are not restricted to any particular flight path. You simply want to stay within missile range of the target.
+
{| class="wikitable" style="text-align: center;padding:10px;"
 
+
|-
PvE enemies tend to be rather fanatical, locking on when they see you and never giving up. This makes kiting a popular strategy when running Missions. It takes longer to kill the NPCs, and the resulting loot can be scattered over a wide area, but your ship will take relatively little damage, and since you are already running, if you decide to break off, it is usually easy to get away.
+
! Salvage !! Angel Cartel !! Blood Raiders !! Guristas !! Sansha's nation !! Serpentis
 +
|-
 +
|style="text-align:right;"|Alloyed Tritanium Bar&nbsp;||&nbsp;|| x  ||&nbsp;||&nbsp;|| x || x
 +
|-
 +
|style="text-align:right;"|Alloyed Tritanium Bar&nbsp;||&nbsp;|| x ||&nbsp;||&nbsp;|| x || x
 +
|}
  
PvP is much more difficult in this regard. Inexperienced pilots may chase you to their deaths, but experienced pilots will just let you run. PvP kiting is more likely to show up in gangs of fast ships that hit and run from multiple directions at once ... a kind of "[[wolfpack]]" attack that leaves their target unable to either run or close on a target.
+
==See also==
 +
* [http://community.eveonline.com/news/dev-blogs/ghastly-hotbed-of-spaceship-trauma/ Dev blog introducing Ghost Sites]
 +
* [http://community.eveonline.com/news/dev-blogs/sweeping-death-and-chaos/ Dev blog introducing the Contested and Besieged Covert Research Facilities]
  
== Footnotes and references ==
+
== References ==
{{reflist}}
+
<references/>
  
[[Category:Weapons]]
+
[[Category:Exploration]]
 +
[[Category:Data sites]]
 +
[[Category:Relic sites]]

Revision as of 16:20, 12 January 2019


Relic and data sites are types of cosmic signatures that can be found with probing. Data and relic sites can be divided to 4 categories:

  • Pirate data and relic sites
  • Drone data sites
  • Ghost sites
  • Sleeper caches
  • Sleeper sites

It should be noted that relic and data sites are also categorized into 5 different levels of difficulty, ranging from I to V. While a ship that is not bonus-ed to scanning can scan down a level I cosmic signature, even exploration-focused ships and fittings may struggle with level V sites.

Pirate sites

A Data Site container
A Relic Site container

Pirate relic and data sites can be found in all normal space regions, as well as in C1, C2 and C3 class wormhole systems. There are pockets of space populated with a variety of cosmic structures (i.e., wrecked stations, abandoned machines) and several containers that need to be hacked before the contents can be accessed. The sites do not have any triggers or NPC defenders. Pirate relic sites contain T1 and T2 salvage materials, skillbooks and blueprint copies. Pirate data sites contain decryptors, datacores, skillbooks, blueprint copies and manufacturing materials. The contents may vary by faction.

Data sites use the following naming convention according to their location: "Local (Faction) (site)" in high-security systems; "Regional (Faction) (site)" in low-security systems; and "Central (Faction) (site)" in null-security and wormhole systems. Relic sites follow a similar convention: "Crumbling (Faction) (site)" in high-security systems; "Decayed (Faction) (site)" in low-security systems; and "Ruined (Faction) (site)" in null-security and wormhole systems. Each region spawns sites for the local pirate group.

Data site containers have a physical appearance that resembles a gyroscope, and are usually named "(Faction) Info Shard", "(Faction) Com Tower", "(Faction) Mainframe", "(Faction) Data Processing Center", "(Faction) Shattered Life-Support Unit", "(Faction) Virus Test Site", "(Faction) Minor Shipyard", "(Faction) Production Installer" or "(Faction) Backup Server". Relic Site containers resemble ancient shipwrecks and are named "(Faction) Debris", "(Faction) Rubble", "(Faction) Crystal Quarry", "(Faction) Antiquated Outpost" or "(Faction) Stone Formation". You'll have to hack into the containers first by playing the hacking minigame. In order to attempt a hack, you’ll need to lock on to the container and activate the corresponding hacking module. The module (Relic Analyzer in a Relic Site, Data Analyzer in a Data Site, or Integrated Aanalyzer for both) only works if the distance between the container and your ship is less or equal to the module's maximum activation range. Activating the module will open a new window containing the hacking minigame. Failing to hack a container twice will destroy it and its contents.

Drone data sites

Drone data sites spawn only in drone regions: Cobalt Edge, Perrigen Falls, Malpais, Oasa, Kalevala Expanse, Outer Passage, Etherium Reach, and The Spire. Drone data sites have two main differences from pirate data sites:

  • Failing the hack twice in drone data site will not destroy the container. Instead there is a chance that failure spawns hostile frigates. These rogue drones can be easily handled by the drones of T1 explorer and do not pose serious threat. These frigates need to be destroyed before you can hack again.
  • Drone data sites can escalate into another drone data site.

Drone data sites contain three hackable containers: Two "High Security Containment Facility" and one "Research and Development Laboratories". Most of the time the lone research container is empty but leaving it unhacked misses possibility for data site escalation.

Drone data sites contain drone components and blueprint copies for 'Integrated' and 'Augmented' drones. Each drone region drop blueprint copies for different racial drones: Kalevala Expanse and The Spire for Minmatar, Malpais and Oasa for Caldari, Etherium Reach and Perrigen Falls for Gallente and finally Outer Passage and Cobalt Edge for Amarr.

Sleeper caches

Main article: Sleeper Cache

Sleeper caches are data sites with various triggers and dangers. They are significantly more difficult than pirate data sites. Sleeper caches spawn in normal space and do not spawn in wormholes even though the sleeper connection would imply the opposite; they are not to be confused with the Forgotten Sleeper sites, which function more like combat sites.

The Sleeper Caches from easiest to hardest are:

Sleeper caches are gated deadspace pockets with size limits for entry. Each sleeper cache has its own set of dangers. They contain mixture of containers with damaging explosions on failed hack, timed triggers, hazardous clouds, proximity explosions and sentry guns. For details see the page for individual sleeper cache.

Sleeper caches contain sleeper components, manufacturing materials, skillbooks and blueprint copies for polarized weapons.

Ghost sites

Main article: Ghost Site

Ghost sites are data sites with limited time and riskier failures. They can be identified from "Covert Research Facility" on their name.

The sites have invisible time limit after which strong NPC force will arrive, blow up remaining containers and attack the pilot on site. The hacks are also riskier as single failure will cause the container to explode dealing 4000–6000 raw explosive damage to 10 km radius.

Ghost sites contain Covert Research Tools, Villard Wheels, blueprint copies for 'Packrat' and 'Magpie' Mobile Tractor Units, ‘Wetu’ and ‘Yurt’ Mobile Depots and Ascendancy implants.

Sleeper sites

Main article: Wormhole sites

Sleeper data and relic sites are found in wormholes. They are not empty, instead they have strong sleepers defending the site that need to be defeated before hacking.

Sleeper data and relic sites can be identified from "Forgotten" and "Unsecured" at the beginning of their names. The combat in them is harder than in combat anomalies of same wormhole class and the rats drop sleeper components as they do in combat sites. They can be ran as combat sites only looting the wrecks and ignoring the hacking part.

Silent Battleground

The Silent Battleground

Silent Battleground is a very rare data site found in shattered wormholes.

The silent battleground contains 20 data and relic cans scattered in 60 km radius, with no Sleeper rats present. It must be scanned down, and requires decent skills to do so. Failing the hack twice does not blow up the can. The data cans contain datacores, and the relic cans contain T3 manufacturing components such as Intact Power Cores. Early reports suggest that this site operates on a timer and will explosively despawn after some time, though dealing no damage. This timer should be longer than 30 minutes. 3 hacking ships should be able to clear the entire site before this happens, however.

At the center of the silent battleground is a wrecked Revenant, suggesting an unexpected historical Sansha's Nation presence in these shattered wormholes. The wreck cannot be salvaged.

Contested Covert Research Facilities

Note that it is unclear to this author whether Contested Covert Research Facilities are still in the game; some sources seem to indicate that they were removed when the Besieged Covert Research Facilities were added. Another thing to consider is that the reward received may not be worth the effort and risk of doing them: you will almost certainly lose your ship if you attempt them in an untanked frigate, but carrying around tanking modules just for these sites may be inconvenient.

Contested Covert Research Facilities are hacking sites that may or may not be in the game anymore. They contain one hackable container. The site will self destruct and deal 2000 damage 45-60 seconds after warp in.

Tips and tricks

  • The contents of containers can be scanned with cargo scanners before hacking. This allows skipping containers that do not have valuable contents.
  • Emptied sites will despawn in few minutes. Sites that have been warped to or partially completed will despawn in few hours.
  • Once a site has despawned, the same site (sorted based on data or relic) will respawn within 2 minutes within the same region, but never within the same system.
  • Sites with difficulty levels I and II should be scannable for any ship fitted with a core probe launcher, and a set of Sisters core probe scanners. However, as the difficulty level of the site increases, the minimum scanning strength required also increases.
  • Sites with difficulty levels III and higher normally need to be scanned by a scanning-bonused ship. However, some level III sites may still be scanned by any ship if it is fitted with a Sisters core probe launcher.
  • The recommended scan strength for level IV sites is around 90, while the recommended scan strength for level V sites is 100 and above.

Is this site "safe" to warp to?

The following tables give a quick overview whether a site is "safe" or not. This only relates to PVE hazards (like rats or exploding cans) NOT to other people hunting you down!

Relic Sites Is it "Safe"? Hic Sec Low Sec Null Sec C1 WH C2 WH C3 WH C4 WH C5 WH C6 WH
Crumbing <> Safe x
Decayed <> Safe x
Ruined <> Safe x x x x
Forgotten <> NOT Safe x x x x x x
Data Sites Is it "Safe"? Hic Sec Low Sec Null Sec C1 WH C2 WH C3 WH C4 WH C5 WH C6 WH
Local <> Safe x
Regional <> Safe x
Central <> Safe x x x x
Unsecured <> NOT safe x x x x x x
Drone Data Sites Is it "Safe"? Hic Sec Low Sec Null Sec C1 WH C2 WH C3 WH C4 WH C5 WH C6 WH
Abandoned Research Complex <> NOT safe x
Ghoste Data Sites Is it "Safe"? Hic Sec Low Sec Null Sec C1 WH C2 WH C3 WH C4 WH C5 WH C6 WH
Lesser <> Covert Research Facility NOT Safe x
Standard <> Covert Research Facility NOT Safe x
Improved <> Covert Research Facility NOT Safe x
Superior <> Covert Research Facility NOT safe x x x x x x
Sleeper Cache Data Sites Is it "Safe"? Hic Sec Low Sec Null Sec C1 WH C2 WH C3 WH C4 WH C5 WH C6 WH
Limited Sleeper Cache NOT Safe x x x
Standard Sleeper Cache NOT Safe x x x
Superior Sleeper Cache NOT Safe x x x
Gas Sites Is it "Safe"? Hic Sec Low Sec Null Sec C1 WH C2 WH C3 WH C4 WH C5 WH C6 WH
<> NOT Safe x x x x x x x x x


(Credit to David Louis for making an overview like this on: https://forums.eve-scout.com/topic/409/safety-can-i-warp-to-this-site)

Relic site loot distribution

Based on research done by MacrophageNT the relic site contents follow certain simple rules[1]. The following information is for sites in null security space, the distribution in other areas is likely similar.

Each relic site contains three different kind of containers: Rubble, remains and ruins. These containers always have the same loot distribution without influence from the site type. The different kind of sites just have different number of each container type.


Salvage Angel Cartel Blood Raiders Guristas Sansha's nation Serpentis
Alloyed Tritanium Bar    x     x x
Alloyed Tritanium Bar    x     x x

See also

References