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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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{| class="collapsible collapsed" style="background-color:#0d2710; background-image: linear-gradient(#071709, #0d2710); border: 1px solid #287833; padding:0.2em; width:{{{width|90%}}}"
{| class="collapsible collapsed" style="background-color:#0d2710; background-image: linear-gradient(#071709, #0d2710); border: 1px solid #287833; padding:0.2em; width:{{{width|90%}}}"
! style="text-align:left" | <span style="color:#44c055">Technical details of this room</span>
! style="text-align:left" | <span style="color:#44c055">Abou</span>
|-
|-
| style="font-size:90%; color:#FFFFFF" | {{{1|If the Alarm has been tripped by someone else or by yourself, expect to eat anywhere from 2500 to 3500 damage per sentry volley, which is once every 15 seconds or so. The actual numbers will vary because not all Sentry Towers will be in range, because of resistances, the chance of a miss, not all of the fire at the same time and other minor factors. Depending on the local damage received, 1000 EHP/sec or more active reps should be sufficient. Make sure to specifically tank against EM and Thermal damage: 70% resists against both types is pretty much the minimum.
| style="font-size:90%; color:#FFFFFF" | {{{1|Let's talk about the Plasma Chambers. You can amuse yourself by searching zKillboard for kills by the Invisible Cloud element. Check for ones with blue loot inside them. Yeap, some guy did something he thought was a good idea...Anyways. First I should mention the damage. It's a LOT. First I used an overtanked Maelstrom, fit like this:  
 
The Towers themselves have an activation range of 120km. Beyond this point, they will switch from a red box to a yellow box, but will re-engage if a player approaches within that 120km limit. Because of this, a sniping battleship can be used to clear out the Sentry Towers if desired, however this does take some time. To do this, when landing on the beacon, immediately turn the ship around 180 degrees from the area near the Storage Depots and then hit the Micro Jump Drive. (This allows for the maximum distance jumped from the rest of the Towers: hopefully only three or four Towers will still have active aggression.) Use 1400mm Artillery or Sentry Drones.
 
If the Alarm has been tripped and a player wishes to continue hacking, he may consider two options:
 
# If the Unstable Plasma Chambers have been detonated, hack the Remote Defense Grid Unit. If not, use B. Do NOT aggress the Plasma Chambers if they have not been detonated.
# If the Chambers have not been detonated, hack the Remote Defense Grid Unit and continue on.
# Ignore the Remote Defense Grid Unit and just walk in and start hacking. Not recommended, as explained below.
 
Hacking the Remote Defense Grid Unit does something very interesting: it prevents additional Sentry Towers from spawning when a player casually approaches the Storage Depots. These Sentry Towers are independent of the ones generated by the Alarm activation. (Both sets of Towers at the same time can add up to some healthy DPS. Now is when you'll wish you had brought the correct hardeners.) 1800-2000 EHP/sec against EM and Thermal damage is sufficient enough to tank both sets of Towers, although the mainly test run indicated 1000 EHP/sec was ...okay. This scenario, along with the Archive Room, heavily favors armor tanks, not just because of the native resist profile, but because armor tanks are easier to make capacitor stable and are more efficient. Tengus with large capacitor batteries and oversized battleship-sized repair modules are more or less excepted from that rule, however Tengus do have a sizable EM hole.
 
If the Alarm has not been tripped, and a player wanders over to the Storage Depots without regard (the activation zone for Sentry Tower spawn and aggression for that scenario is roughly 10km from the Hyperfluct Generator), there can be (it appears to be a maximum of) 10 additional Sentry Towers that will spawn. Initially, there are 2 Vigilant, 2 Wakeful, and 2 Restless Sentry Towers assuming nothing else is touched, and those will also aggress the ignoble player who does so. It is not that dangerous though, if you have 90% resists to EM and Thermal damage, as my test Maller did, in which case my damage taken was about 315 DPS. That is something two Augurors can handle. A good Oneiros could probably handle that itself. With no repairs, the Maller itself will last for about six minutes. Here's the fit:
 
 
{{ShipFitting
{{ShipFitting
| ship=Maller
| ship=Maelstrom
| shipTypeID=624
| shipTypeID=24694
| fitName=Maller - Sup. Sleeper Game Over + Logi
| fitName=Two
| fitID=Maller---Sup.-Sleeper-Game-Over-+-Logi
| fitID=Two
| low1name=Armor EM Hardener II
| low1name=Reinforced Bulkheads II
| low1typeID=11642
| low1typeID=1335
| low2name=Armor EM Hardener II
| low2name=Reinforced Bulkheads II
| low2typeID=11642
| low2typeID=1335
| low3name=Armor Thermal Hardener II
| low3name=Reinforced Bulkheads II
| low3typeID=11648
| low3typeID=1335
| low4name=Armor Thermal Hardener II
| low4name=Reinforced Bulkheads II
| low4typeID=11648
| low4typeID=1335
| low5name=1600mm Steel Plates II
| low5name=Damage Control II
| low5typeID=20353
| low5typeID=2048
| low6name=1600mm Steel Plates II
| mid1name=Large Shield Extender II
| low6typeID=20353
| mid1typeID=3841
| mid1name=10MN Monopropellant Enduring Afterburner
| mid2name=Large Shield Extender II
| mid1typeID=6005
| mid2typeID=3841
| mid2name=Relic Analyzer II
| mid3name=Large Shield Extender II
| mid2typeID=30832
| mid3typeID=3841
| mid3name=Type-E Enduring Cargo Scanner
| mid4name=Large Shield Extender II
| mid3typeID=6131
| mid4typeID=3841
| rig1name=Medium Anti-Thermal Pump I
| mid5name=Data Analyzer II
| rig1typeID=31035
| mid5typeID=30834
| rig2name=Medium Trimark Armor Pump I
| mid6name=Adaptive Invulnerability Field II
| rig2typeID=31055
| mid6typeID=2281
| rig3name=Medium Trimark Armor Pump I
| rig1name=Large Anti-EM Screen Reinforcer I
| rig3typeID=31055
| rig1typeID=26076
| rig2name=Large Core Defense Field Extender I
| rig2typeID=26088
| rig3name=Large Core Defense Field Extender I
| rig3typeID=26088
| high1name=open
| high1name=open
| high2name=open
| high2name=open
Line 1,965: Line 1,955:
| high4name=open
| high4name=open
| high5name=open
| high5name=open
| high6name=open
| high7name=open
| high8name=open
| charge1name=open
| charge1name=open
| charge2name=open
| charge2name=open
Line 1,977: Line 1,970:
| skills=
| skills=
| showSKILLS=N
| showSKILLS=N
| notes=Logistics vessels required.
| notes=
| showNOTES=N
| showNOTES=N
| difficulty=1
| difficulty=1
Line 1,984: Line 1,977:
| version=YC118 1.0
| version=YC118 1.0
| showTOC=Y
| showTOC=Y
| shipDNA=624:11642;2:11648;2:20353;2:6005;1:30832;1:6131;1:31035;1:31055;2::
| shipDNA=24694:1335;4:2048;1:3841;4:30834;1:2281;1:26076;1:26088;2::
| fleetup=
| fleetup=
}}
}}


Damage report: 28000 damage flat, with the AIF overloaded, which ate almost all the shields off. I don't know what damage type it is, it could be omni-damage, nobody really knows. In case that wasn't enough, I have a lossmail on the test server of a rather beefy Hyperion in which the killmail shows 53225 damage, and that was with three 1600mm plates! I may have had my Microwarpdrive on, I don't remember.
The explosion radius itself is also big. To test this, I made a line of Atrons from 100km out to 240km. All of them were blown up. This was not conclusive enough, so I found another site after some time. So then inside that one I made another line of Atrons from 240km out to 350km. For that case, only the 240km Atron was popped, but not the one at 250km. So it's probably very safe to say that the detonation radius is 249km, or 250km: the Atron might have been on the raw edge of the line. As for detonating it, any hostile module will work, such as a target painter. Even a gun or missile doesn't have to actually inflict any damage to the Chambers: the mere act of aggression is enough.
}}}  
}}}  
|}
|}