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! style="text-align:left" | <span style="color:#44c055">Running a "tripped" site</span> | ! style="text-align:left" | <span style="color:#44c055">Running a "tripped" site</span> | ||
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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. Your ship will land at a different Beacon, as the warpin beacon is relocated once the Alarm is tripped and the Extermination Units spawn. Your ship may take some slight damage as it warps through the damage cloud: it is not enough to warrant any concern. The new beacon ensures you won't be immediately destroyed upon entry, however be very aware of the damage cloud sizes, and stay well away from them, along with a chance of a nearby Sentry Tower. | ||
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. | 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. | 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, although MWDs are more or less a requirement and a consequence of that is increased damage taken. 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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When you take the acceleration gate, you land in the main area. You are in no immediate danger, but you have a couple of important tasks to perform. | When you take the acceleration gate, you land in the main area. You are in no immediate danger, but you have a couple of important tasks to perform. | ||
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<span style="color:red">FAILURE:</span> The Alarm Level may increment by 1 or trip. | <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 and pack them into the Mobile Depot itself. Refit into one of the fits specified above for running the back room with an afterburner. | ||
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The reason why we must take the Spatial Rift is because simply burning 200km to the back room will not go unnoticed by the 3 Sentry Towers in the back enclave. At the distances involved, your effective transversal will be low, and they can strike out to 250km, meaning that frigates will be toasted before they even make it halfway. In fact, a frigate with a Microwarpdrive on when the initial alpha strike happens could just alpha the frigate into a smoldering wreck. '''Also be warned:''' There is a hidden Restless Sentry Tower that can be activated by proximity to the Tractor Beam zone, right next to the Tractor Beam itself. It is activated by a ship being somewhere around 20km of that object, although the exact activation proximity is uncertain. | The reason why we must take the Spatial Rift is because simply burning 200km to the back room will not go unnoticed by the 3 Sentry Towers in the back enclave. At the distances involved, your effective transversal will be low, and they can strike out to 250km, meaning that frigates will be toasted before they even make it halfway. In fact, a frigate with a Microwarpdrive on when the initial alpha strike happens could just alpha the frigate into a smoldering wreck. '''Also be warned:''' There is a hidden Restless Sentry Tower that can be activated by proximity to the Tractor Beam zone, right next to the Tractor Beam itself. It is activated by a ship being somewhere around 20km of that object, although the exact activation proximity is uncertain. This Sentry Tower is a duplicate of one that is activated by hacking the RDGU in the back enclave. | ||
As I discussed earlier, those fits shown up above are specific to this next room you'll be warping to. The Afterburner is vital for keeping yourself moving; the EM and Thermal hardeners are there to resist the damage types of the Sentry Guns hostile to you: the buffer tank is there to absorb one or two or maybe 3 hits at the most. The Data Analyzer is there to hack the can. The guns and the drones are there to kill one of the Sentry Guns. By the way, I have used a fit for a Heron using a Medium Ancillary Shield Booster, you can try that if you want. But don't forget that your buffer is what makes your resistances worthwhile, as the damage has to sink into something: frigates and destroyers don't really have the native HP to make tanking unbuffered alpha damage worthwhile (that's a cruiser and above concept); therefore it's easy for one solid whack to alpha your ship off the site. You could also try using two Anti-Thermal Screen Reinforcers and one T2 active EM hardener, which might make it so you can fit a shield booster. Start with my fit first and see how it works for you. Experimenting with a friendly Bantam or Inquisitor pilot can help, or bring a Scythe for extra drone damage. (Use light drones. The 50m signature radius of the Towers means medium drones can hardly track them.) | As I discussed earlier, those fits shown up above are specific to this next room you'll be warping to. The Afterburner is vital for keeping yourself moving; the EM and Thermal hardeners are there to resist the damage types of the Sentry Guns hostile to you: the buffer tank is there to absorb one or two or maybe 3 hits at the most. The Data Analyzer is there to hack the can. The guns and the drones are there to kill one of the Sentry Guns. By the way, I have used a fit for a Heron using a Medium Ancillary Shield Booster, you can try that if you want. But don't forget that your buffer is what makes your resistances worthwhile, as the damage has to sink into something: frigates and destroyers don't really have the native HP to make tanking unbuffered alpha damage worthwhile (that's a cruiser and above concept); therefore it's easy for one solid whack to alpha your ship off the site. You could also try using two Anti-Thermal Screen Reinforcers and one T2 active EM hardener, which might make it so you can fit a shield booster. Start with my fit first and see how it works for you. Experimenting with a friendly Bantam or Inquisitor pilot can help, or bring a Scythe for extra drone damage. (Use light drones. The 50m signature radius of the Towers means medium drones can hardly track them.) | ||