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Combat sites are pockets in space filled with rats to shoot at. This guide focuses on the three most common types: [[Combat_sites#combat anomalies|Combat anomalies]] that can be found without probes and [[Combat_sites#Cosmic_signatures|cosmic signatures]] (unrated and DED rated) that need probes for locating. Cosmic anomalies are easier, have no ship restrictions and pay less. Unrated and DED rated combat sites require probes to scan down, have ship size limitations but pay on avarage more than anomalies . DED rated complexes pay especially well. | Combat sites are pockets in space filled with rats to shoot at. This guide focuses on the three most common types: [[Combat_sites#combat anomalies|Combat anomalies]] that can be found without probes and [[Combat_sites#Cosmic_signatures|cosmic signatures]] (unrated and DED rated) that need probes for locating. Cosmic anomalies are easier, have no ship restrictions and pay less. Unrated and DED rated combat sites require probes to scan down, have ship size limitations but pay on avarage more than anomalies . DED rated complexes pay especially well. | ||
===Advantages:=== | ===Advantages:=== | ||
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* Drops can be very inconsistent. Most of the time you get nothing but any of the sites can drop several hundred million isk worth of loot at once. | * Drops can be very inconsistent. Most of the time you get nothing but any of the sites can drop several hundred million isk worth of loot at once. | ||
==Fittings== | == Getting Started == | ||
Combat sites all involve combat. Unrated and DED rated complexes also need to be scanned with probes while combat anomalies can be found with no additional equipment. | |||
=== Skills === | |||
For combat you will want to train the skills for your weapon system of choice, tanking skills and general fitting skills. | |||
For probe scanning you should look at training {{sk|Astrometrics}}, {{sk|Astrometric Rangefinding}} and {{sk|Astrometric Pinpointing}}. Higher skill level will make scanning easier and faster but even at low levels you can scan down combat sites to run. | |||
{{note box|1= Be careful when operating near trade hubs in hi-sec space due to war targets. Clearing [[K-space]] anomalies and signatures should be treated in the same way as missioning. Read [[Tips_For_War|tips for surviving during war time]] for more information. }} | |||
===Fittings=== | |||
When doing anything in EVE you will need to use the right ship for the right job. While selecting the hull and fit you should remember the following: | When doing anything in EVE you will need to use the right ship for the right job. While selecting the hull and fit you should remember the following: | ||
* Exploration involves traveling around in multiple systems. You will be usually on your own and need to have everything you need in your ship. | * Exploration involves traveling around in multiple systems. You will be usually on your own and need to have everything you need in your ship. | ||
* Probe launcher requires a high power slot. Some ships have so called "utility high" meaning they have more high slots taht weapon slots. | * Probe launcher requires a high power slot. Some ships have so called "utility high" meaning they have more high slots taht weapon slots. | ||
* Usually aim for cap stability to make your life easier. | |||
* Rats of different regions are different. Each deals different damage type, has different resist profile and uses different electronic warfare. You should at least select your hardeners to match the incoming damage. | * Rats of different regions are different. Each deals different damage type, has different resist profile and uses different electronic warfare. You should at least select your hardeners to match the incoming damage. | ||
** Angel (Minmatar space): Deals and is weak to explosive and kinetic damage. Uses target target painters that are mostly harmless. | ** Angel (Minmatar space): Deals and is weak to explosive and kinetic damage. Uses target target painters that are mostly harmless. | ||
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** Rogue drones (everywhere). Deals various damage types, mostly kinetic, thermal and explosive. Weak to electromagnetic and thermal. | ** Rogue drones (everywhere). Deals various damage types, mostly kinetic, thermal and explosive. Weak to electromagnetic and thermal. | ||
The following sections detail some | The following sections detail some basic fits for combat sites. With better skills you can upgrade the modules to T2 and with better fitting skills you can use more cap hungy, more CPU intensive and more PG intensive modules. | ||
====Frigates==== | |||
Frigates can enter all sites. With modest skill a frigate should be able to complete some of the easiest combat sites. NPC frigates deal low damage and cruisers can't hit small targets too well. Largest danger for frigates are destroyers and they should be dealt as soon as possible. | |||
Tristan is arguably the best frigate for the job. Using drones allows it to stay far and thus take very little damage. If drones aren't your thing you should also look at [[rifter]] and especially [[merlin]]. Rifter has advantage of having selectable damage but the shield resist bonus of merlin greatly helps with tanking since they both need to get into shooting range to deal damage. None of the amarr combat frigates has utility high so they will need to sacrifice one gun to fit a probe launcher. | |||
{{ShipFitting | |||
| ship=Tristan | |||
| shipTypeID=593 | |||
| fitName=Tristan - signature | |||
| fitID=Tristan---signature | |||
| low1name=AE-K Compact Drone Damage Amplifier | |||
| low1typeID=41034 | |||
| low2name=AE-K Compact Drone Damage Amplifier | |||
| low2typeID=41034 | |||
| low3name=AE-K Compact Drone Damage Amplifier | |||
| low3typeID=41034 | |||
| mid1name=1MN Monopropellant Enduring Afterburner | |||
| mid1typeID=6003 | |||
| mid2name=Small C5-L Emergency Shield Overload I | |||
| mid2typeID=6437 | |||
| mid3name=Upgraded Thermal Dissipation Amplifier I | |||
| mid3typeID=9568 | |||
| high1name=Core Probe Launcher I, Core Scanner Probe I | |||
| high1typeID=17938 | |||
| charge1name=Core Scanner Probe I x9 | |||
| charge1typeID=30013 | |||
| rig1name=Small Capacitor Control Circuit I | |||
| rig1typeID=31370 | |||
| rig2name=Small Capacitor Control Circuit I | |||
| rig2typeID=31370 | |||
| rig3name=Small Capacitor Control Circuit I | |||
| rig3typeID=31370 | |||
| drone1name=Hobgoblin I x8 | |||
| drone1typeID=2454 | |||
| high2name=open | |||
| high3name=open | |||
| charge2name=open | |||
| charge3name=open | |||
| charge4name=open | |||
| charge5name=open | |||
| drone2name=open | |||
| drone3name=open | |||
| drone4name=open | |||
| drone5name=open | |||
| skills= | |||
| showSKILLS=N | |||
| notes=* Use drone range to stay out of enemy range.</li><li>* Upgrade modules to T2 as skills allow.</li><li>* Aim for cap stability. If third cap rig is not neede swap it for anything you want to.</li><li>* If fitting room left fit any guns. | |||
| showNOTES=N | |||
| difficulty=0 | |||
| warsop=A | |||
| warsopReason= | |||
| version=LATEST | |||
| showTOC=Y | |||
| shipDNA=593:41034;3:6003;1:6437;1:9568;1:17938;1:30013;9:31370;3:2454;8:: | |||
| fleetup= | |||
| alphacanuse=Y | |||
}} | |||
If your combat skills are good but scanning is troubling you can also use the T1 scanning frigates for combat sites. Use drones for your damage and take advantage of your drone control range to stay out of harms way. They are quite similar to tristan but with lower damage output. | |||
=== | {{ShipFitting | ||
| ship=Probe | |||
| shipTypeID=586 | |||
| fitName=Probe - signature | |||
| fitID=Probe---signature | |||
| low1name=AE-K Compact Drone Damage Amplifier | |||
| low1typeID=41034 | |||
| low2name=AE-K Compact Drone Damage Amplifier | |||
| low2typeID=41034 | |||
| low3name=AE-K Compact Drone Damage Amplifier | |||
| low3typeID=41034 | |||
| mid1name=Upgraded Thermal Dissipation Amplifier I | |||
| mid1typeID=9568 | |||
| mid2name=Small Clarity Ward Booster I | |||
| mid2typeID=6441 | |||
| mid3name=1MN Monopropellant Enduring Afterburner | |||
| mid3typeID=6003 | |||
| mid4name=Upgraded Kinetic Deflection Amplifier I | |||
| mid4typeID=9582 | |||
| high1name=Core Probe Launcher I, Sisters Core Scanner Probe | |||
| high1typeID=17938 | |||
| charge1name=Sisters Core Scanner Probe x1 | |||
| charge1typeID=30488 | |||
| rig1name=Small Capacitor Control Circuit I | |||
| rig1typeID=31370 | |||
| rig2name=Small Capacitor Control Circuit I | |||
| rig2typeID=31370 | |||
| rig3name=Small Capacitor Control Circuit I | |||
| rig3typeID=31370 | |||
| drone1name=Hobgoblin I x7 | |||
| drone1typeID=2454 | |||
| high2name=open | |||
| high3name=open | |||
| charge2name=open | |||
| charge3name=open | |||
| charge4name=open | |||
| charge5name=open | |||
| drone2name=open | |||
| drone3name=open | |||
| drone4name=open | |||
| drone5name=open | |||
| skills= | |||
| showSKILLS=N | |||
| notes=* Use drone range to stay out of enemy range.</li><li>* Upgrade modules to T2 as skills allow.</li><li>* Aim for cap stability. If third cap rig is not neede swap it for anything you want to.</li><li>* If fitting room left fit any guns. | |||
| showNOTES=N | |||
| difficulty=0 | |||
| warsop=A | |||
| warsopReason= | |||
| version=LATEST | |||
| showTOC=Y | |||
| shipDNA=586:41034;3:9568;1:6441;1:6003;1:9582;1:17938;1:30488;1:31370;3:2454;7:: | |||
| fleetup= | |||
| alphacanuse=Y | |||
}} | |||
===Destroyers=== | ====Destroyers==== | ||
Destroyer can enter all cosmic anomalies, all unrated copmlexes and 2/10 DED complexes and above. While destroyer has much higher damage output than a frigate it is also slower and easier to hit. A destroyer is able to | Destroyer can enter all cosmic anomalies, all unrated copmlexes and 2/10 DED complexes and above. While destroyer has much higher damage output than a frigate it is also slower and easier to hit. A destroyer is able to owerpower easier sites with superior firepower. As with frigates cruisers will have trouble hitting a fast moving destroyer and other destroyers are the largest threat. | ||
===Cruisers=== | {{ShipFitting | ||
| ship=Thrasher | |||
| shipTypeID=16242 | |||
| fitName=Thrasher - signature | |||
| fitID=Thrasher---signature | |||
| low1name=Gyrostabilizer II | |||
| low1typeID=519 | |||
| low2name=Tracking Enhancer II | |||
| low2typeID=1999 | |||
| mid1name=Small Shield Booster II | |||
| mid1typeID=400 | |||
| mid2name=Thermal Dissipation Amplifier II | |||
| mid2typeID=2539 | |||
| mid3name=1MN Monopropellant Enduring Afterburner | |||
| mid3typeID=6003 | |||
| high1name=200mm Light 'Scout' Autocannon I, EMP S | |||
| high1typeID=8863 | |||
| charge1name=EMP S x7311 | |||
| charge1typeID=185 | |||
| high2name=200mm Light 'Scout' Autocannon I, EMP S | |||
| high2typeID=8863 | |||
| high3name=200mm Light 'Scout' Autocannon I, EMP S | |||
| high3typeID=8863 | |||
| high4name=200mm Light 'Scout' Autocannon I, EMP S | |||
| high4typeID=8863 | |||
| high5name=200mm Light 'Scout' Autocannon I, EMP S | |||
| high5typeID=8863 | |||
| high6name=200mm Light 'Scout' Autocannon I, EMP S | |||
| high6typeID=8863 | |||
| high7name=200mm Light 'Scout' Autocannon I, EMP S | |||
| high7typeID=8863 | |||
| high8name=Core Probe Launcher I, Core Scanner Probe I | |||
| high8typeID=17938 | |||
| charge2name=Core Scanner Probe I x1 | |||
| charge2typeID=30013 | |||
| rig1name=Small Projectile Ambit Extension I | |||
| rig1typeID=31656 | |||
| rig2name=Small Projectile Collision Accelerator I | |||
| rig2typeID=31680 | |||
| rig3name=Small Semiconductor Memory Cell I | |||
| rig3typeID=31406 | |||
| charge3name=open | |||
| charge4name=open | |||
| charge5name=open | |||
| skills= | |||
| showSKILLS=N | |||
| notes=* Downgrade modules from T2 to meta if needed</li><li>* Switch amplifier to match incoming damage</li><li>* Switch ammo to mach taraget weakness | |||
| showNOTES=N | |||
| difficulty=0 | |||
| warsop=A | |||
| warsopReason= | |||
| version=LATEST | |||
| showTOC=Y | |||
| shipDNA=16242:519;1:1999;1:400;1:2539;1:6003;1:8863;7:185;7311:17938;1:30013;1:31656;1:31680;1:31406;1:: | |||
| fleetup= | |||
| alphacanuse=Y | |||
}} | |||
====Cruisers==== | |||
Cruisers can enter all cosmic anomalies, lookouts and unrated complexes that are above lookout and 3/10 DED complexes and above. Cruisers enjoy high damage and good tank. They can run most high security sites they can enter without issues. Only the hardest DED site is tricky hard and the hardest unrated complex is very hard for a cruiser. | Cruisers can enter all cosmic anomalies, lookouts and unrated complexes that are above lookout and 3/10 DED complexes and above. Cruisers enjoy high damage and good tank. They can run most high security sites they can enter without issues. Only the hardest DED site is tricky hard and the hardest unrated complex is very hard for a cruiser. | ||
The fits here have T2 tank. While they do work with meta modules you should train the skills for T2 tank as soon as possible when you move to larger hulls. | |||
{{ShipFitting | {{ShipFitting | ||
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}} | }} | ||
===Battlecruiser=== | ====Battlecruiser==== | ||
While battlecruiser can still enter all anomalies and same unrated complexes as cruisers it suffers from inability to enter 3/10 DED site that is commonly found in high security space. In general a battlecruiser is not a good choice for doing combat sites in high security space. | While battlecruiser can still enter all anomalies and same unrated complexes as cruisers it suffers from inability to enter 3/10 DED site that is commonly found in high security space. In general a battlecruiser is not a good choice for doing combat sites in high security space. | ||
=The sites= | ==The sites== | ||
Combat sites can be divided anomalies, signatures, escalations and static complexes. | Combat sites can be divided anomalies, signatures, escalations and static complexes. | ||
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Once a Combat Anomaly has been completed it will disappear few minutes after you warp out, so make sure to bookmark the wrecks if you want to salvage them later. Ore sites will despawn when all asteroids have been depleted, or after an internal timer expires. | Once a Combat Anomaly has been completed it will disappear few minutes after you warp out, so make sure to bookmark the wrecks if you want to salvage them later. Ore sites will despawn when all asteroids have been depleted, or after an internal timer expires. | ||
To see information on a specific cosmic anomaly see [[ | To see information on a specific cosmic anomaly see [[Combat_sites#Combat_anomalies]]. | ||
==Cosmic Signatures== | ==Cosmic Signatures== | ||
[[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. | Combat sites that appear as [[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 fling 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. | 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 fling 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. | ||
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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. | 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. | ||
Each site is unique. Spawn triggers, defender waves and escalation possibilities can be found for each site in [[ | Each site is unique. Spawn triggers, defender waves and escalation possibilities can be found for each site in [[Combat_sites#Cosmic_signatures]]. | ||
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 hack containers with data analyzer. They can drop drug related commodities, drug blueprint copies, drug related skillbooks and drug related implants. For more information on chemical labs see [[ | 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 hack containers with data analyzer. They can drop drug related commodities, drug blueprint copies, drug related skillbooks and drug related implants. For more information on chemical labs see [[Combat_sites#Chemical_labs]] | ||
== | ==Expeditions== | ||
Sometimes, completing an exploration site will escalate to an expedition. These are like followup missions and usually have a chance to happen if you kill a faction spawn at the end of a site. If an escalation occurs a message window will appear with escalation message and the expedition is added to your journal on expeditions page. | Sometimes, completing an exploration site will escalate to an expedition. These are like followup missions and usually have a chance to happen if you kill a faction spawn at the end of a site. If an escalation occurs a message window will appear with escalation message and the expedition is added to your journal on expeditions page. | ||
Escalations from cosmic anomalies will lead to a deadspace complex that are normally found as cosmic signatures. Escalations from unrated cosmic signatures are unique four part expeditions that are only found as escalations. Each part has a chance to lead to location until fourth location is gained. Each of the three first locations have high chance to contain a faction commander with normal commander drops and the fourth location will usually contain quaranteed DED module drop. | Escalations from cosmic anomalies will lead to a deadspace complex that are normally found as cosmic signatures. Escalations from unrated cosmic signatures are unique four part expeditions that are only found as escalations. Each part has a chance to lead to location until fourth location is gained. Each of the three first locations have high chance to contain a faction commander with normal commander drops and the fourth location will usually contain quaranteed DED module drop. | ||
You'll | You'll only have 24 hours to complete an escalation. When you warp to an escalation site, make sure to make a bookmark, since the bookmark in your journal only marks the system you need to travel to. | ||
More info on escalation is found in [[ | More info on escalation is found in [[Combat_sites#Expeditions]] | ||
==See also== | ==See also== | ||
*[[Probing In Simple Steps]] | *[[Probing In Simple Steps]] | ||
*[[ | *[[Combat sites]] | ||
[[Category:Guides]] | [[Category:Guides]] | ||
[[Category:Exploration]] | [[Category:Exploration]] | ||