Difference between revisions of "Guide to combat sites"
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loot was only 500k, and you cant salvage more than stage1 cause you need the keys to progress, otherwise this would be salvaging heaven | loot was only 500k, and you cant salvage more than stage1 cause you need the keys to progress, otherwise this would be salvaging heaven | ||
− | == | + | ==Cosmic Signatures== |
− | + | [[Cosmic Signatures]] are more advanced exploration sites that need to be [[Scanning & Probing|scanned down with probes]]. Check [[Scanning:Scan Results|Uniwiki]] or [http://wiki.eveonline.com/en/wiki/Exploration Evelopedia] for more details on specific site details. | |
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+ | ===[[Angel Hideout]]=== | ||
+ | Spawns frigates and cruisers: gate allows frigates and destroyers. | ||
− | + | '''FIRST ROOM:'''<br/> | |
− | + | 4 thug (Aggro on warpin, rest spawns every few seconds)<br/> | |
− | FIRST ROOM: | + | 2 hunter<br/> |
− | + | 1 defiler<br/> | |
− | 4 thug | + | 3 nomad<br/> |
− | 2 hunter | + | 2 impaler<br/> |
− | 1 defiler | + | 1 defeater (web)<br/> |
− | 3 nomad | ||
− | 2 impaler | ||
− | 1 defeater (web) | ||
− | SECOND ROOM: | + | '''SECOND ROOM:'''<br/> |
− | + | 1 hunter<br/> | |
− | 1 hunter | + | 2 impaler<br/> |
− | 2 impaler | + | 2 nomad<br/> |
− | 2 nomad | + | 3 raider<br/> |
− | 3 raider | + | 3 defeater<br/> |
− | 3 defeater | + | 2 marauder<br/> |
− | 2 marauder | + | Some aggro on warpin, rest spawns soon after<br/> |
− | + | -- <br/> | |
− | -- | + | Drug Lab (triggers after 25% shield or so)<br/> |
− | Drug Lab ( | + | 4 frigates (do always spawn, last is trigger)<br/> |
− | + | -- <br/> | |
− | 4 frigates (do always spawn, last is trigger) | + | faction frigate (does not always spawn)<br/> |
− | -- | ||
− | faction frigate (does not always spawn) | ||
− | |||
− | + | There is another type of spawn for this: the spawns aren't much different, only more scattered around (50km+). The cruisers hit harder this time but since they are all at distance they will take some time to get to you. | |
− | spawns | ||
− | cruisers hit harder this time but since they are all | ||
===[[Angel Lookout]]=== | ===[[Angel Lookout]]=== | ||
− | + | Spawns frigates, elite frigates and destroyers: gate is open for frigates to battleships. <br/> | |
− | + | Although this gate is open for battleships, the site is easily completable in a destroyer. | |
− | FIRST ROOM: | + | '''FIRST ROOM:'''<br/> |
− | + | 1 angel light missile battery<br/> | |
− | 1 angel light missile battery | + | 3 gistii hunter<br/> |
− | 3 gistii hunter | + | 1 gistii outlaw<br/> |
− | 1 gistii outlaw | + | 4 gistii thug<br/> |
− | 4 gistii thug | + | 1 gistor defacer<br/> |
− | 1 gistor defacer | + | 5 shatterer<br/> |
− | 5 shatterer | + | - five didnt aggro on warpin (2thug, 1outlaw, 2shatterer)<br/> |
− | - five didnt aggro on warpin (2thug, 1outlaw, 2shatterer) | + | - no need to warpout in first room with a little kiting<br/> |
− | - no need to warpout in first room with a little kiting | + | - no spawns, no webbers, no scramblers<br/> |
− | - no spawns, no webbers, no scramblers | ||
− | SECOND ROOM: | + | '''SECOND ROOM:'''<br/> |
− | + | 1 shatterer<br/> | |
− | 1 shatterer | + | 2 haunter<br/> |
− | 2 haunter | + | 1 defiler (AGGRO on warpin)<br/> |
− | 1 defiler AGGRO on warpin | + | -- <br/> |
− | -- | + | 4 thug <br/> |
− | 4 thug | + | -- <br/> |
− | -- | + | 3 shatterer<br/> |
− | 3 shatterer | + | 3 ambusher<br/> |
− | 3 ambusher | + | 1 ruffian (Aggro on shooting group 2)<br/> |
− | 1 ruffian | + | -- <br/> |
− | -- | + | 3 ruffian<br/> |
− | 3 ruffian | + | 1 impaler <br/> |
− | 1 impaler | + | -- <br/> |
− | -- | + | 2 arch gistii nomad<br/> |
− | 2 arch gistii nomad | + | -- <br/> |
− | -- | ||
angel control center: no loot | angel control center: no loot | ||
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==Escalations== | ==Escalations== |
Revision as of 16:31, 20 September 2010
This page covers some Angel Cartel cosmic anomalies and low-level Exploration sites that are doable by a new player and found in the systems around Aldrat. They should only require a scanning frigate and a combat frigate/destroyer to complete, and many of them can be found with the onboard scanner instead of needing a scanning frigate with probes. Salvaging capabilities will also be very handy if you want to make some additional ISK. Once you get good at clearing sites you can make several million ISK per hour from basic sites.
The basic skills you'll need (apart from normal combat skills) include: Science Astrometics (for scanning), Spaceship Command Destroyers (to fly a destroyer), [[Skills:Mechanic Mechanic]]+[[Skills:Electronics Survey]]+[[Skills:Mechanic Salvaging]] (for salvaging) and Science Science (for tractor beams).
To sum up, the basic process is:
- Scan down some anomalies/signatures.
- Kill the NPCs inside.
- While you do this, you bookmark a wreck at each site, and one for each 'room' if there is more than one. This is because the site will disappear once it has been completed and warped away from - but the wrecks will remain.
- Come back and salvage everything - Keep in mind that wrecks will last for a maximum of 2 hours.
- Repeat!
Please note that there are specific rules against most exploration activities while a wardec is active. Clearing K-space anomalies and signatures is forbidden, as is scanning on an in-corp alt in most cases. Specifically encouraged, however, is scanning for wormholes on an out-of-corp alt and then clearing anomalies inside the wormhole, since this generally requires a good-sized fleet that is ready for PvP and has scouting abilities.
Example Ship Fits
Here are some example Minmatar fits. Short-range ships are generally preferred since sites often consist of a single structure that will spawn enemies and be fairly close to the warp-in point.
Basic Scanning (Probe)
High Slots:
- Core Probe Launcher/8 Core Scanner Probes
- Salvager I
Mid Slots
- [empty]
Low Slots
- 2x Nanofibre Internal Structure I
Advanced Scanning (Probe)
High Slots:
- Core Probe Launcher I/8 Core Scanner Probe I
- salvager1
Mid Slots
- Analyzer 1
- Codebreaker I
Low Slots
- 2x 200mm Reinforced Rolled Tungsten Plates I
Rig Slots
- 3x Small Gravity Capacitor Upgrade I
The extra buffer the armor plates provide should be enough to tank the spawns at lowlevel magnetometric/radar sites while the analyzer/codebreaker is used. You could also fit an active armor tank if you need to spend longer in the site.
Combat (Thrasher)
High Slots:
- 7x200mm Autocannon I/EMP S (grouped in 4+3)
Mid Slots
- 1MN Afterburner I
- Medium Shield Extender I
- Medium Shield Booster I
Low Slots
- Damage Control I
- Shield Power Relay I
The autocannons are grouped into two groups since you'll often find that firing all 7 cannons at one frigate is overkill.
Salvaging (Thrasher)
High Slots:
- 4x Salvager I
- 3x Small Tractor Beam I
Mid Slots
- 1MN Afterburner I
- Small Capacitor Battery I
Low Slots
- 2x Expanded Cargohold I
Depending on your skills and salvaging style you may find that you want to change the ratio of salvagers and tractor beams. Experiment!
Cosmic Anomalies
Cosmic anomalies are the first type of exploration site, and can be found (and warped to) with the ship's scanner or a single probe. With probes, simply get one out, set it as big as it will go and scan the system. As soon as you cover a cosmic anomaly you'll get a 100% hit that you can bookmark and ignore.
Cosmic Anomalies can also be found using your onboard scanner and are designed to appear within 4 AU range around planets. Fly to each planet, open your onboard scanner by pressing CTRL+F11, select the "System Scanner" and press the "analyze" button tab (you may need a few goes to pick up the harder ones, possibly 10 or more times). When you have found an anomaly warp there or create a bookmark of its position. Once an Anomaly is been completed it will disappear after you warp out, so make sure to bookmark the wrecks if you want to salvage them.
Angel Burrow
Spawns frigates only.
2 examples:
4 hijacker--3 thug--1 ambusher--4 hijacker--1 raider
4 rogue--3 rogue--2 outlaw--3 rogue--1 raider
Angel Den
Spawns frigates and cruisers - thanks to Lir O´Trog for the data (cleared with a cruiser).
2 X Heavy Missile Installation
6 X Gistii Hunter
3 X Gistior defacer
2 X Gistior defiler
3 X Gistior Shatterer
3 X Gistior Trasher
2 X Gistium Breaker
3 X Gistium Crusher
2 X Gistium Depredator
2 X Gistium Predator
Angel Folorn Hideaway
Spawns frigates and cruisers.
4x ruffian
1x nomad
--
3x nomad
1x ruffian
1x preadtor (cruiser)
--
2 shatterer (destroyer)
2 depredator (cruiser)
1 predator (cruiser)
---
3 depredator (cruiser)
2 predator (cruiser)
---
Tips: Just orbit the cruisers at 500m with an afterburner on and they wont hit you at all, kill them last. Approach the 2 destroyers in the 3rd group, kill em quick and get back to orbit. It's way easier than the worst Angel Refuge if you have some practice.
Angel Forsaken Hideaway
spawns frigs, elite frigs, destroyers - complete data missing= 3 raider 2 seizer -- 3 trasher 2 arch gistii hunter -- 4 hunter 4 trasher -- 4 seizer (destroyer) 4 arch gistii impaler (elite frigate)
Angel Hidden Hideaway
spawns frigs-cruisers 7 outlaw 1 predator + 1 sentry (ignore it for now) -- 3 defiler -- 2 depredator -- now kill the sentry (trigger) 3 hijacker 2 depredator -- 4 hijacker 1 haunter -- 4 rogue 2 depredator
Angel Hideaway
spawns only frigs Single Pocket with initial spawn followed by 3 waves. Possible Dominion spawn after last wave.
2 hijacker > 2 outlaw > 3 hijacker > 2 ambushers
bounty total: 39000 isk
structure: Angel Bunker, Angel Lookout, Angel Wall ...no loot
asteroids: 11 veldspar asteroids (unknown quanity)
or:
1 rogue > 2 outlaw > 2 rogue > 1 raider >
bounty total: 24750 isk
structure: Angel Bunker, Angel Lookout, Angel Wall ...no loot
asteroids: 11 veldspar asteroids (unknown quanity)
or
1 hijacker > 1 outlaw > 2 hijacker > 1 raider > 1 Dominion Thug
structure: Angel Bunker, Angel Lookout, Angel Wall ...no loot
asteroids: 11 veldspar asteroids (unknown quanity)
Angel Refuge
spawns frigs+destroyers now this one is a little more tricky... there are some really different types of spawns. some you can do easily with the setup i use for fighting:
missile (kill first) defense (kill second) 2x rogue -- 3x outlaw -- 3x ruffian -- 1x shatterer (destroyer) -- 2x haunter (destroyer)
but you can also get this (or something in between) - this is the worst i got in 20 or more runs: you have to warp out and restack shields/cap (or repair armor) if you get these before the fifth wave cause you will be killed otherwise... well i have not seen any EW other than target painting in all my sites so that shouldnt be a problem (no warpscrambler or webber yet, in other words)
missile (kill first) defense (kill second) 3x thug -- 3x ruffian -- 1x defiler (destroyer) 2x hunter (range frig) -- 3x impaler (range frig, missiles) 2x shatterer (destroyer) -- 3x defiler (destroyer) 2x ambusher (range frig, missiles)
Static Complexes
Static Complexes are beacons in space, linked to a deadspace encounter, that are always present and don't despawn when completed. The beacons are visible on the overview and the solar system map. There is a nearby Angel complex in Hardbako called 'Angel Creo-Corp Mining'. It will not allow cruisers or larger ships through the first acceleration gate, so is ideal for a new combat pilot. Each gate after that requires a key that is dropped from a guarded structure:
- deadspace syncronization HQ for second room key
- creocorp main factory for third room key
short writedown what i experienced: (not a too big deal if you are in a destroyer)
ROOM1 - spawns frig-dest - open for frig-dest - key from deadspace syncronization HQ
5 thug + 1 hijacker (AGGRO on warp in) -- 2 hijacker (AGGRO after 1st group was killed) -- 1 hijacker 2 outlaw 1 ruffian 4 thug (shot to AGGRO) -- 3 thug 2 outlaw (shot to AGGRO) -- 1 nomad 1 thug (shot to AGGRO) -- 2 thug 1 ruffian 3 sentry stations (aggro if you shoot the KEY station. they cant do alot damage so nevermind) --- now the deadspace syncronization HQ -> key -> jump
ROOM2 - spawns frig-cruiser - open for frig-dest - key from creocorp main factory
1 hijacker 2 nomad 1 outlaw 1 rogue 1 ruffian (all AGGRO on warpin) -- 1 outlaw 1 thug 1 depredator (AGGRO while flying to something else, i turned and shot them) -- after that i shot something and had stageaggro from: 4 hijacker 3 outlaw 4 rogue 1 ruffian 5 thug but that was no problem at all in a destroyer --- 3 sentries -- now the creocorp main factory -> key -> jump
ROOM3 - spawns frig-dest - open for frig-dest
2 rogue 1 ruffian -- after that i shot the nearest and got almost stageaggro from: 10 hijacker 4 nomad 4 outlaw 2 rogue 2 ruffian 3 thug 1 predator was not really a problem -- 3 hijackers 6 sentries -- after that i could kill the "deadspace control station" loot was only 500k, and you cant salvage more than stage1 cause you need the keys to progress, otherwise this would be salvaging heaven
Cosmic Signatures
Cosmic Signatures are more advanced exploration sites that need to be scanned down with probes. Check Uniwiki or Evelopedia for more details on specific site details.
Angel Hideout
Spawns frigates and cruisers: gate allows frigates and destroyers.
FIRST ROOM:
4 thug (Aggro on warpin, rest spawns every few seconds)
2 hunter
1 defiler
3 nomad
2 impaler
1 defeater (web)
SECOND ROOM:
1 hunter
2 impaler
2 nomad
3 raider
3 defeater
2 marauder
Some aggro on warpin, rest spawns soon after
--
Drug Lab (triggers after 25% shield or so)
4 frigates (do always spawn, last is trigger)
--
faction frigate (does not always spawn)
There is another type of spawn for this: the spawns aren't much different, only more scattered around (50km+). The cruisers hit harder this time but since they are all at distance they will take some time to get to you.
Angel Lookout
Spawns frigates, elite frigates and destroyers: gate is open for frigates to battleships.
Although this gate is open for battleships, the site is easily completable in a destroyer.
FIRST ROOM:
1 angel light missile battery
3 gistii hunter
1 gistii outlaw
4 gistii thug
1 gistor defacer
5 shatterer
- five didnt aggro on warpin (2thug, 1outlaw, 2shatterer)
- no need to warpout in first room with a little kiting
- no spawns, no webbers, no scramblers
SECOND ROOM:
1 shatterer
2 haunter
1 defiler (AGGRO on warpin)
--
4 thug
--
3 shatterer
3 ambusher
1 ruffian (Aggro on shooting group 2)
--
3 ruffian
1 impaler
--
2 arch gistii nomad
--
angel control center: no loot
Escalations
escalations are something like followup missions. you get them when you spawn and/or kill a faction spawn - sometimes (like 1/10 for me) you see a popup telling you something, after that you have a location in your journal under the expeditions tab. for me it was 5-15 jumps away usually and gave me 24 hours of time to complete.
so check your journal under expeditions everytime you had a popup or killed a faction spawn. if you got one:
- travel to the system
- warpin to the location
- BOOKMARK the location or the very first wreck. the bookmark you get in your journal is only for the system! if you leave the site and didnt bookmark something there, you cant go back since once you are in, the bookmark in you journal is gone.
- youll find one or even more faction spawns there, so it might be well worth the travel time (got a 60mio T2 implant from one of those e.g.)
- have fun!
- this time there really is no 6 Razz
Final notes
- to keep this thread somewhat clear, send me your corrections of the combat sites via PM or evemail. ill check them and put everything new in
- if anyone has collected data about
>drone cosmic anomalies >drone static plexes please PM too, ill be glad to put them in.
encouraging/discouraging: + you can start making some money here with only Astrometrics1 and a good frig, you can actually make quite some money with a destroyer and another destroyer fitted for salvaging
+ no need to grind standing up for some agents.
+ for me its more exciting to scan things down and do them rather than doing the same missions over and over again
+ there is a chance of a faction spawn that might drop really good/expensive loot
+ for those basic sites, you dont really have to be worried about EWar. some frigs are target painting which should be your primaries, but i havent seen any webbers or warp scramblers yet - so its really forgiving mistakes, just like lvl1-2 missions.
- faction spawns in those "simple" sites wont drop really good things, im not sure if they drop anything good since i only got one spawn
- you have competition - not alot with the cosmic anomalies, but it gets worse on looting sites (magnetometric/radar) or on combat sites that have to be scanned down
- to be somewhat effective you should be some jumps away from the uni HQ (less other Unistas hunting for the same stuff)
- to be really effective you should be far away from the HQ (im 15jumps away and i noticed an increase of 100% to 500% in population in the last 2 weeks, so that might not be far enough Wink
- this lessens your ability of quickly joining fleets alot!
- you should have your racial industrial skill at least at 1 - you wont be able to sell anything to a reasonable price in the uncrowded systems you are looking for - hauling to HEK or RENS is the way to go.
- ...after you have done everything some times its the same grind like missions, too...
- if you want to make more money out of that for longer than the 2-4 weeks of peace we might get, you will have to go to lowsec or even 0.0, with missions you can stay in hisec
- there are rats waiting at the lowsec looting sites (salvaging, archaeologoy, hacking) - you need some specialized ships and shouldnt be afraid of losing them
- missions are more profitable. period.