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=== Sentries on Duty === | === Sentries on Duty === | ||
This room can be | This room can be challenging, but for frigate pilots, this is generally the most lucrative portion of the site.<br /> | ||
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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 | ''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 the Alarm has been tripped. Overtanked [[Maller|Mallers]] and other hardened ships can survive the initial damage and subsequent DPS. If coming from the Solray room, the message indicating that 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 | ''2. Do not apply any hostile module or weapon onto the Plasma Chamber structures except in very specific circumstances (detailed below). They have enough power to alpha a battleship off the grid ([https://zkillboard.com/related/30005311/201606190200/ or a small fleet]).<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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<br /> | <br /> | ||
The following images are included to provide context and further guidance: | |||
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[[File:3P38_Superior_12.png|200px|thumb|right|Hacking the repair station early does nothing]] | [[File:3P38_Superior_12.png|200px|thumb|right|Hacking the repair station early does nothing]]Start from the Solray room, leaving the Mobile Depot near the lone Storage Depot. | ||
Make sure to do three things before attempting this room: | |||
# Bookmark the location of the Mobile Depot in the Solray Power Plant. | # Bookmark the location of the Mobile Depot in the Solray Power Plant. | ||
# Drop all loot and unneeded modules into the Mobile Depot. | # Drop all loot and unneeded modules into the Mobile Depot. | ||
# Refit into the appropriate fit. | # Refit into the appropriate fit. | ||
Take the Spatial Rift near the Solray Gamma Alignment Unit container. The Sentry Towers will not aggress unless a ship strays too close to the loot containers. | |||
The Remote Defense Grid Unit in the room has three functions | The Remote Defense Grid Unit in the room has three functions: first, it disables any proximity-based Sentry Towers from activating. Second, it re-wires a hostile Sentry Tower into a friendly one. Third, it recalibrates the Vessel Rejuvenation Battery into one that can be hacked to configure it to repair the friendly Sentry Tower. If a ship approaches the Storage Depots and ignores the Remote Grid Defense Unit procedure, then not only will the 6 initial Towers aggress, but up to 10 additional new Sentry Towers can spawn. | ||
First, hack the Remote Defense Grid Unit. Take your time on this hack, there is no rush. The newly-converted Tower will then aggress the other 5 Sentry Towers, and in turn take damage itself. It can't sustain the incoming damage for long. | |||
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'''CAN DIFFICULTY: 9/10 [RED HACK]'''<br /> | :'''CAN DIFFICULTY: 9/10 DATA <span style="color:red">[RED HACK]</span>'''<br /> | ||
<span style="color:green">SUCCESS:</span> The closest Sentry Tower becomes friendly, and aggresses the other Sentry Towers to blow them up, and will in turn begin taking damage itself from the other Sentry Towers.<br /> | ::<span style="color:green">SUCCESS:</span> The closest Sentry Tower becomes friendly, and aggresses the other Sentry Towers to blow them up, and will in turn begin taking damage itself from the other Sentry Towers.<br /> | ||
<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 | ::<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 strong tanking abilities. At the 45 second timer mark, the site spawns the 16 Perimeter Defense sentry towers, for a total of 22 Sentry Towers. Frigates will not survive. | ||
[[File:3P38_Superior_44.png|200px|thumb|right|Approximate DPS of all 16 Perimeter Towers (varies)]]For Cruisers and above, there is Plan B. | [[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. Hacking the Sentry Repair Station will cause it to provide armor and shield reps to the friendly Tower. (The friendly Tower cannot receive remote repairs from ships.) There is enough time for 2 hacks, maybe 3 fast hacks, before the hostile Sentry Towers destroy the friendly Tower: | |||
:'''CAN DIFFICULTY: 8/10 DATA <span style="color:red">[RED HACK]</span>'''<br /> | |||
::<span style="color:green">SUCCESS:</span> The Station will provide shield and armor repairs to the friendly Rewired Sentry Gun.<br /> | |||
::<span style="color:red">FAILURE:</span> No penalty, although if a successful hack is not completed before the hostile Sentry Towers destroy the friendly Tower, then some Towers will remain. | |||
Hostile Towers do not appear to aggress ships even if the hacking the Sentry Repair Station is unsuccessful. Instead, the hostile Towers appear to keep incurring damage and are eventually destroyed, even with the Rewired Sentry Gun destroyed. This is another bug of the site itself. Should it be fixed in the future, simply revert to Plan B. ''Do not aggress the Sentry Towers with weaponry - it will instantly trigger the 16 Perimeter Defense Sentry Towers.'' | |||
Assuming a successful hack of the Sentry Repair Station, simply sit near the Repair Station and wait for the hostile Towers to be eradicated. Do not approach the 3 Unstable Plasma Chambers located north of the warp-in. Getting too close to these could be fatal, and will also trip the alarm. | |||
Hacking the Sentry Repair Station before the Remote Defense Grid Unit does nothing, although a message appears in Local: "Hacking the repair station has no discernible effects on anything in the vicinity. The station continues to provide repair services to to the nearby sentry guns." | |||
When all is clear, the loot is there for the taking, and | When all is clear, the loot is there for the taking, and pilots may hack and loot in peace, with no particular danger: | ||
'''CAN DIFFICULTY: 6 - 9/10 [YELLOW to RED HACKS]'''<br /> | :'''CAN DIFFICULTY: 6 - 9/10 RELIC [<span style="color:yellow">YELLOW</span> to <span style="color:red">RED</span> HACKS]'''<br /> | ||
<span style="color:green">SUCCESS:</span> | ::<span style="color:green">SUCCESS:</span> Contents can be looted.<br /> | ||
<span style="color:red">FAILURE:</span> No penalty. | ::<span style="color:red">FAILURE:</span> No penalty. | ||
Do | ''Do not'' hack the Hyperfluct Generator container yet. | ||
While working on the hacks, avoid using the Microwarpdrive, use "Keep at Range" (2500m) on the last can near the group of Plasma Chambers, and move slowly (around 100m/sec) to avoid triggering the Plasma Chambers. After all worthy containers are hacked, frigate pilots will have completed as much as they can. Take the Spatial Rift to head back to the Solray Room, refit to a travel fit if needed, scoop up any contents inside the Mobile Depot (if it is scooped to the cargohold directly, a jetcan is left behind), pack up the Mobile Depot and depart. | |||
For the T3 Cruisers, Nestor and other similar battleship-level tanked ships, if there was no Mobile Depot left behind anywhere in any other room, you may now proceed to the | For the T3 Cruisers, Nestor and other similar battleship-level tanked ships, if there was no Mobile Depot left behind anywhere in any other room, you may now proceed to the Archive Room. | ||
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! style="text-align:left" | <span style="color:#44c055">About those Plasma Chambers</span> | ! style="text-align:left" | <span style="color:#44c055">About those Plasma Chambers</span> | ||
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| style="font-size:90%; color:#FFFFFF" | {{{1| | | style="font-size:90%; color:#FFFFFF" | {{{1|You can amuse yourself by searching zKillboard for kills by the [https://zkillboard.com/ship/2894/ Invisible Cloud] element. Check for ones with blue loot inside them. The Plasma Chambers deal massive amounts of damage. The damage was first tested with an overtanked [[Maelstrom]], fit like this: | ||
{{ShipFitting | {{ShipFitting | ||
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Damage report: 28000 damage flat, with the | Damage report: 28000 damage flat, with the Adaptive Invulnerability Field overloaded, which almost completely drained the shields. The damage type is unclear. There have also been tests reporting over 50,000 damage. | ||
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. | 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. | ||