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

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# Solray Gamma Alignment Unit: Stay here for now.
# Solray Gamma Alignment Unit: Stay here for now.
# Solray Infrared Alignment Unit: Approach the Solray Infrared Unit.  
# Solray Infrared Alignment Unit: Approach the Solray Infrared Alignment Unit.  
# Solray Radio Alignment Unit: Take the nearby rift which will send your vessel over to the Solray Gamma Alignment Unit zone, although it can also direct you over to near the Infrared Alignment Unit. The destination is random for each site and changes from one site to the next, although it remains consistent in any one site.
# Solray Radio Alignment Unit: Take the nearby rift which will send your vessel over to the Solray Gamma Alignment Unit zone, although it can also direct you over to near the Infrared Alignment Unit. The destination is random for each site and changes from one site to the next, although it remains consistent in any one site.


=== PHASE 2: SOLRAY POWER PLANT ===
=== PHASE 2: SOLRAY POWER PLANT ===
Near the Solray Gamma Alignment Unit container, there is a structure named the Solray Observational Unit. This structure, when hacked, allows the hacker to collect a trinket which, when placed in the proper container, reduces the strength of the damage cloud nearby, created by the Solray Power Terminal. When warping through the Power Terminal's damage radius, vessels may sustain [http://wiki.eveuniversity.org/File:3P38_Superior_5.png some damage] but it's not too serious to warrant much concern.
Near the Solray Gamma Alignment Unit container, there is a structure named the Solray Observational Unit. This structure, when hacked, allows the hacker to collect a trinket which, when placed in the proper container, reduces the strength of the damage cloud created by the Solray Power Terminal. When warping through the Power Terminal's damage radius, vessels may sustain [http://wiki.eveuniversity.org/File:3P38_Superior_5.png some damage] but it's not too serious to warrant much concern.


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[ 05:43:08 ] (combat) <span style="color:red">'''1260'''</span> <small>from</small> '''Minefield'''<small> - Hits</small><br />
[ 05:43:08 ] (combat) <span style="color:red">'''1260'''</span> <small>from</small> '''Minefield'''<small> - Hits</small><br />


560 is a nice number. If 11760 is divided by 560, the answer is 21. 21 mines? Possibly. The damage put the vessel into 62% shields, which was a brick tanked Maelstrom with 79K EHP of shields. Now you know why your Astero got blown up.}}}  
11760 damage taken totalized. 560 is a nice number. If 11760 is divided by 560, the answer is 21. 21 mines? Possibly. The damage put the vessel into 62% shields, which was a brick tanked Maelstrom with 79K EHP of shields. Now you know why your Astero got blown up.}}}  
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| style="padding:0px;" | [[image:Icon_warning.png|56px|link=]]
| style="padding:0px;" | [[image:Icon_warning.png|56px|link=]]
| style="padding:8px;" | '''WARNING:'''  
| style="padding:8px;" | '''WARNING:'''  
''1. If the Alarm has been tripped in this room, there can be in excess of 16 Sentry Towers active, and frigates will not stand a chance. Overtanked Mallers and other hardened ships can survive the initial damage and subsequent DPS.<br />''
''1. If the Alarm has been tripped in this room, there can be in excess of 16 Sentry Towers active, and frigates will not stand a chance: there also can be no warning that it has been tripped. Overtanked Mallers and other hardened ships can survive the initial damage and subsequent DPS. If coming from the Solray Room, the message indicating the Alarm has been tripped shows up only after the ship is already in warp!<br />''
''2. Do not apply any hostile module or weapon onto the Plasma Chamber structures unless specifically instructed to do so. They have enough power to alpha a battleship off the grid.<br />''
''2. Do not apply any hostile module or weapon onto the Plasma Chamber structures unless specifically instructed to do so. They have enough power to alpha a battleship off the grid.<br />''
''3. Do not engage the initial Sentry Towers. Doing so will instantly trip the alarm and spawn the 16 Perimeter Defense sentry towers. The maximum number of Sentry Towers that may be active appears to be 32 (16 Perimeter, 6 initially deployed, and 10 'proximity' ones).''
''3. Do not engage the initial Sentry Towers. Doing so will instantly trip the alarm and spawn the 16 Perimeter Defense sentry towers. The maximum number of Sentry Towers that may be active appears to be 32 (16 Perimeter, 6 initially deployed, and 10 'proximity' ones).''
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After that, take the Spatial Rift near the Solray Infrared Alignment Unit container. Upon landing, don't worry: the Sentry Towers will not aggress unless a player strays too close to the loot containers. However, all players must play close attention to these instructions.  
After that, take the Spatial Rift near the Solray Infrared Alignment Unit container. Upon landing, don't worry: the Sentry Towers will not aggress unless a player strays too close to the loot containers. However, all players must play close attention to these instructions.  


Straying too close to the loot containers in a frigate, or even perhaps a Stratios cruiser, could be fatal. In a frigate, you'll most likely get alpha'd off the field. The Sentry Towers, like the ones in Standard Sleeper Caches, do heavy EM and Thermal damage. In a shiny T3 Cruiser, it's perfectly possible to just ignore them (and perhaps attack them with medium drones whilst hacking the containers) and continue on your way, however ten additional Sentry Towers will spawn, according to your precise location (more spawn the deeper you go).
The Remote Defense Grid Unit in the room has three functions. First, it disables any proximity based Sentry Towers from forming. Secondly, it re-wires a hostile Sentry Tower into a friendly one. Thirdly, it recalibrates the Vessel Rejuvenation Battery into one that can be hacked to configure it to repair the friendly Sentry Tower. If a player simply approaches the Storage Depots and ignores the RDGU procedure, then not only will the 6 initial Towers aggress, but up to 10 additional new Sentry Towers can spawn.


Initially, there are 6 Sentry Towers. By hacking the Remote Defense Grid Unit, one of the nearby ones gets switched over to a friendly tower. Take your time on this hack, and try to do it right the first time: there is no rush. It will then aggress the other 5 Sentry Towers, and in turn take damage itself. But it can't sustain the incoming damage for long, so by hacking the Sentry Repair Station, it will provide armor and shield reps to our friendly Tower.  
The first order of business then becomes apparent: hack the Remote Defense Grid Unit itself. Take your time on this hack, and try to do it right the first time: there is no rush. It will then aggress the other 5 Sentry Towers, and in turn take damage itself. But it can't sustain the incoming damage for long, so by hacking the Sentry Repair Station, it will provide armor and shield reps to our friendly Tower.  


Start by hacking the Remote Defense Grid Unit:
Start by hacking the Remote Defense Grid Unit:
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{| 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:'' '''A present bug in the site seems to indicate that failure of this next hack will spawn the Sentry Towers regardless of whether a successful rehack has been completed. So the countdown to the perimeter Sentries will not be actually canceled, no warning in Local that they are about to spawn, instead you will find 16 Sentry Towers will spawn anyways. In a frigate, warp off the site immediately if you fail the hack. Do not attempt a retry unless you are in an overtanked EM/Th cruiser with excess of 900 EHP/sec active reps against EM/Th damage. I have already lost two Herons because of this fact.
| style="padding:8px;" | '''WARNING:'' '''A present bug in the site seems to indicate that failure of this next hack will spawn the Sentry Towers regardless of whether a successful rehack has been completed. So the countdown to the perimeter Sentries will not be actually canceled, no warning in Local that they are about to spawn, instead you will find 16 Sentry Towers will spawn anyways. In a frigate, warp off the site immediately if you fail the hack. Cruisers and above which can run the Archive Room may choose Plan B.
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'''CAN DIFFICULTY: 9/10 [RED HACK]'''<br />
'''CAN DIFFICULTY: 9/10 [RED HACK]'''<br />
<span style="color:green">SUCCESS:</span> The closest Sentry Tower becomes friendly, and aggresses the other Sentry Towers to blow them up.<br />
<span style="color:green">SUCCESS:</span> The closest Sentry Tower becomes friendly, and aggresses the other Sentry Towers to blow them up.<br />
<span style="color:red">FAILURE:</span> You have 45 seconds to attempt a successful hack. Failure to do so spawns additional Sentry Towers, for a total of 22 Sentry Towers. And they hurt like a truck: a test on Singularity in an overtanked active Astero ate just one volley, and was gone the next. (Don't bother another attempt. I've already lost a Heron when I was able to successfully hack the RDGU before the Alarm counted down. There is a message in Local with red text that says "10 seconds..." before the perimeter defense Towers spawn. That never happened. Just warp off.)
<span style="color:red">FAILURE:</span> A timer is generated which will activate the Alarm in 45 seconds. When the 45 second timer is up, the RDGU explodes and there is no other way to proceed without some fairly stiff tanking abilities. At the 45 second timer mark, the site spawns additional Sentry Towers, for a total of 22 Sentry Towers. Frigates won't last on field.


[[File:3P38_Superior_44.png|200px|thumb|right|Approximate DPS of all 16 Perimeter Towers (varies)]]If you fail this hack, you should call the site completed unless you have the capability to sustain some serious damage with heavy active repair modules. Or, Guardian/Basilisk logistics. If that is the case, you could as easily ignore this container and hack whilst local repair modules fix all the damage. Based on analysis with good EM/Thermal resistances, expect around 2500-2700 damage per firing cycle, which does seem to stagger out after time. As the Towers fire once every 15 seconds, and damage can be mitigating by moving, it should be tolerable with capable reps, but not on any frigate level hull.
[[File:3P38_Superior_44.png|200px|thumb|right|Approximate DPS of all 16 Perimeter Towers (varies)]]For Cruisers and above, there is Plan B.


IMMEDIATELY after hacking this container, active the Microwarpdrive and burn towards the Sentry Repair Station located near the right of your present position. There is enough time for 2 hacks, maybe 3 fast hacks:
Continuing on, IMMEDIATELY after hacking this container, active the Microwarpdrive and burn towards the Sentry Repair Station located near the right of your present position. There is enough time for 2 hacks, maybe 3 fast hacks, before the hostile Sentry Towers destroy the friendly Tower:


'''CAN DIFFICULTY: 8/10 [RED HACK]'''<br />
'''CAN DIFFICULTY: 8/10 [RED HACK]'''<br />