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Stronghold: Difference between revisions

From EVE University Wiki
m Devalt Yotosala moved page Forward Operating Base to Stronghold without leaving a redirect: FOBs renamed to Stronghold per Havoc
Line 16: Line 16:


* NPC Mining Corporation miners and their response fleets<br />
* NPC Mining Corporation miners and their response fleets<br />
* Roaming pirate frigate forces which loiter and shoot at player structures<br />
* Roaming pirate frigate forces which loiter in belts and shoot at player structures<br />
* Pirate NPC mining forces with their response fleets<br />
* Pirate NPC mining forces with their response fleets<br />
* Strongholds and their NPC reinforcement fleets (somewhat similar to the ♦ Sotiyo forces)<br />
* Strongholds and their NPC reinforcement fleets (somewhat similar to the ♦ Sotiyo forces)<br />


Specifically, the Pirate NPC mining forces do have a hauler that warps to the Pirate Strongholds to unload cargo. If the hauler warps on grid to the Stronghold while a player force is just showing up, the hauler can call its own reinforcement fleet, separate from the Stronghold's reinforcement fleet (and the fits that both forces use are different in most cases), which can overwhelm the capsuleer fleet. Normally however, when a player group comes on grid with the FOB, the pirate NPC miners will warp off the belt(s) and sit in a safe spot. When the Pirate Stronghold is destroyed, the pirate siege of the system (which includes the roaming pirate frigate group and the pirate mining fleet) is terminated immediately and they vacate the system.
Specifically, the Pirate NPC mining forces do have a hauler that warps to the Pirate Strongholds to unload cargo. If the hauler warps on grid to the Stronghold while a player force is just showing up, the hauler can call its own reinforcement fleet, separate from the Stronghold's reinforcement fleet (and the fits that both forces use are different in most cases), which can overwhelm the capsuleer fleet. The miners also have this ability if one were to warp into the asteroid belt they happen to be in.


While the other types of diamond NPCs are interesting topics in themselves, the focus of this article is on the Strongholds themselves. When the Strongholds first came out, the response fleet numbers and composition was roughly equal to what the capsuleers brought: the number of frigates (tackle), cruisers (damage, logistics and electronic warfare) and battleships (damage) varied from spawn to spawn. The first solo attempts used Vexor Navy Issues with a specific fit to tank their exact damage (EM and Thermal for Blood Raiders, Thermal for Guristas) with a second refit to a 500MN battleship sized Microwarpdrive to kite around the structure. In those days there would usually be 4-5 vessels, usually cruisers that would spawn, and once those were destroyed the structure itself was wide open to attack, aside from its EWAR and energy neutralizing capabilities. It was possible in those days to kite around the NPCs, forcing them to continously "bounce" to attempt to get in operational range, yet because of the 500MN Microwarpdrive's speed made it impossible for the NPCs to catch up. This is no longer possible because the structure can stasis webify a target out to 300km, the edge of the lock range for subcapital vessels.
When a player group comes on grid with the Stronghold, The Structure itself has a detection range of about 375km where it is waiting for a capsuleer to pass through before summoning a response based on the class of ship that has warped in as well as how many warped in at the same time. This being said three Battleships warping in as a fleet often times will pull a rather large response compared to warping each one in separately with a little time passed between the warp ins.
 
When the Pirate Stronghold is destroyed, the pirate siege of the system (which includes the roaming pirate frigate group and the pirate mining fleet) is terminated immediately and they vacate the system.
 
While the other types of diamond NPCs are interesting topics in themselves, the focus of this article is on the Strongholds themselves. When the Strongholds first came out, the response fleet numbers and composition was roughly equal to what the capsuleers brought: the number of frigates (tackle), cruisers (damage, logistics and electronic warfare) and battleships (damage) varied from spawn to spawn. The first solo attempts used Vexor Navy Issues with a specific fit to tank their exact damage (EM and Thermal for Blood Raiders, Thermal for Guristas) with a second refit to a 500MN battleship sized Microwarpdrive to kite around the structure. In those days there would usually be 4-5 vessels, usually cruisers that would spawn, and once those were destroyed the structure itself was wide open to attack, aside from its EWAR and energy neutralizing capabilities. It was possible in those days to kite around the NPCs, forcing them to continuously "bounce" to attempt to get in operational range, yet because of the 500MN Microwarpdrive's speed made it impossible for the NPCs to catch up. This is no longer possible because the structure can stasis webify a target out to 300km, the edge of the lock range for subcapital vessels.


Nowadays, a single player warping to the structure can expect 2-3 battleships with a few frigates, or a few frigates with the rest in randomly called cruisers, roughly adding up to about 10 vessels in total (such as 7 Omens and 2 Cruors). Responses to fleets warped to the structure are still in the dark as the response composition. (Capitals, at the time of writing, do not trigger NPC capital responses.) NPCs killed do not respawn; curiously however, they can be sent remote assistance (such as shield repairs) from capsuleers. They do have capacitors like conventional player ships however certain elements like afterburners and shield hardeners cannot be turned off: tackle modules, however, can be.
Nowadays, a single player warping to the structure can expect 2-3 battleships with a few frigates, or a few frigates with the rest in randomly called cruisers, roughly adding up to about 10 vessels in total (such as 7 Omens and 2 Cruors). Responses to fleets warped to the structure are still in the dark as the response composition. (Capitals, at the time of writing, do not trigger NPC capital responses.) NPCs killed do not respawn; curiously however, they can be sent remote assistance (such as shield repairs) from capsuleers. They do have capacitors like conventional player ships however certain elements like afterburners and shield hardeners cannot be turned off: tackle modules, however, can be.