Difference between revisions of "Limited Sleeper Cache"
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# Refit to the appropriate cap-stable local repair module fit. | # Refit to the appropriate cap-stable local repair module fit. | ||
− | # Approach the Storage Depot inside the wreck field. For shield tank, activate it when you are 15km from the container | + | # Approach the Storage Depot inside the wreck field. For shield tank, activate it when you are 15km from the container; for armor, activate it as soon as all the shields are gone. |
# Hack the Storage Depot, loot it and go back to the Mobile Depot. | # Hack the Storage Depot, loot it and go back to the Mobile Depot. | ||
− | + | ===Plasma Chambers=== | |
− | It is possible to power through the damage clouds if they get tripped accidentally. With a Microwarpdrive active, one will only eat about 700 HP after resists...assuming the ship is immediately powered out of the | + | Refit back to the main site running fit. Zoom out for a better view of the site, and look for an easy route to access the Remote Defense Grid Unit. On the way, there are AoE damage clouds (similar DPS to the wreck field) and Unstable Plasma Chambers. |
− | * Moving slowly, such as 100m/sec, | + | |
+ | The slower a ship moves, the closer it can pass the Plasma Chambers without causing them to detonate. Thus, indiscriminate use of a Microwarpdrive during this section can be very dangerous. While the activation distance does vary, it is usually between 7-10km, depending on how fast you're going. While blitzing around the top or underside of the site is fine, well away from the hazards, moving slowly (~200 m/sec) while navigating the damage clouds is highly advised. The tactical overlay is very useful for monitoring range while moving. | ||
+ | |||
+ | It is possible to power through the damage clouds if they get tripped accidentally. With a Microwarpdrive active, one will only eat about 700 HP after resists...assuming the ship is immediately powered out of the damage field. | ||
+ | |||
+ | More information about the plasma chambers: | ||
+ | * Moving slowly, such as 100m/sec, pilots are able to approach very closely, [http://wiki.eveuniversity.org/File:3P38_Limited_26.png nearly touching them]. | ||
* Higher speeds, such as 330m/s, the chambers can rupture from a distance of about 7km. | * Higher speeds, such as 330m/s, the chambers can rupture from a distance of about 7km. | ||
− | * Slow-boating out with a propulsion module, assuming decent 60%-ish resistances, means the | + | * Slow-boating out with a propulsion module, assuming decent 60%-ish resistances, means the ship will sustain about 1200 damage. |
* The area of effect damage measured from the approximate middle of the debris is 9km. | * The area of effect damage measured from the approximate middle of the debris is 9km. | ||
* Flying right through the cloud with a MWD on means the player will only sustain about 350 HP damage (after resists). | * Flying right through the cloud with a MWD on means the player will only sustain about 350 HP damage (after resists). | ||
− | These figures are | + | These figures are a generalization to illustrate of the damage potential of the Plasma Chambers. A fit that can repair indefinitely, such as the ones shown earlier, should have little trouble inside the AoE clouds. |
+ | |||
+ | ===Forcefield Generator=== | ||
− | + | To the far left of the site, there is one Storage Depot with an Active Forcefield Generator next to it. When a ship approaches within 10km of the Storage Depot, the Generator will spawn an EM Forcefield, which has a radius of about 14km. The other Storage Depots around the site do not have this feature and can be hacked with the Relic Analyzer at any time without any specific concerns. For this reason, if the Storage Depot lacks valuable loot, it may be more convenient to simply skip hacking the Remote Defense Grid Unit, and instead just hack the other worthy containers. | |
− | There are two approaches | + | There are two approaches to dealing with the Forcefield: |
− | + | ====Method 1: Prevent Activation==== | |
− | |||
− | |||
− | |||
− | |||
− | + | To prevent the Active Forcefield Generator from spawning the EM Forcefield, navigate the ship around the AoE damage clouds and plasma chambers, then hack the the Remote Defense Grid Unit (RDGU): | |
− | + | ||
− | + | ::'''CAN DIFFICULTY: 8/10 DATA <span style="color:red">[RED HACK]</span>'''<br /> | |
+ | ::<span style="color:green">SUCCESS:</span> The defensive forcefield generator is disabled near the far left of the site.<br /> | ||
+ | ::<span style="color:red">FAILURE:</span> There are two possibilities: | ||
+ | ::# Nothing happens. In this case, the can be hacked repeatedly, but be prepared for (2) on subsequent failures. | ||
+ | ::# The container explodes. A Heron with an Anti-EM Screen Reinforcer, Anti-Thermal Screen Reinforcer, Medium Azeotropic Restrained Shield Extender, a Limited Adaptive Invulnerability Field and a Damage Control II ate 1225 damage (dropped shields to about 25%), while Keeping at Range (5000m) from the container. After this, the other containers will not have any forcefield generators spawn to inhibit hacking attempts. The container explodes about ten seconds after the hack attempt is failed. | ||
+ | |||
+ | ====Method 2: Destroy the Forcefield==== | ||
− | + | The Active Forcefield Generator spawns a [http://games.chruker.dk/eve_online/item.php?type_id=13200 Large EM Forcefield]. Destroying the Forcefield is not particularly difficult, but it will require more DPS than the average exploration ship is able to produce. The Forcefield regenerates 150 hp/sec, so overcoming this will require either multiple pilots or a high-damage frigate, such as an [[Category:Assault Frigates|Assault Frigate]] or well-fit attack frigate, such as a [[Taranis]]. Notably, an [[Astero]] is generally unable to produce the DPS necessary to destroy the Forcefield. | |
{| class="wikitable" style="margin-left: auto; margin-right: auto; border: none;" | {| class="wikitable" style="margin-left: auto; margin-right: auto; border: none;" | ||
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|} | |} | ||
− | Shoot the Large EM Forcefield, not the Generator | + | Shoot the Large EM Forcefield, not the Generator, as the Generator cannot be damaged. The Generator will not spawn another Forcefield after the first is destroyed, so the container will be accessible once the Forcefield is destroyed. |
+ | |||
+ | ===Storage Depots=== | ||
+ | |||
+ | Hack the rest of the Storage Depots as desired. Move around the damage clouds, and take things slowly for those unfamiliar with the site: | ||
+ | |||
+ | ::'''CAN DIFFICULTY: 7/10 - 8/10 [YELLOW TO RED HACKS]'''<br /> | ||
+ | ::<span style="color:green">SUCCESS:</span> The loot inside the Storage Depot can be acquired.<br /> | ||
+ | ::<span style="color:red">FAILURE:</span> No penalty. | ||
− | + | With all the good containers scooped up, return to the Mobile Depot, refit to the travel fit, pick up the Mobile Depot, and leave the site. | |
− | + | ==Notes== | |
− | |||
− | |||
− | + | A video that can help with some visual understanding of the site can be [https://www.youtube.com/watch?v=z2feaVUxcvw found here]. | |
− | + | An [[Incursus]] can be used if another pilot messes up the site - it can tank the damage clouds and swaps easily for a 240DPS blaster fit for shooting the EM Forcefield. Hacks are more difficult but not impossible. | |
[[Category:Exploration]] | [[Category:Exploration]] |
Revision as of 21:53, 4 January 2017
The Limited Sleeper Cache is the easiest of the Sleeper Cache Sites. Sleeper Cache sites are significantly more difficult than normal data or relic site, and pilots will be risking their ship when trying any of them. However, once familiar with these sites, pilots should be able to run the site without taking any damage. Like all Sleeper Cache sites, the Limited Sleeper Cache requires the use of both Data and Relic Analyzers. Entry is restricted to frigates, and an exploration frigate is highly recommended in order to make use of their hacking bonuses.
Limited Sleeper Caches are Cosmic Signatures that must be located using core scanner probes. They are more difficult to scan down than normal signatures, and require well-developed scanning skills to pinpoint completely.
Walkthrough
Room 1
On warp in: |
---|
This area has been hidden from prying eyes for years. Now the structure responsible for cloaking the site is damaged, finally allowing for a way in. A quick survey indicates this is a storage site, possibly used to store items collected by Sleepers from all over known space. What defenses or dangers lurk inside are uncertain, but the use of both a Data Analyzer and Relic Analyzer are required. The entry gate only allows frigate-sized ships through. |
Hack the Hyperfluct Generator using your Data Analyzer. Failing the hack will start a 2 minute timer, after which if you don't succeed in hacking it the site will exlpode and despawn. If you are successful a strange rift will appear that can be used to access the site.
Room 2
On activating the Strange Rift: |
---|
This is a storage site by the looks of it, possibly of Sleeper origin judging by the structures around. It is heavily damaged, as if someone - or something - was frantically and forcefully searching through the site, and quite recently at that. Dangerous gases and volatile materials are all around, so care is required in navigating this hazardous place. |
Warning: This room contains many hazards, both traps and environmental - you need to navigate carefully:
- The Plasma Containers in this room will explode if you get closer than 7.5km, releasing a Plasma Gas Cloud doing significant AoE damage.
- Moving within 13.5km of the Ruptured Pressure Station without hacking the Pressure Control Unit will result in significant ongoing AoE damage to your ship and drones.
- The 3 Plasma Chamber Debris within the site have surrounding Plasma Gas Clouds that do significant AoE damage, take care to navigate around the clouds.
- The Remote Defence Grid Unit needs to be hacked first to minimise consequences of failed hacks and to disable the damaging shield that can appear when hacking a container.
Hack the Remote Defence Grid Unit first - keeping an eye on your distance from the Plasma Containers. You have multiple attempts, but if you fail the first attempt, the following message will appear in local: "Failing to hack the Remote Defense Unit seems to have set something in motion, but you can't tell what.". That means this baby will blow up in a minute or two, maybe giving you enough time for 1-2 cans. Be careful.
On successful hack: |
---|
You have succeeded in deactivating the defense grid. |
Then proceed to navigate carefully around to all of the containers hacking them as you go, excluding the container covered by the Ruptured Pressure Station gas cloud.
Finally hack the Remote Pressure Control Unit (remember to stay at least 13.5km from the Ruptured Pressure Staion) this will allow you 2 minutes to then approach and hack the final container near the Ruptured Pressure Station. If you start to run out of time you will see updates of the time left appearing in the local chat window. Do not risk getting caught by this cloud, jump out of the site immediately if you are running out of time or after looting the container.
Loot
1 & 3 run BPC's for storyline modules and polarized weapons
Sleeper components
R.Db components
R.A.M. components
Science skillbooks
Meta modules.
Value of loot is normally in the range of 20-80M, averaging around 30M.
Quick Guide
The Limited Sleeper Cache is the first taste of Sleeper Caches most pilots will encounter. This site poses some risks, but it is not as dangerous as other Sleeper Caches. Although the Limited Cache doesn't usually pay as well as the more difficult sites, it can still be worth running.
If the initial Hyperfluct Generator container has been hacked, and the accompanying Spatial Rift has spawned, another pilot has probably already entered the site. Check zKillboard or another appropriate service for any recent losses.
- Hack the entry can. Enter the site.
- Cargo scan all the cans, and evaluate the value thereof.
- If the wreck Storage Depot has good loot inside it, hack the Remote Pressure Control Unit and then extract the loot out of that container. Alternatively, tank it.
- Disable the Remote Defense Grid unit. This only has to be done to disable the Forcefield Generator guarding one specific container. You may try a different approach, detailed below.
- Hack the remaining worthy cans.
Ship Fittings
Pilots should exercise caution when downgrading or altering these fits. They have been thoroughly tested and verified multiple times to represent the minimum necessary fittings. If, by reason of skill levels or ISK a pilot cannot fit them, it may be advisable not to attempt the site. Hacking modules may be downgraded but site difficulty will increase notably, though pilot skill with the hacking minigame can compensate for Tech 1 modules. Tech 2 Analyzers are strongly recommended. |
Generally, all these fits have a Mobile Depot, spare probes, three drones in the drone bay, a hull repairer (armor fits), an armor repairer and a hull repairer (shield fits), and all the kit necessary to handle the encounter in the cargohold. Refitting inside the site, occasionally more than once, is normal and expected.
If available, logistics ships (a single self-sufficient capacitor-stable Tech I logistics frigate is sufficient) can provide remote repairs to get around the requirements of local repair modules. Even with remote repairs, pilots should maintain a local buffer and resistance module(s) as normal.
An Astero can be fit identically to the Magnate, though the normal rig configuration (Gravity Capacitor/Anti-Explosive Pump/Auxiliary Nano Pump) is good enough because the hull has a bonus to armour resistances.
Use a Mobile Depot to swap the Relic Analyzer II in place of the cargo scanner once all undesired containers have been identified. These fits are not sufficient to wander into the Area of Effect (AoE) damage cloud near the wreck alone. Both of these fits can survive a detonation of the Remote Defense Grid Unit or a run-in with a Unstable Plasma Chamber, as long as the pilot does not remain inside the AoE cloud for too long. If you have a buddy with a, then the following two fits are appropriate to use for the entire site.
Data Analyzer II
Medium Azeotropic Restrained Shield Extender
Type-E Enduring Cargo Scanner
5MN Quad LiF Restrained Microwarpdrive
Limited Adaptive Invulnerability Field I
Micro Auxiliary Power Core I
Damage Control II
Small Anti-EM Screen Reinforcer I
Small Anti-Thermal Screen Reinforcer I
Small Gravity Capacitor Upgrade I
- The fit to use for a Limited Sleeper Cache, when hacking the Remote Defense Grid Unit.
- Swap the Relic Analyzer in when needed.
- If turning off the damage cloud near the wreck with the Remote Pressure Control Unit, swap the cargo scanner for a Relic Analyzer II.
1MN Monopropellant Enduring Afterburner
Data Analyzer II
Type-E Enduring Cargo Scanner
400mm Crystalline Carbonide Restrained Plates
Damage Control II
Energized Adaptive Nano Membrane II
Micro Auxiliary Power Core I
Small Gravity Capacitor Upgrade I
Small Anti-Explosive Pump I
Small Auxiliary Nano Pump I
- The fit to use for a Limited Sleeper Cache, when hacking the Remote Defense Grid Unit.
- Swap the Relic Analyzer in when needed.
- If turning off the damage cloud near the wreck with the Remote Pressure Control Unit, swap the cargo scanner for a Relic Analyzer II.
A ship must be able to sustain at least 60 Effective Hit Points per second (EHP/sec) for it to survive inside this damage cloud. Capacitor stability is ideal: if the capacitor lasts less than 4 minutes, these fits should not be used. Additionally, make sure the Relic Analyzer is set to Auto-Repeat OFF. Allowing the module to continue to cycle needlessly while hacking can result in an empty capacitor and a wreck if not properly managed. |
For pilots with Capacitor Management V and Capacitor Systems Operation V (and Shield Compensation IV for the Heron), try these fits to skip hacking the Remote Pressure Control Unit entirely, and head directly into the storage depot inside the wreck field.
Relic Analyzer II
Medium Azeotropic Restrained Shield Extender
Eutectic Compact Cap Recharger
Small Shield Booster II
Adaptive Invulnerability Field II
Damage Control II
Type-D Restrained Capacitor Flux Coil
Small Capacitor Control Circuit I
Small Anti-Thermal Screen Reinforcer I
Small Anti-EM Screen Reinforcer I
- According to EFT, this fit can handle 68 EHP/sec: if using Pyfa, the passive recharge rate must be added to the shield boosted rate (21 EHP/sec passive regen plus 47 EHP/sec active for a total of 68 EHP/sec).
- If done quickly, pilots may skip the Capacitor Control Circuit, but it will be necessary to skirt out of the damage cloud to let the capacitor recharge when the capacitor runs out.
- By upgrading the Flux Coil and the capacitor recharger to T2 equivalents, the ship may have enough capacitor (with Shield Compensation IV) to run for almost 4 minutes without the Capacitor Control Circuit.
- A cap battery isn't really practical due to fitting reasons. However, pilots may elect to use a Shield Boost Amplifier and a small cap battery: with Capacitor Management IV and Capacitor Systems Operation IV, it could be cap stable with a T2 Flux Coil and won't need a CCC rig. Always use a fitting tool to confirm.
1MN Monopropellant Enduring Afterburner
Relic Analyzer II
Eutectic Compact Cap Recharger
Small Armor Repairer II
Damage Control II
200mm Crystalline Carbonide Restrained Plates
Energized Adaptive Nano Membrane II
Small Auxiliary Nano Pump I
Small Auxiliary Nano Pump I
Small Anti-Explosive Pump I
- The Astero is fit pretty much identical to this, or the "standard" rig configuration.
- The addition of a fourth mid slot can be handy, but isn't necessary. The Magnate can be preferable due to its lower cost.
- Swap the Relic Analyzer II in for when the Data hacks are completed. The cargo scanner will have to be offlined for this fit to work (it should be swapped out for a Relic Analyzer II after the intial cargo scan of the site has been conducted anyway).
- This afterburner variant is specifically chosen so pilots do not need to bring two afterburners. It may be advisable to bring a Tech II Micro Auxiliary Power Core.
The buffer module is included to more safely tank the slight damage variations from one damage tick to the next, though this is much more noticeable with armor. For pilots who having a hard time with the hack inside the wreck field, the buffer of the shield Heron usually allows it to stabilize around 50% shield capacity. For armor, the buffer allows the pilot some more room for error if needed, particularly if overheating is necessary.
Additional notes for the Magnate:
- With Astrometric Rangefinding V, the Small Gravity Capacitor Upgrade I is unnecessary even when scanning down a Superior Sleeper Cache with the Magnate. In this, pilots may substitute two Scan Rangefinding Array I. Otherwise, the Magnate will have the same rigs as shown above. As before, pilots will need Capacitor Management V and Capacitor Systems Operation V, as well as Repair Systems V to match the minimum of 60 EHP/sec to last inside the wreck field. Overheating may be required if armor gets low.
- Use the afterburner sparingly, only to get to the container and back out a little bit faster. Do not run it continuously - instead, pulse it. Do not run this fit if the ship is not capacitor stable with the afterburner and the analyzer off. The afterburner can be swapped out for another capacitor recharger.
Visual Guide
The following images are included to help newcomers get familiar with the basic layout of the site and its hazards:
The following images highlight various hazards and objects:
Normally the container inside the wreck and the one just to the left of it (also marked as "NOTE A" the preceding images) are the ones with the most value. Pilots should take care not to wander into the damage proximity of the wreck field when hacking that container.
Walkthrough
Entrance
On warp in: |
---|
This area has been hidden from prying eyes for years. Now the structure responsible for cloaking the site is damaged, finally allowing for a way in. A quick survey indicates this is a storage site, possibly used to store items collected by Sleepers from all over known space. What defenses or dangers lurk inside are uncertain, but the use of both a Data Analyzer and Relic Analyzer are required. The entry gate only allows frigate-sized ships through. |
Upon warping to the signature, pilots will land in the entry room. A Hyperfluct Generator will be present. If it has been hacked and a rift is activated, then another pilot has already entered the site.
Hack the Hyperfluct Generator.
- CAN DIFFICULTY: 7/10 DATA [RED HACK]
- SUCCESS: A new spatial rift (acceleration gate) is opened to the main area, which is called the Ransacked Storage Site.
- FAILURE: A two-minute timer will begin. If the can is not successfully hacked within that time, the site will despawn.
- CAN DIFFICULTY: 7/10 DATA [RED HACK]
By taking the Spatial Rift, pilots can enter the first room of the site.
Ransacked Storage Site
On activating the Strange Rift: |
---|
This is a storage site by the looks of it, possibly of Sleeper origin judging by the structures around. It is heavily damaged, as if someone - or something - was frantically and forcefully searching through the site, and quite recently at that. Dangerous gases and volatile materials are all around, so care is required in navigating this hazardous place. |
If desired, pilots can cargo scan the containers to evaluate the value of the site. Regardless of the its relative value, inexperienced pilots should run the site to gain further experience.
Drop the mobile depot to begin its activation timer.
The first target is the container inside the wreck field. There are two approaches to dealing with it:
The can difficulty does vary slightly each time, because of the way that the random hacking minigame is generated. For comparison: high-sec rookie practice cans (in the Rookie Systems) are 1/10. Regular high sec cans are 3 or 4/10. Low-sec, null-sec, and wormhole space cans are 5 to 8/10, depending on the value of the can, in most cases. Sleeper Cache cans will generally be 6 to 7/10 in difficulty. |
Method 1: Remote Pressure Control Unit
- 1. Refit for the primary site fit shown up above. On a Magnate, a MWD will fit if the plate is downgraded to a 200mm variant.
- 2. Hack the Remote Pressure Control Unit:
- CAN DIFFICULTY: 7/10 DATA [RED HACK]
- SUCCESS: The area of effect damage cloud surrounding the wreck is turned off for two to three minutes.
- FAILURE: No specific site penalty, a small amount of damage is absorbed by your ship -- in the test case, 96 damage against a Heron with a MSE, Limited Adaptive Invulnerability Field and Anti-EM/Anti-Thermal rigs. It's not severe enough to warrant any particular concern.
- CAN DIFFICULTY: 7/10 DATA [RED HACK]
- 3. Immediately apply Keep at Range (2250m) on the Storage Depot inside the wreck cloud, then turn on the Microwarpdrive. Turn it off when you get close enough to it. Lock on if not done so already, and immediately begin hacking it with the Relic Analyzer.
- 4. Watch messages in local: if not successful by the 30 second mark, just align back to the Remote Pressure Control Unit (or straight up/straight down) and burn the Microwarpdrive. Otherwise, loot it and burn out with the Microwarpdrive to a safe direction away, probably best towards the Mobile Depot, which should be near the site warpin beacon.
The Area of Effect damage cloud near the wreck does roughly 100 DPS to a standard unmodified resistance profile of a Tech I vessel. Its approximate dimensions, measured from the Storage Depot within, is about 12km in radius.
There is enough time for 2 "standard paced" hacks, 1 "slow" hack, or 3 really fast hack attempts, depending on both the skill of the hacker and luck. Normally, this container is a red hack, which means all the usual Virus Suppressors and Restoration Nodes. The problem with this approach is both the limited timeframe and the incoming damage after the timer is up, especially if the ship is insufficiently tanked.
Method 2: Tanking the Damage Cloud
The second approach is to fit specifically for surviving the area of affect damage cloud. All toxic gas clouds - both the prespawned ones and the ones that are generated upon detonation of an Unstable Plasma Chamber - deal similar amounts of omni damage per second. The advantage of this approach is that the container can be hacked with no time limit, with little risk to the ship before the hack is completed, though this method does require excellent capacitor skills and proper tank skills.
The ship used must be able to rep more than 60 EHP/sec and capacitor stability is a must. The Relic Analyzer does not count in the capacitor stability checks: keep it off in the fitting tool while checking for capacitor stability.
- Refit to the appropriate cap-stable local repair module fit.
- Approach the Storage Depot inside the wreck field. For shield tank, activate it when you are 15km from the container; for armor, activate it as soon as all the shields are gone.
- Hack the Storage Depot, loot it and go back to the Mobile Depot.
Plasma Chambers
Refit back to the main site running fit. Zoom out for a better view of the site, and look for an easy route to access the Remote Defense Grid Unit. On the way, there are AoE damage clouds (similar DPS to the wreck field) and Unstable Plasma Chambers.
The slower a ship moves, the closer it can pass the Plasma Chambers without causing them to detonate. Thus, indiscriminate use of a Microwarpdrive during this section can be very dangerous. While the activation distance does vary, it is usually between 7-10km, depending on how fast you're going. While blitzing around the top or underside of the site is fine, well away from the hazards, moving slowly (~200 m/sec) while navigating the damage clouds is highly advised. The tactical overlay is very useful for monitoring range while moving.
It is possible to power through the damage clouds if they get tripped accidentally. With a Microwarpdrive active, one will only eat about 700 HP after resists...assuming the ship is immediately powered out of the damage field.
More information about the plasma chambers:
- Moving slowly, such as 100m/sec, pilots are able to approach very closely, nearly touching them.
- Higher speeds, such as 330m/s, the chambers can rupture from a distance of about 7km.
- Slow-boating out with a propulsion module, assuming decent 60%-ish resistances, means the ship will sustain about 1200 damage.
- The area of effect damage measured from the approximate middle of the debris is 9km.
- Flying right through the cloud with a MWD on means the player will only sustain about 350 HP damage (after resists).
These figures are a generalization to illustrate of the damage potential of the Plasma Chambers. A fit that can repair indefinitely, such as the ones shown earlier, should have little trouble inside the AoE clouds.
Forcefield Generator
To the far left of the site, there is one Storage Depot with an Active Forcefield Generator next to it. When a ship approaches within 10km of the Storage Depot, the Generator will spawn an EM Forcefield, which has a radius of about 14km. The other Storage Depots around the site do not have this feature and can be hacked with the Relic Analyzer at any time without any specific concerns. For this reason, if the Storage Depot lacks valuable loot, it may be more convenient to simply skip hacking the Remote Defense Grid Unit, and instead just hack the other worthy containers.
There are two approaches to dealing with the Forcefield:
Method 1: Prevent Activation
To prevent the Active Forcefield Generator from spawning the EM Forcefield, navigate the ship around the AoE damage clouds and plasma chambers, then hack the the Remote Defense Grid Unit (RDGU):
- CAN DIFFICULTY: 8/10 DATA [RED HACK]
- SUCCESS: The defensive forcefield generator is disabled near the far left of the site.
- FAILURE: There are two possibilities:
- Nothing happens. In this case, the can be hacked repeatedly, but be prepared for (2) on subsequent failures.
- The container explodes. A Heron with an Anti-EM Screen Reinforcer, Anti-Thermal Screen Reinforcer, Medium Azeotropic Restrained Shield Extender, a Limited Adaptive Invulnerability Field and a Damage Control II ate 1225 damage (dropped shields to about 25%), while Keeping at Range (5000m) from the container. After this, the other containers will not have any forcefield generators spawn to inhibit hacking attempts. The container explodes about ten seconds after the hack attempt is failed.
- CAN DIFFICULTY: 8/10 DATA [RED HACK]
Method 2: Destroy the Forcefield
The Active Forcefield Generator spawns a Large EM Forcefield. Destroying the Forcefield is not particularly difficult, but it will require more DPS than the average exploration ship is able to produce. The Forcefield regenerates 150 hp/sec, so overcoming this will require either multiple pilots or a high-damage frigate, such as an or well-fit attack frigate, such as a Taranis. Notably, an Astero is generally unable to produce the DPS necessary to destroy the Forcefield.
Shoot the Large EM Forcefield, not the Generator, as the Generator cannot be damaged. The Generator will not spawn another Forcefield after the first is destroyed, so the container will be accessible once the Forcefield is destroyed.
Storage Depots
Hack the rest of the Storage Depots as desired. Move around the damage clouds, and take things slowly for those unfamiliar with the site:
- CAN DIFFICULTY: 7/10 - 8/10 [YELLOW TO RED HACKS]
- SUCCESS: The loot inside the Storage Depot can be acquired.
- FAILURE: No penalty.
- CAN DIFFICULTY: 7/10 - 8/10 [YELLOW TO RED HACKS]
With all the good containers scooped up, return to the Mobile Depot, refit to the travel fit, pick up the Mobile Depot, and leave the site.
Notes
A video that can help with some visual understanding of the site can be found here.
An Incursus can be used if another pilot messes up the site - it can tank the damage clouds and swaps easily for a 240DPS blaster fit for shooting the EM Forcefield. Hacks are more difficult but not impossible.