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Guide to combat sites: Difference between revisions

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==Cosmic Signatures==
==Cosmic Signatures==
[[Cosmic Signatures]] are more advanced exploration sites that need to be [[Scanning|scanned down with probes]]. Check [[Scanning:Scan Results|Uniwiki]] for more details on specific site details.
[[Cosmic Signatures]] are more advanced exploration sites that need to be [[Scanning|scanned down with probes]]. They are gated [[deadspace]] complexes with limits on what ships can enter.


The deadspace complex usually consist warpin and one or more additional rooms. Any warp into the site will land on the warpin. In each room there is an acceleration gate that will flung ships to next room. The acceleration gates are however most of the time locked. Most common requirements for unlocking the gate are destrying all hostile NPC ships in the room, unlocking it with a tag (consumes tag), destroying a specific ship or destroying a specific structure.


===[[Angel Hideout]]===
Each room can also contain multiple waves of enemies. As with anomalies the next wave is usually triggered by destroying all ships from previous wave or by destroying a specific ship. Other triggers are proximity to an object in the room, damaging certain ship or structure and timed spawn.
Spawns frigates and cruisers: gate allows frigates and destroyers.


'''First Room'''
The prize of the site waits in the last room. DED rated complexes are quaranteed to contain an overseer or a structure that drops DED modules and on some sites pirate faction ship blueprints. In unrated complexes destroying ceratin targets has a chance to spawn a commander ship that can drop a faction module, implant or faction ship blueprint copy. Unrated complexes also contain two or more escalatino triggers. Destroying the commander is always one escalation trigger but the sites always contain an alternative trigger that can be triggered if commander does not spawn.
*4 thug (Aggro on warpin, rest spawns every few seconds)<br/>
*2 hunter<br/>
*1 defiler<br/>
*3 nomad<br/>
*2 impaler<br/>
*1 defeater (web)<br/>


'''Second Room'''
The complex can also have split routes and multiple opportunities for faction items. For example [[Serpentis Narcotic Warehouses|serpentis narcotic warehouses]] contains two routes that both contain an overseer cruiser with small chance to drop a faction module and a structure in last room that can drop DED modules and a faction ship blueprint copy.
*1 hunter<br/>
*2 impaler<br/>
*2 nomad<br/>
*3 raider<br/>
*3 defeater<br/>
*2 marauder<br/>
Some aggro on warpin, rest spawns soon after<br/>
<br/>
Drug Lab (triggers after 25% shield or so)<br/>
4 frigates (do always spawn, last is trigger)<br/>
<br/>
faction frigate (does not always spawn)<br/>


There is another type of spawn for this: the spawns aren't much different, only more scattered around (50km+). The cruisers hit harder this time but since they are all at distance they will take some time to get to you.
When running cosmic signatures it is often best to rush to the commander as fast as possible as they are the most profitable objects in the sites.


===[[Angel Lookout]]===
Each site is unique. Spawn triggers, defender waves and escalation possibilities can be found for each site in [[Scanning:Scan_Results#Combat_Sites]].
Spawns frigates, elite frigates and destroyers: gate is open for frigates to battleships. <br/>
Although this gate is open for battleships, the site is easily completable in a destroyer.


'''First Room'''
One often forgotten combat site group is chemical labs. They only spawn in certain low security regions and show up as gas sites. They are defended by two defender waves and to get the valuables you need to use data analyzer to hack containers. They can drop drug related commodities, drug blueprint copies, drug related skillbooks and drug related implants. For more information on chyemical labs see [[Scanning:Scan_Results#Chemical_Labs]]
*1x angel light missile battery
*3x gistii hunter
*1x gistii outlaw
*4x gistii thug
*1x gistor defacer
*5x shatterer
- five didnt aggro on warpin (2x thug, 1x outlaw, 2x shatterer)<br/>
- no need to warpout in first room with a little kiting<br/>
- no spawns, no webbers, no scramblers<br/>
 
'''Second Room'''
*1x shatterer
*2x haunter
*1x defiler (AGGRO on warpin)
*4x thug
*3x shatterer
*3x ambusher
*1x ruffian (Aggro on shooting group 2)
*3x ruffian
*1x impaler
*2x arch gistii nomad
<br/>
Angel control center: no loot


==Escalations==
==Escalations==