Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Sleepers: Difference between revisions

From EVE University Wiki
Sivaira Chen (talk | contribs)
No edit summary
Sivaira Chen (talk | contribs)
Simplified capital escalation spawns
Line 49: Line 49:
Another tactic is to channel the attacks of the Sleepers on a single ship which is equipped with EWAR and a very good tank. However you should be careful since the reaction of the Sleepers can vary. While some try to escape the EWAR range other might actually come closer leading to problems because either the Sleepers fly out of range of your guns/drones or come so close that you might get problems with the tracking of your guns.
Another tactic is to channel the attacks of the Sleepers on a single ship which is equipped with EWAR and a very good tank. However you should be careful since the reaction of the Sleepers can vary. While some try to escape the EWAR range other might actually come closer leading to problems because either the Sleepers fly out of range of your guns/drones or come so close that you might get problems with the tracking of your guns.


While Class 1 and 2 wormhole Sleepers can easily be done by a single T2 fitted Battlecruiser (as long as you keep on your toes and the site is not too difficult), you will need a small fleet in Class 3 wormholes or a single battleship (preferably a [[Rattlesnake]]). Class 4 wormholes already call for a dedicated fleet of 5 to 6 battleships, while Class 5 and Class 6 require a very well-practiced and organised fleet with multiple dedicated EWAR, logistics and damage-dealer ships.
While Class 1 and 2 wormhole Sleepers can easily be done by a single T2 fitted Battlecruiser (as long as you keep on your toes and the site is not too difficult), you will need a small fleet in Class 3 wormholes or a single battleship (preferably a [[Rattlesnake]], though a well-fitted [[Praxis]] also works). Class 4 wormholes already call for a dedicated fleet of 5 to 6 battleships, while Class 5 and Class 6 require a very well-practiced and organised fleet with multiple dedicated EWAR, logistics and damage-dealer ships.


For a standard uni fleet of frigates and cruisers, it is not recommend to venture into Class 3 and above wormholes. You can of course try but the chance of failure in Class 3 and 4 pockets has proved very high when the fleet was not dedicated, skilled and fitted for W-Space.
For a standard uni fleet of frigates and cruisers, it is not recommend to venture into Class 3 and above wormholes. You can of course try but the chance of failure in Class 3 and 4 pockets has proved very high when the fleet was not dedicated, skilled and fitted for W-Space.
Line 55: Line 55:
The best choice for Class 3 and above seems to be a gang of battleships equipped with remote repair and energy transfer capabilities. However, be aware of the wormhole connection's maximum mass limit when planning to enter a system as one too many battleships going through may end up getting someone stranded on your way in or out. Class 3 Sleeper sites can be run efficiently with a few T2 fitted battlecruisers with logi support or with dual active tank (just be ready to warp out should you be primaried by the entire Sleeper wave if you don't have logi support).
The best choice for Class 3 and above seems to be a gang of battleships equipped with remote repair and energy transfer capabilities. However, be aware of the wormhole connection's maximum mass limit when planning to enter a system as one too many battleships going through may end up getting someone stranded on your way in or out. Class 3 Sleeper sites can be run efficiently with a few T2 fitted battlecruisers with logi support or with dual active tank (just be ready to warp out should you be primaried by the entire Sleeper wave if you don't have logi support).


If a capital ship warps into sight of a sleeper spawn, the sleepers will immediately call for reinforcements and several battleships for each capital will spawn. In Class 5 wormholes, 3 battleships spawn for each capital, in Class 6 there are 4 for each capital. This can theoretically be used to increase the outcome of a spawn if you and your fleet can survive the onslaught.


{| style="background:#350000; border:1px solid #333333; padding:0px;"
{| style="background:#350000; border:1px solid #333333; padding:0px;"
| style="padding:0px;" | [[image:Icon_warning.png|56px|link=]]
| style="padding:0px;" | [[image:Icon_warning.png|56px|link=]]
| style="padding:8px;" | '''WARNING:''' If warping capitals into a C5/C6 site, PRIMARY THE CAPITAL ESCALATION BATTLESHIPS (named Upgraded Avengers). They deal heavy damage (3000-4000 DPS total), have '''monstrous''' tank of about 400K EHP, have 75-80% omni resists, and web, warp scramble (15 points) and neut 75 GJ/s each up to 100 km. '''An unprepared capital ship will implode under the DPS within a few minutes.'''
| style="padding:8px;" | '''WARNING:''' An extra danger exists for capital ships in Class 5 and 6 sites.  When a capital warps into a combat anomaly or data/relic site, the sleepers on grid will call for reinforcements and spawn an additional group of capital escalation battleships, called '''Upgraded Avengers'''.  Each battleship has 1.2 million EHP, deals 1280 individual DPS and webs, warp scrambles and neuts 75 GJ/s.  The size of the capital escalation spawn scales with the amount of capitals present on grid - in C5s, 3 battleships spawn for each capital, and C6 sites will spawn 4 battleships per capital.  These spawns are not to be taken lightly and can easily destroy a poorly fit capital ship.
|}
|}
In a C5/C6 wormhole, when a combat or Sleeper data/relic site is finished (when all Sleepers are destroyed), a structure called a '''Decloaked Transmission Relay''' will spawn. Attacking this structure with a hostile module spawns an optional Drifter Escalation Wave, comprised of a single '''Drifter Response Battleship'''. This NPC orbits at 10 km, and like the capital escalation battleships, webs, warp scrambles for 20 points and neuts 200 GJ/s. It drops 300M worth of Sleeper blue loot if it is successfully killed. However, it uses advanced Sleeper AI tactics, and if it is not killed fast enough, it will warp out of the site and around the system randomly. This can result in multiple Drifter Response battleships roaming around the system, and can pose a serious threat.
In a C5/C6 wormhole, when a combat or Sleeper data/relic site is finished (when all Sleepers are destroyed), a structure called a '''Decloaked Transmission Relay''' will spawn. Attacking this structure with a hostile module spawns an optional Drifter Escalation Wave, comprised of a single '''Drifter Response Battleship'''. This NPC orbits at 10 km, and like the capital escalation battleships, webs, warp scrambles for 20 points and neuts 200 GJ/s. It drops 300M worth of Sleeper blue loot if it is successfully killed. However, it uses advanced Sleeper AI tactics, and if it is not killed fast enough, it will warp out of the site and around the system randomly.  The Drifter can be held on grid with warp disrupting modules, but it has a warp core strength of 3 and thus needs at least 4 points of scrambling to keep it on grid (2 normal warp scramblers will suffice). This can result in multiple Drifter Response battleships roaming around the system, and can pose a serious threat.
===Sleepers in Pochven===
===Sleepers in Pochven===
{{main|Pochven }}
{{main|Pochven }}