More actions
Added note of potential site escalation to Angel Refuge |
reordered the anoms to burrow-hideaway-refuge-den, followed by hidden/forsaken/forlorn hideaway, adjusted shipfitting entries so they'll show in rows of 2 if there's screen space, made some minor corrections, added cleanup tags |
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{{cleanup}} | {{cleanup| | ||
General cleanup/updating on the "The Basics" section etc. would be welcome, but especially the Combat Anomalies/Static Complexes/Combat Signatures sections have long lists of detailed info on rat waves etc. that isn't necessarily relevant here. Maybe move each site's info to its own wiki article and provide links and at most short summaries here, or set up a table summarizing the sites somehow; see also e.g. http://wiki.eveuniversity.org/Cosmic_Anomalies#Combat_Sites and http://wiki.eveuniversity.org/Scanning:Scan_Results#Combat_Sites}} | |||
{{uwc}} | {{uwc}} | ||
This page covers some Angel Cartel | This page covers some Angel Cartel [[Cosmic Anomalies|combat anomalies]] and low-level [[Scan Results#Combat Sites|combat signatures]] found via [[Exploration]] that are doable by a new player and found in the systems around Aldrat. They should only require a [[scanning]] frigate and a combat frigate/destroyer to complete, and the combat anomalies can be found with just the [[Scanning#On-board_System_Scanner|onboard scanner]] that every ship has, instead of needing a scanning frigate with probes. [[Guide To Salvaging|salvaging]] capabilities will also be very handy if you want to make some additional ISK. Once you get good at clearing sites you can make several million ISK per hour from basic sites. | ||
<div style="float:right; font-size:80%; line-height:125%; list-style-type:none; text-indent:0in; margin-left:0px; padding:0.5em;">__TOC__</div> | <div style="float:right; font-size:80%; line-height:125%; list-style-type:none; text-indent:0in; margin-left:0px; padding:0.5em;">__TOC__</div> | ||
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== Skills == | == Skills == | ||
Basic skill you will find useful (apart from normal combat skills) include: | |||
* {{sk|Astrometrics|I}} (for scanning) | * {{sk|Astrometrics|I}} (for scanning) | ||
* Your racial Destroyer skill (to fly a destroyer) | * Your racial Destroyer skill (to fly a destroyer) | ||
* {{sk|Mechanics|III}} (pre-req) | * {{sk|Mechanics|III}} (pre-req for Salvaging) | ||
* {{sk|Survey|III}} (pre-req) | * {{sk|Survey|III}} (pre-req for Salvaging) | ||
* {{sk|Salvaging|I}} (for salvaging) | * {{sk|Salvaging|I}} (for salvaging) | ||
* {{sk|Science|III}} (for tractor beams). | * {{sk|Science|III}} (for tractor beams). | ||
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== The Basics == | == The Basics == | ||
To sum up, the basic process is: | To sum up, the basic process is: | ||
# | #Find some anomalies/scan down some signatures. | ||
#Kill the NPCs inside. | #Kill the NPCs inside. | ||
#While you do this, | #While you do this, bookmark a wreck at each site, or one for each 'room' if there is more than one. This is because the site will disappear once it has been completed and warped away from - but the wrecks will remain. | ||
#Come back and salvage everything - Keep in mind that wrecks will last for a maximum of 2 hours. | #Come back and salvage everything - Keep in mind that wrecks will last for a maximum of 2 hours. | ||
#Repeat! | #Repeat! | ||
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| skills=Needs to be added | | skills=Needs to be added | ||
| notes=A basic Minmatar scanning ship | | notes=A basic Minmatar scanning ship | ||
}} | }} {{ShipFitting | ||
{{ShipFitting | |||
| ship=Probe | | ship=Probe | ||
| shipTypeID=586 | | shipTypeID=586 | ||
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| skills=Needs to be added | | skills=Needs to be added | ||
| notes=The extra buffer the armor plates provide should be enough to tank the spawns at lowlevel magnetometric/radar sites while the drones kill them. Unfortunately, the codebreaker/analyzer won't work while defenders are alive. You could also fit an active armor tank if you need to spend longer in the site. | | notes=The extra buffer the armor plates provide should be enough to tank the spawns at lowlevel magnetometric/radar sites while the drones kill them. Unfortunately, the codebreaker/analyzer won't work while defenders are alive. You could also fit an active armor tank if you need to spend longer in the site. | ||
}} | }} {{ShipFitting | ||
{{ShipFitting | |||
| ship=Thrasher | | ship=Thrasher | ||
| shipTypeID=16242 | | shipTypeID=16242 | ||
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| skills=Needs to be added | | skills=Needs to be added | ||
| notes=The autocannons are grouped into two groups since you'll often find that firing all 7 cannons at one frigate is overkill. | | notes=The autocannons are grouped into two groups since you'll often find that firing all 7 cannons at one frigate is overkill. | ||
}} | }} {{ShipFitting | ||
{{ShipFitting | |||
| ship=Thrasher | | ship=Thrasher | ||
| shipTypeID=16242 | | shipTypeID=16242 | ||
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==Cosmic Anomalies== | ==Cosmic Anomalies== | ||
Cosmic anomalies are the first type of exploration site, they appear automatically in the ship scanner whenever you enter a system. Cosmic anomalies come in | Cosmic anomalies are the first type of exploration site, they appear automatically in the ship scanner whenever you enter a system. Cosmic anomalies come in a few varieties; this article deals only with the basic Combat Sites, see [[Cosmic Anomalies]] for a fuller listing. | ||
Once a Combat Anomaly has been completed it will disappear 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 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. | ||
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*1x Angel Raider | *1x Angel Raider | ||
(actual number and type of ships may vary slightly) | (actual number and type of ships may vary slightly) | ||
</spoiler> | |||
===Angel Hideaway=== | |||
Spawns frigates only. Single Pocket with initial spawn followed by 3 waves (number and type may vary). Possible Dominion spawn after last wave. | |||
*2x Gistii Hijacker | |||
*2x Gistii Outlaw | |||
*3x Gistii Hijacker | |||
*2x Gistii Ambusher | |||
Structures: no loot<br/> | |||
Asteroids: 11 Veldspar | |||
===Angel Refuge=== | |||
Spawns frigates and destroyers, a little more tricky than some of the other anomalies here. Kiting missile frigates are common. Types and numbers may vary. | |||
*3x Gistii Thug (trigger for group 2) | |||
*1x Angel Light Missile Battery | |||
<br> | |||
*2x Gistii Ruffian | |||
<br> | |||
*1x Gistii Ambusher | |||
*1x Gistior Haunter | |||
<br> | |||
*3x Gistii Hunter | |||
*3x Gistior Shatterer | |||
<br> | |||
*2x Gistii Raider | |||
*2x Gistior Defiler | |||
An exceptionally rare event may happen upon completion of this site. You may receive an escalation to an Angel's Red Light District. | |||
===Angel Den=== | ===Angel Den=== | ||
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*2x Gistium Predator (Cruiser) | *2x Gistium Predator (Cruiser) | ||
===Angel | |||
===Angel Hidden Hideaway=== | |||
Spawns frigates and cruisers. | |||
*7x Gistii Outlaw | |||
*1x Gistum Predator (Cruiser) | |||
*1x Angel Sentry Gun | |||
Killing the ships spawns: | |||
*3 Gistior Defiler (Destroyer) | |||
<br/> | |||
*2 Gistum Depredator (Cruiser) | |||
Killing the sentry spawns: | |||
*3 Gistii Hijacker | |||
*2 Gistum Depredator (Cruiser) | |||
After that there are a few more waves: | |||
*4 Gistii Hijacker | |||
*1 Gistior Haunter (Destroyer) | |||
<br/> | |||
*4 Gistii Rogue | |||
*2 Gistum Depredator (Cruiser) | |||
===Angel Forlorn Hideaway=== | |||
Spawns frigates and cruisers. | Spawns frigates and cruisers. | ||
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Strategy: Orbit the cruisers at 500m with an afterburner on and they wont hit you at all, so kill them last. With the third group, approach the two destroyers, kill them quickly, and get back to orbit. This shouldn't be too challenging. | Strategy: Orbit the cruisers at 500m with an afterburner on and they wont hit you at all, so kill them last. With the third group, approach the two destroyers, kill them quickly, and get back to orbit. This shouldn't be too challenging. | ||
===Angel Forsaken Hideaway=== | ===Angel Forsaken Hideaway=== | ||
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*4x Arch Gistii Impaler (Elite frigate) | *4x Arch Gistii Impaler (Elite frigate) | ||
==Static Complexes== | |||
=== | |||
Static Complexes are beacons in space, linked to a deadspace encounter, that are always present and don't despawn when completed. The beacons are visible on the overview and the solar system map. There is a nearby Angel complex in Hardbako called 'Angel Creo-Corp Mining'. It will not allow cruisers or larger ships through the first acceleration gate, so it is ideal for a new combat pilot. Each gate after that requires a key that is dropped from a guarded structure: | Static Complexes are beacons in space, linked to a deadspace encounter, that are always present and don't despawn when completed. The beacons are visible on the overview and the solar system map. There is a nearby Angel complex in Hardbako called 'Angel Creo-Corp Mining'. It will not allow cruisers or larger ships through the first acceleration gate, so it is ideal for a new combat pilot. Each gate after that requires a key that is dropped from a guarded structure: | ||
* Deadspace Syncronization HQ for second room key | * Deadspace Syncronization HQ for second room key | ||
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==Cosmic Signatures== | ==Cosmic Signatures== | ||
[[Cosmic Signatures]] are more advanced exploration sites that need to be [[Scanning & Probing|scanned down with probes]]. Check [[Scanning:Scan Results|Uniwiki]] or [http://wiki.eveonline.com/en/wiki/Exploration Evelopedia] for more details on specific site details. | [[Cosmic Signatures]] are more advanced exploration sites that need to be [[Scanning & Probing|scanned down with probes]]. Check [[Scanning:Scan Results|Uniwiki]] or [http://wiki.eveonline.com/en/wiki/Exploration Evelopedia] for more details on specific site details. | ||
===[[Angel Hideout]]=== | ===[[Angel Hideout]]=== | ||