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Drebin 679 (talk | contribs) Reverted edit 201145 by User:Arin Mara to restore CRAB and Mobile Cynosural Beacon sections added by User:Kismeteer. Starting from nothing is one thing, but when there's only nothing for over a year, I think a bit of first party copypaste will do a bit better. |
Drebin 679 (talk | contribs) And with that said, touched up the CRAB section to blend and incorporate more of the CCP support page to be a bit more original. Expanded Mobile Cynosural Beacon to also include information on the Covert Mobile Cynosural Beacon. |
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== CONCORD Rogue Analysis Beacon == | == CONCORD Rogue Analysis Beacon == | ||
A CONCORD Rogue Analysis Beacon (CRAB) is a deployable beacon that can be used in Low and Null security space to | A CONCORD Rogue Analysis Beacon (CRAB) is a deployable beacon added in the Summon the Swarm Update in October 2021. It is a beacon that can be used in Low and Null security space, that when activated will cause waves of special Rouge Drone rats to spawn for the duration of the beacon, attacking any capsuleers present as well as the beacon itself. Essentially deployable PvE sites, they are combat sites that are meant to be run by capital ships, and require a capital ship to link to the beacon to activate. | ||
These sites can be run by Supercarriers, Titans, or a mix of multiple regular capitals, though the best is a Supercarrier. The amount of runnable CRAB sites per character is limited by the number of Complex Encryption Qubits (CEQs), a personal resource used exclusively for CRAB activations. A single character can only activate 3 sites at the max CEQ capacity of 100, which if fully spent takes approximately 22 hours to recharge back to full. Despite this limitation, a single character can run more than 3 sites in a row by having a different character drop and activate the CRAB beacon for the first character to run. The system that a CRAB is run in has an Signal Interference value that slowly increases, and tops out at around 12 CRABs in a row, after which further CRAB beacons can not be linked to. It takes approximately 25 hours for a system to recover from maximum Signal Interference. | |||
The CRAB is activated by having a capital ship establish a link to it for 4 minutes. During that time, the capital ship can not warp, cloak, or tether, though it does get a universal 10% resistance bonus. Once the link process is complete, the beacon can then be activated at any time. Once activated, the CRAB scan process takes 10 minutes, which will be interrupted by waves of rogue drone rats. The spawned rats will have high value bounties, and the CRAB will additionally have special loot, including [[mutaplasmids]], upon a successful scan. The loot is initially only accessible to the player who dropped the deployable, but will automatically self-destruct after two minutes with no loot loss, making the scan loot accessible to all. | |||
BPCs to make CRABs are available in the CONCORD loyalty point store. | |||
== Mobile Cynosural Beacon == | == Mobile Cynosural Beacon == | ||
A Mobile Cynosural Beacon is a 400 | A Mobile Cynosural Beacon is a 400 {{m3}} one time use item. This launches a cyno that takes 1 minute to spool up, and lasts one hour. It has the hitpoints of a cruiser (5k shield HP, 5k armor HP, and 20k structure HP), so it is somewhat easy to kill during that time frame. To launch one, you need to [[Anchoring]] III, fit 400 {{m3}}, and be in a fleet. From then on out, that fleet will see the beacon appearing in that fleet for that hour. | ||
Depending on intent, these can be a good alternative to shipborne [[Cynosural Field Generator]]s in dangerous areas, since shipborne cynos are only fittable on [[Force Recon]] and the [[Black Ops]] ships, which are considerably more expensive than this beacon typically is. | |||
Once deployed, the beacon will last for 60 minutes, or until destroyed. | |||
=== Covert Mobile Cynosural Beacon === | |||
Similar to there being a distinction between regular and covert cynosural field generators, there is also a covert version of the Mobile Cynosural Beacon. This version has less health (5k shield, 5k armor, 10k structure HP), and lasts for 30 minutes once activated (or until destroyed). | |||
Given that Force Recons or Black Ops can light a covert cyno and only be inhibited for 30 seconds, significantly less time than the 5 minutes they'd be stuck lighting a regular cyno, this beacon is of very limited utility, and sees little use commensurate with that fact. | |||
== General limitations == | == General limitations == | ||
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* [https://www.eveonline.com/news/view/more-deployables-from-super-friends More deployables from super friends], a shorter Dev Blog detailing the small siphon unit variations and the first pass at the ESS. | * [https://www.eveonline.com/news/view/more-deployables-from-super-friends More deployables from super friends], a shorter Dev Blog detailing the small siphon unit variations and the first pass at the ESS. | ||
* [https://www.eveonline.com/news/view/rubicon-1.1-mobile-structures The Next Generation of Mobile Structures], an EVE Dev Blog on the second round of mobile structures. | * [https://www.eveonline.com/news/view/rubicon-1.1-mobile-structures The Next Generation of Mobile Structures], an EVE Dev Blog on the second round of mobile structures. | ||
* [https://support.eveonline.com/hc/en-us/articles/4408566646162-CONCORD-Rogue-Analysis-Beacon-CRAB- CONCORD Rogue Analysis Beacon (CRAB)], an EVE Help Center page with more details on CONCORD Rogue Analysis Beacons | |||
[[Category:Structures]] | [[Category:Structures]] | ||