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:<span style="color:red">'''WARNING:'''</span> Failure could mean the loss of your vessel (esp. frigates). In the event of failure, warp out and do not re-enter without a strong active tank or solid remote repairs with a strong local buffer. Ships fit for tanking the Archive's Colossal shockwaves can proceed as usual.<br />
:<span style="color:red">'''WARNING:'''</span> Failure could mean the loss of your vessel (esp. frigates). In the event of failure, warp out and do not re-enter without a strong active tank or solid remote repairs with a strong local buffer. Ships fit for tanking the Archive's Colossal shockwaves can proceed as usual.<br />
19. Upon successful hack, immediately burn with the Microwarpdrive to the right towards the Sentry Repair Station. You have enough time for about 2 hack attempts. Hack it. Wait for all Sentry Towers to be eradicated.<br />  
19. Upon successful hack, immediately burn with the Microwarpdrive to the right towards the Sentry Repair Station. You have enough time for about 2 hack attempts. Hack it. Wait for all Sentry Towers to be eradicated.<br />  
20. Hack all loot containers at your leisure. Do not approach the Plasma Chambers recklessly. Use "Keep at Range" (2500m) for the can closest to those chambers and approach slowly with no propulsion module active.<br />
20. Hack all loot containers at your leisure. Do not approach the Plasma Chambers nearby. Use "Keep at Range" (2500m) for the can closest to those chambers and approach slowly with no propulsion module active.<br />
:<span style="color:red">'''WARNING:</span> Do not aggress the Plasma Chambers except under specific circumstances (detailed below). They have enough power to wipe a battleship clean off the field.'''<br />
:<span style="color:red">'''WARNING:</span> Do not aggress the Plasma Chambers except under specific circumstances (detailed below). They have enough power to wipe a battleship clean off the field.'''<br />
21. If you are in a frigate or any cruiser/battleship that cannot handle extreme damage per second (DPS), this will be the extent of possible completion. Go back to your Mobile Depot, refit to travel fit, collect all loot, pick up the Mobile Depot, and warp out.<br />
21. If you are in a frigate or any cruiser/battleship that cannot handle extreme damage per second (DPS), this will be the extent of possible completion. Go back to your Mobile Depot, refit to travel fit, collect all loot, pick up the Mobile Depot, and warp out.<br />
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:'''CAN DIFFICULTY: 10/10 DATA <span style="color:red">[RED HACK]</span>'''<br />
:'''CAN DIFFICULTY: 10/10 DATA <span style="color:red">[RED HACK]</span>'''<br />
::<span style="color:green">SUCCESS:</span> A Pristine Storage Depot and possibly one or two lower grade containers are spawned. The locations of the hidden mines are revealed.<br />
::<span style="color:green">SUCCESS:</span> A Pristine Storage Depot and possibly one or two lower grade containers are spawned. The locations of the hidden mines are revealed and deactivated.<br />
::<span style="color:red">FAILURE:</span> Ship will sustain between 10000-25000 damage.  
::<span style="color:red">FAILURE:</span> Ship will sustain between 10000-25000 damage.  


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=== Sentries on Duty ===
=== Sentries on Duty ===
This room can be challenging, but for frigate pilots, this is generally the most lucrative portion of the site.<br />
====Turret Room Visual Guide====
====Turret Room Visual Guide====
{| style="background:#350000; border:1px solid #333333; padding:0px;"
{| style="background:#350000; border:1px solid #333333; padding:0px;"
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''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).''
|}
|}
This room can be challenging, but for frigate pilots, this is generally the most lucrative portion of the site.<br />


The following images are included to provide context and further guidance:
The following images are included to provide context and further guidance:
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Make sure to do three things before attempting this room:
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. Alternate choice: Use a Small Secure Container instead.
# Refit into the appropriate fit.
# Refit into the appropriate fit. For frigates, that would be the generic site running fit shown above. For ships that are intended to handle the Archive Room, having that fit on standby is important too. Experience will direct you what to do past the second site or so.


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.
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.
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|collapsed=yes}}
|collapsed=yes}}


Assuming a successful hack of the Sentry Repair Station, simply sit near the Repair Station and wait for the hostile Towers to be eradicated. Exercise great caution near 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: blazing all over the site with a MWD will not go unnoticed. These Chambers are very similar through the ones found in Limited Sleeper Caches except they are ''considerably'' more powerful than in this site.
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.
{{MessageBox|Upon approaching Unstable Plasma Chambers
{{MessageBox|Upon approaching Unstable Plasma Chambers
|These Plasma Chambers seem volatile. You should be careful around them lest they explode.
|These Plasma Chambers seem volatile. You should be careful around them lest they explode.
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When a ship approaches the Storage Depots, the initial Sentry Towers will begin to aggress the player around the 10km mark measured from the warp-in beacon toward the Hyperfluct Generator. Assuming the alarm has not been activated, their activation range is ~10-12km. As the ship continues, hidden Sentry Towers are activated in predefined spots as the ship moves around the area. In total, 10 Sentry Towers can be activated by proximity and 6 are from the initial spawn.
When a ship approaches the Storage Depots, the initial Sentry Towers will begin to aggress the player around the 10km mark measured from the warp-in beacon toward the Hyperfluct Generator. Assuming the alarm has not been activated, their activation range is ~10-12km. As the ship continues, hidden Sentry Towers are activated in predefined spots as the ship moves around the area. In total, 10 Sentry Towers can be activated by proximity and 6 are from the initial spawn.


For fittings intended for attempting this method, see [[#Ship Fittings|Ship Fittings]], above.
The following fits are intended to tank all the Sentry Tower damage in this room. Any cruiser or larger ship with ~900-1000 EHP/sec repairs against EM and Thermal damage can survive here as long as it is capacitor stable. Armor tanked ships are the obvious choice because of the default resistance profile of armor, and because the Relic Analyzer won't interfere with capacitor modules or tank modules in the mid slots, as it would with shield tanks. That's not to say a [[Tengu]] or [[Sleipnir]] is bad, but just that armor is easier.
 
Choices include any ship with a bonus to repair amount, resistances, or both (e.g. T2 hulls with the T2 resistance profile). [[Maller|Mallers]] make a good choice for both low cost and ease of entry; for battlecruisers, the [[Prophecy]], [[Brutix]], and [[Myrmidon]] are all respectable. Battleships usually have no problem fitting a tank along the suggested lines.
 
{{ShipFitting
| ship=Maller
| shipTypeID=624
| fitName=Maller - About Face (Turret Room)
| fitID=Maller---About-Face-(Turret-Room)
| low1name=Medium Armor Repairer II
| low1typeID=3530
| low2name=Medium Armor Repairer II
| low2typeID=3530
| low3name=Armor Thermal Hardener II
| low3typeID=11648
| low4name=Armor Thermal Hardener II
| low4typeID=11648
| low5name=Armor EM Hardener II
| low5typeID=11642
| low6name=Armor EM Hardener II
| low6typeID=11642
| mid1name=Large Cap Battery II
| mid1typeID=3504
| mid2name=Large Cap Battery II
| mid2typeID=3504
| mid3name=Relic Analyzer II
| mid3typeID=30832
| rig1name=Medium Auxiliary Nano Pump I
| rig1typeID=31047
| rig2name=Medium Auxiliary Nano Pump I
| rig2typeID=31047
| rig3name=Medium Anti-Thermal Pump I
| rig3typeID=31035
| high1name=open
| high2name=open
| high3name=open
| high4name=open
| high5name=open
| charge1name=open
| charge2name=open
| charge3name=open
| charge4name=open
| charge5name=open
| drone1name=open
| drone2name=open
| drone3name=open
| drone4name=open
| drone5name=open
| skills=
| showSKILLS=N
| notes=1089 EHP/sec with All V character.
| showNOTES=N
| difficulty=1
| warsop=A
| warsopReason=
| version=YC118 1.0
| showTOC=Y
| shipDNA=624:3530;2:11648;2:11642;2:3504;2:30832;1:31047;2:31035;1::
| fleetup=
}}{{ShipFitting
| ship=Myrmidon
| shipTypeID=24700
| fitName=Myrmidon - To Tank A Few Sentries
| fitID=Myrmidon---To-Tank-A-Few-Sentries
| low1name=Medium Armor Repairer II
| low1typeID=3530
| low2name=Medium Armor Repairer II
| low2typeID=3530
| low3name=Armor Thermal Hardener II
| low3typeID=11648
| low4name=Armor Thermal Hardener II
| low4typeID=11648
| low5name=Armor EM Hardener II
| low5typeID=11642
| low6name=Armor EM Hardener II
| low6typeID=11642
| mid1name=Cap Recharger II
| mid1typeID=2032
| mid2name=Cap Recharger II
| mid2typeID=2032
| mid3name=Large Compact Pb-Acid Cap Battery
| mid3typeID=4871
| mid4name=Large Compact Pb-Acid Cap Battery
| mid4typeID=4871
| mid5name=Relic Analyzer II
| mid5typeID=30832
| rig1name=Medium Nanobot Accelerator I
| rig1typeID=31065
| rig2name=Medium Auxiliary Nano Pump I
| rig2typeID=31047
| rig3name=Medium Auxiliary Nano Pump I
| rig3typeID=31047
| high1name=open
| high2name=open
| high3name=open
| high4name=open
| high5name=open
| charge1name=open
| charge2name=open
| charge3name=open
| charge4name=open
| charge5name=open
| drone1name=open
| drone2name=open
| drone3name=open
| drone4name=open
| drone5name=open
| skills=
| showSKILLS=N
| notes=1273 EHP/sec with All V character.
| showNOTES=N
| difficulty=1
| warsop=A
| warsopReason=
| version=YC118 1.0
| showTOC=Y
| shipDNA=24700:3530;2:11648;2:11642;2:2032;2:4871;2:30832;1:31065;1:31047;2::
| fleetup=
}}{{ShipFitting
| ship=Prophecy
| shipTypeID=16233
| fitName=Prophecy - Sentries on Duty
| fitID=Prophecy---Sentries-on-Duty
| low1name=Armor EM Hardener II
| low1typeID=11642
| low2name=Armor EM Hardener II
| low2typeID=11642
| low3name=Armor Thermal Hardener II
| low3typeID=11648
| low4name=Armor Thermal Hardener II
| low4typeID=11648
| low5name=Medium Armor Repairer II
| low5typeID=3530
| low6name=Medium Armor Repairer II
| low6typeID=3530
| low7name=Capacitor Power Relay II
| low7typeID=1447
| mid1name=10MN Monopropellant Enduring Afterburner
| mid1typeID=6005
| mid2name=Relic Analyzer II
| mid2typeID=30832
| mid3name=Large Cap Battery II
| mid3typeID=3504
| mid4name=Large Compact Pb-Acid Cap Battery
| mid4typeID=4871
| high1name=Armor Command Burst I, Rapid Repair Charge
| high1typeID=42526
| charge1name=Rapid Repair Charge x1
| charge1typeID=42833
| rig1name=Medium Anti-Thermal Pump I
| rig1typeID=31035
| rig2name=Medium Auxiliary Nano Pump I
| rig2typeID=31047
| rig3name=Medium Auxiliary Nano Pump I
| rig3typeID=31047
| high2name=open
| high3name=open
| high4name=open
| high5name=open
| charge2name=open
| charge3name=open
| charge4name=open
| charge5name=open
| drone1name=open
| drone2name=open
| drone3name=open
| drone4name=open
| drone5name=open
| skills=
| showSKILLS=N
| notes=Armor Command Burst charge can also be the Energizing Charge.</li><li>Propulsion module is mostly a bonus. Do not cap yourself out.</li><li>Make sure the Relic Analyzer is set to AUTO-REPEAT OFF.
| showNOTES=N
| difficulty=1
| warsop=A
| warsopReason=
| version=LATEST
| showTOC=Y
| shipDNA=16233:11642;2:11648;2:3530;2:1447;1:6005;1:30832;1:3504;1:4871;1:42526;1:42833;1:31035;1:31047;2::
| fleetup=
| alphacanuse=N
}}
 
It's easy to transfer the basic concept from these ships to a [[Brutix]]. The general outline: 90% EM resistance, 90% Thermal resistance, dual reppers, some capacitor mods, and rigs as needed to bring to the minimum of about 900-950 EHP/sec. Pyfa's damage profile editor allows for close examination of other ships and fits for the said purpose.
 
'''The initial alpha from a fully spiked room can be rather impressive:''' try overheating one EM and one Thermal hardener for one cycle to reduce the incoming damage a bit if the room is "hot" and 22 towers are active (don't need more than one cycle, and more than those two hardeners overloaded probably won't help much due to resistance ceilings). As long as you're repairing in excess of 950 EHP/sec cap stable and keep moving (not all towers will be in range, so you don't actually get shot at by all of them, rather about half of them at any one time), you'll be fine even with the Perimeter Defense network up.
 
Also any fit that can survive the Archive Room indefinitely (repping in excess of 2000 EHP/sec) won't have a problem, and may simply continue on hacking as if nothing happened.


The basic strategy is to ignore the Remote Defense Grid Unit hack entirely, and hack only the Storage Depots. If the 16 Perimeter Defense Towers are online, the previously-mentioned fits may not be sufficient to tank the incoming damage. In that case, pilots can elect to fit a buffer tank and bring in logistics cruisers to compensate. However, any fit that can survive the Archive Room indefinitely (repping in excess of 2000 EHP/sec) won't have a problem, and may simply continue on hacking.  
Therefore, the basic strategy is to ignore the Remote Defense Grid Unit hack entirely, and hack only the Storage Depot.  


If there is doubt as to whether the Alarm is active or not (i.e. if someone else may have tripped it), swap out the two armor repairers for a pair of 1600mm plates and have a look. There is enough buffer to survive without reps for about five minutes. If the Perimeter towers are not active, but all 10 proximity towers and the initial 6 towers are, then the tank should last for about 6.5 minutes. Using Pyfa's numbers, one [[Exequror]] can repair about 2000 EHP/sec onto a plated fit and may be a good alternative. As long as the logistics ship does not steal aggro (just sit near the beacon), this approach should work nicely. This also has the benefit in that an overtanked [[Maller]] may only need to swap out for all EM and Thermal Hardeners, as 90% resists are pretty effective at reducing the incoming DPS.
If there is doubt as to whether the Alarm is active or not (i.e. if someone else may have tripped it), it's possible swap out the two armor repairers for a pair of 1600mm plates and have a look. There is enough buffer to survive without reps for about five minutes. If the Perimeter towers are not active, but all 10 proximity towers and the initial 6 towers are, then the tank should last for about 6.5 minutes. Using Pyfa's numbers, one [[Exequror]] can repair about 2000 EHP/sec onto a plated fit using the right hardeners and may be a good alternative. As long as the logistics ship does not steal aggro (just sit near the beacon), this approach should work nicely. This also has the benefit in that an overtanked [[Maller]] may only need to swap out for all EM and Thermal Hardeners, as 90% resists are pretty effective at reducing the incoming DPS.


It has been observed that if a solo ship warps out, the Sentry Towers may switch to attacking Storage Depots and may not reaggress upon re-entry.
It has been observed that if a solo ship warps out, the Sentry Towers may switch to attacking Storage Depots and may not reaggress upon re-entry.
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::Second case: A Spatial Rift is not generated. Here's what needs to be done:  
::Second case: A Spatial Rift is not generated. Here's what needs to be done:  


:# Lock up one of the Unstable Plasma Chambers. Make sure you have some kind of high slot weapon or aggressive module (target painter is ideal): drones will not work. Even a 125mm Autocannon on a Nestor is enough. Do not shoot it yet.<br />
:# Make your way over to the Vessel Rejuvenation Battery, and start the hack process, but do NOT finish the hack. When you find the core, and are 1-2 clicks away from success, get ready for the next bit below. Ensure the ship stays within 5km or so of the Battery unit.<br />
:# Start hacking the Vessel Rejuvenation Battery, but do NOT finish the hack. When you find the core, and are 1-2 clicks away from success, get ready for the next bit below.<br />
:# Lock up one of the Unstable Plasma Chambers. Make sure you have some kind of high slot weapon: drones will not work. Even a 125mm Autocannon on a Nestor is enough. A target painter is even easier. But do not shoot it yet.<br />
::<span style="color:red">FAILURE:</span> No penalty.
::<span style="color:red">FAILURE:</span> No penalty.


A successful hack of the Vessel Rejuvenation Battery is next...
:'''CAN DIFFICULTY: 8/10 DATA <span style="color:red">[RED HACK]</span>'''<br />
:'''CAN DIFFICULTY: 8/10 DATA <span style="color:red">[RED HACK]</span>'''<br />
::<span style="color:green">SUCCESS:</span> A cloud is generated which approximates the area of healing reps. It evaporates after 10 seconds, so timing is important. The cloud will protect even a frigate from the incredible power of the explosion.<br />
::<span style="color:green">SUCCESS:</span> A cloud is generated which approximates the area of healing reps. It evaporates after 10 seconds, so timing is important. The cloud will protect even a frigate from the incredible power of the explosion.<br />
::<span style="color:red">FAILURE:</span> No penalty.  
::<span style="color:red">FAILURE:</span> No penalty.  


Just after you finish the hack, watch Local to see when the message pops up informing of the activation, then quickly shoot a Plasma Chamber. The Vessel Rejuvenation Battery's mad reps will protect you. Quickly turn on the Microwarpdrive over to the now-revived Hyperfluct Generator. There are just 60 seconds to attempt a successful hack before the Perimeter Defense System comes online. When that happens, 16 new Sentry Towers appear. Frigates will be destroyed. Ships that can run the Archive Room fine will be okay to repeat attempts until the Rift is generated.
Just after you finish the hack, watch Local to see when the message pops up informing of the activation, wait about 2 seconds, then quickly shoot a Plasma Chamber. The Vessel Rejuvenation Battery's mad reps will protect you. Quickly turn on the Microwarpdrive over to the now-revived Hyperfluct Generator. There are just 60 seconds to attempt a successful hack before the Perimeter Defense System comes online, if it was not before. When that happens, 16 new Sentry Towers appear. Frigates will be destroyed. Ships that can run the Archive Room fine will be okay to repeat attempts until the Rift is generated.


Assuming the hack goes through in time, take the Rift into the Archive Room itself.
Once the hack is completed, take the Rift into the Archive Room itself.
{{MessageBox|Entry message
{{MessageBox|Entry message
|The area you're entering was a massive archive, storing and recording millions of objects and items from around New Eden. Someone or something recently went through the archive like a tornado, leaving it almost completely ruined. It is possible though that something can still be retrieved, but it all hinges on whether the archive system can be made operational again.
|The area you're entering was a massive archive, storing and recording millions of objects and items from around New Eden. Someone or something recently went through the archive like a tornado, leaving it almost completely ruined. It is possible though that something can still be retrieved, but it all hinges on whether the archive system can be made operational again.
Line 709: Line 897:
|collapsed=yes}}
|collapsed=yes}}


It is advisable to shoot the Sentry Towers that lie around the perimeter. As they have a 50m signature radius, Light Neutron Blasters and light drones are recommended. Depending on the ship's fit, their absence can be enough to make sure your tank lasts long enough.
It is advisable, but not required to shoot the Sentry Towers that lie around the perimeter. As they have a 50m signature radius, Light Neutron Blasters and light drones are recommended, or sentry drones. Depending on the ship's fit, their absence can be enough to make sure your tank lasts long enough.


Once 3 Oscillation Fluids (or more) have been obtained, approach the Central Archive Cerebrum and "Open Cargo".  
Once 3 Oscillation Fluids (or more) have been obtained, approach the Central Archive Cerebrum and "Open Cargo".  


Place 3 Cerebrum Oscillation Fluids into the Central Archive Cerebrum; more is unnecessary. When this is done, a couple of things are initiated: first, the Central Archive Cerebrum will eject Storage Depots of varying grades, and shockwaves will begin to occur. The first set are tankable fine in a standard Tech III Strategic Cruiser, though the double massive shockwaves will most likely be more than most fits and skills can handle. The basic idea then becomes a question of how many cans can be hacked and looted before the incoming damage is more than can be safely tolerated.
Place 3 Cerebrum Oscillation Fluids into the Central Archive Cerebrum; more is unnecessary. When this is done, a couple of things are initiated: first, the Central Archive Cerebrum will eject Storage Depots of varying grades, and shockwaves will begin to occur after about 2 minutes or so. The first set are tankable fine in a standard Tech III Strategic Cruiser, though the double massive shockwaves will most likely be more than most fits and skills can handle. The basic idea then becomes a question of how many cans can be hacked and looted before the incoming damage is more than can be safely tolerated.


Vessel Rejuvenation Batteries will also be ejected from the Cerebrum itself (details in collapsed "Archive Room Damage" infobox, below).  
Vessel Rejuvenation Batteries will also be ejected from the Cerebrum itself (details in collapsed "Archive Room Damage" infobox, below).