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User:K950/3P38 Sleeper Nexus: Difference between revisions

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K950 (talk | contribs)
K950 (talk | contribs)
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| style="font-size:90%; color:#FFFFFF" | {{{1|Let's divide this into two parts: frigate and cruiser pilots, and the "other class" which covers ships with a good solid active tank to run the site with the Guardian Extermination Units fully deployed.  
| style="font-size:90%; color:#FFFFFF" | {{{1|Let's divide this into two parts: frigate and cruiser pilots, and the "other class" which covers ships with a good solid active tank to run the site with the Guardian Extermination Units fully deployed.  


Assuming basic T1 frigates and standard cruisers like the Stratios, the only option is to slowboat to the Spatial Rift inside the site, ignoring all else inside the site. The hazards include the large damage clouds and the distant Sentry Towers which can engage out to 250km. Cloaking is recommended to slide up to the Rift without taking long-range damage which can wreck plans without too much difficulty. The slow speed under cloak is the only annoyance.  
Assuming basic T1 frigates and standard cruisers like the Stratios, the only option is to slowboat to the Spatial Rift inside the site, ignoring all else inside the site. The hazards include the large damage clouds and the distant Sentry Towers which can engage out to 250km. Cloaking is recommended to slide up to the Rift without taking long-range damage which can wreck plans without too much difficulty. The slow speed under cloak is the only annoyance but is mandatory because the Towers in the backline (and possibly one or two in the middle) require such an approach. There won't be enough time or tank to burn through 70km to the Rift.
 


Cruisers have enough hit points and tank ability to simply burn through. Basic cruisers like the Stratios will need a dual rep fit to survive against 3 Sentry Towers, and will just have to burn through to the Hidden Room like the frigates. Any cruiser or above with greater than 1000 EHP/sec can simply ignore the damage clouds and hack the storage depots, though 1200 EHP/sec may be slightly better depending on the situation of the Sentry Towers.
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}}}  
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So you scanned down the site, which is good. You will warp to the first room, which contains one can, named the Hyperfluct Generator. The possibilities are below:  
So you scanned down the site, which is good. You will warp to the first room, which contains one can, named the Hyperfluct Generator. The possibilities are below:  


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{| style="background:#350000; border:1px solid #333333; padding:0px;"
{| style="background:#350000; border:1px solid #333333; padding:0px;"
| style="padding:0px;" | [[image:Icon_warning.png|56px|link=]]
| style="padding:0px;" | [[image:Icon_warning.png|56px|link=]]
| style="padding:8px;" | ''WARNING: Failure of the data hacks can cause the sitewide Alarm Level to increment. At Level 5, the Alarm '''will''' trip, however it may also trip at lower levels. I have obtained alarm trips at Level 1, 2 and 3. An image of the Alarm tripping [http://wiki.eveuniversity.org/File:3P38_Standard_23.png  at Level 2 is here].''
| style="padding:8px;" | WARNING: ''Failure of the data hacks can cause the sitewide Alarm Level to increment. At Level 5, the Alarm '''will''' trip, however it may also trip at lower levels. I have obtained alarm trips at Level 1, 2 and 3. An image of the Alarm tripping [http://wiki.eveuniversity.org/File:3P38_Standard_23.png  at Level 2 is here].''
|}
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'''CAN DIFFICULTY: 7/10 [RED HACK]'''<br />
'''CAN DIFFICULTY: 7/10 [RED HACK]'''<br />
<span style="color:green">SUCCESS:</span> The coordinate for the can which you just hacked is added into your cargohold. You do not need to "Open Cargo" on the can as you normally do.<br />
<span style="color:green">SUCCESS:</span> The coordinate for the can which you just hacked is added into your cargohold. You do not need to "Open Cargo" on the can as you normally do.<br />
<span style="color:red">FAILURE:</span> It seems that there is a chance for the failure itself to trigger an increment in the Alarm Level. On a test run, two deliberate failures of the first can raised the Alarm Level from 0 to 1. Another two deliberate failures raised the Alarm Level from 1 to 2, and in that moment, a message in Local advised that Guardians will deploy in 30 seconds. (I have had the Alarm trip at Level 3, as well.) So in that case, the worst case result is that you only get to run the Hidden Room. Or, bring a mate with a logistics frigate (make sure to keep the usual EM and Thermal hardeners) and just burn an afterburner all the way to the back room. Go high and around the middle area (60km is the activation radius for the middle Restless Sentry Tower, the ones in the back are rated to 250km) and just tank the ones in the back enclave, or bring a DPS ship (should be able to rep at least 250 EHP/sec against EM & Thermal damage, assuming a cruiser, and be capacitor stable. That is enough to tank two sentry towers, but certainly not three: see the Superior Sleeper Cache section for possible fits to specifically tank EM and Thermal damage) to shoot the towers in the back.
<span style="color:red">FAILURE:</span> The Alarm Level may increment by 1 or trip.


Obtain all three coordinates. Place those three Coordinates (there should be X, Y, and Z Coordinates) into the High Power Calibration Unit can, which is near where you are. Just get within 2500m of the container (it looks like a jetcan), do an Open Cargo on it, and place the Coordinates from your ship's cargo hold into the container. A message on the screen will inform you of the event. Go back to your mobile depot. Remove all unnecessary cloaks, probe launchers, unnecessary cargo, and travel-fit modules. Refit into one of the fits specified above for running the back room with an afterburner.
Obtain all three coordinates. Place those three Coordinates (there should be X, Y, and Z Coordinates) into the High Power Calibration Unit can, which is near where you are. Just get within 2500m of the container (it looks like a jetcan), do an Open Cargo on it, and place the Coordinates from your ship's cargo hold into the container. A message on the screen will inform you of the event. Go back to your mobile depot. Remove all unnecessary cloaks, probe launchers, unnecessary cargo, and travel-fit modules. Refit into one of the fits specified above for running the back room with an afterburner.
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'''CAN DIFFICULTY: 8/10 [RED HACK]'''<br />
'''CAN DIFFICULTY: 8/10 [RED HACK]'''<br />
<span style="color:green">SUCCESS:</span> One Sentry Gun (the one to your left) is deactivated, and one Sentry Gun in the Tractor Beam area is activated.<br />
<span style="color:green">SUCCESS:</span> One Sentry Gun (the one to your left) is deactivated, and one Sentry Gun in the Tractor Beam area is activated.<br />
<span style="color:red">FAILURE:</span> The Alarm Level for the site is raised by 1 for each failure. Messages in Local will inform you of your progress.  
<span style="color:red">FAILURE:</span> The Alarm Level for the site is raised by 1 for each failure or may trip. Messages in Local will inform you of your progress.  
   
   
IMMEDIATELY after you land, turn on your Afterburner and orbit the Remote Defense Grid Unit. Hack it. (Speed Tip: Lock up the Sentry Tower further away and put your drones on it for now. If you don't have the skills for a T2 Data Analyzer, now is when you'll start regretting it. I know it's long train. But it's worth it.) Once you've hacked that one can, start approaching WHILE MAINTAINING SOME TRANSVERSAL to the nearby Sentry Gun. Do NOT approach it head-on: manually pilot towards it at an angle. It fires once every 15 seconds like all Sentry Guns at these sites: you can creatively overheat your hardeners if you know what you're doing. Once you get within range of your drones and weapons, start engaging it. You can orbit it safely at 7500m or whatever and it will hardly ever hit you. Its tracking is terrible, fire rate is very slow, but hits very hard when it does. Be careful.  
IMMEDIATELY after you land, turn on your Afterburner and orbit the Remote Defense Grid Unit. Hack it. (Speed Tip: Lock up the Sentry Tower further away and put your drones on it for now. If you don't have the skills for a T2 Data Analyzer, now is when you'll start regretting it. I know it's long train. But it's worth it.) Once you've hacked that one can, start approaching WHILE MAINTAINING SOME TRANSVERSAL to the nearby Sentry Gun. Do NOT approach it head-on: manually pilot towards it at an angle. It fires once every 15 seconds like all Sentry Guns at these sites: you can creatively overheat your hardeners if you know what you're doing. Once you get within range of your drones and weapons, start engaging it. You can orbit it safely at 7500m or whatever and it will hardly ever hit you. Its tracking is terrible, fire rate is very slow, but hits very hard when it does. Be careful.