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

User:K950/3P38 Sleeper Nexus: Difference between revisions

From EVE University Wiki
K950 (talk | contribs)
Created page with "Among man's more adventurous and exciting, if risky endeavors he regular embarks upon, exploration and discovering the unknown are definitely one of his more distinguishing ch..."
 
K950 (talk | contribs)
No edit summary
Line 56: Line 56:
# Warp off anywhere. I then refit at my mobile depot and continue on.
# Warp off anywhere. I then refit at my mobile depot and continue on.


Really, there are three ways of running Ghost sites: 1) Fit for tanking any damage that you may receive; 2) Fit for the lowest cost, based on the assumption that failure is expected (usually just a MWD and an analyzer, with nothing else equipped); and 3) Bringing a friend to hack the other containers. Having recently lost a Merlin to an Improved Serpentis Covert Research Facility because of rats, if you want to tank the rats (a Scythe with reppers staggered was not enough to sustain the DPS) then use a Moa. Overheated staggered cruiser reppers might be able to allow a teammate to tank the damage of 8 NPC rats that show up long enough for the rats to warp off, but not if you're using a frigate: it just doesn't have the buffer to take it. Last resort? Use a pair of Ospreys in a 2 Medium / 1 Large / 2 Capacitor Transmitter configuration. Have the logistics warp at range to the site, about 30km. May need to overheat the remote repairers.
Really, there are three ways of running Ghost sites:  
* Fit for tanking any damage that you may receive, from failure of a container
* Fit for the lowest cost, based on the assumption that failure is expected (usually just a MWD and an analyzer, with nothing else equipped); and * * Bringing a friend to hack the other containers. Having recently lost a Merlin to an Improved Serpentis Covert Research Facility because of rats, if you want to tank the rats (a Scythe with reppers staggered was not enough to sustain the DPS) then use a Moa. Overheated staggered cruiser reppers might be able to allow a teammate to tank the damage of 8 NPC rats that show up long enough for the rats to warp off, but not if you're using a frigate: it just doesn't have the buffer to take it. Last resort? Use a pair of Ospreys in a 2 Medium / 1 Large / 2 Capacitor Transmitter configuration. Have the logistics warp at range to the site, about 30km. May need to overheat the remote repairers.


Let's move down the list of things I discussed in my order of operation for these sites, for which I will elaborate further.
Let's move down the list of things I discussed in my order of operation for these sites, for which I will elaborate further.


1.) Scanning down the site. While I'm not exactly aware of the probe strength required to scan down each site, they are not as difficult to scan down as a Superior Sleeper Cache, which requires a probe strength of at least 104 probe strength. I've scanned down an Improved Serpentis Covert Research Facility with 65.6 probe strength.
:# Scanning down the site. While I'm not exactly aware of the probe strength required to scan down each site, they are not as difficult to scan down as a Superior Sleeper Cache, which requires a probe strength of at least 104 probe strength. I've scanned down an Improved Serpentis Covert Research Facility with 65.6 probe strength.


2.) Preparing my ship. Here are the fits I use, and recommend you use. They are cheap, capable and appropiate for the job. If you cannot fit or equip any one of these modules, I do not recommend running the site. The stakes are too high, especially in the harder sites.
:# Preparing my ship. Here are the fits I use, and recommend you use. They are cheap, capable and appropiate for the job. If you cannot fit or equip any one of these modules, I do not recommend running the site. The stakes are too high, especially in the harder sites.




Line 116: Line 118:
}}
}}


The rigs are the default ones I use because this vessel is commonly used for running Sleeper Caches. The use of a Tech II Data Analyzer is [b]essential[/b] because failure of the container causes it to detonate. For the Lesser grade Ghost sites, this fit can survive one detonation, and no more. If you fail one container, abandon the site and warp off. It's just not worth it to continue.
The rigs are the default ones I use because this vessel is commonly used for running Sleeper Caches. The use of a Tech II Data Analyzer is '''essential''' because failure of the container causes it to detonate. For the Lesser grade Ghost sites, this fit can survive one detonation, and no more. If you fail one container, abandon the site and warp off. It's just not worth it to continue.


For the Standard, Improved, and Superior Covert Research Facilities, or if I really don't feel like loosing a Heron, I recommend this:
For the Standard, Improved, and Superior Covert Research Facilities, or if I really don't feel like loosing a Heron, I recommend this:
Line 169: Line 171:


Remember to overload your explosive hardener as soon as you are done with your first container, or if you know you will fail the container. '''Remember to turn off the Microwarpdrive while hacking.'''
Remember to overload your explosive hardener as soon as you are done with your first container, or if you know you will fail the container. '''Remember to turn off the Microwarpdrive while hacking.'''
{{warning|Getting in loot range of the Viral Stash results in serious damage (up to 3000hp) to your ship!}}


While you could upgrade to a Moa, I would still recommend this vessel because it is faster, does the job fine and is cheaper. If the ship you'd like to use is not here, it's because I don't recommend it. If the fit is not quite to your liking, feel free to change it, although I will also not recommend it. Here is a Moa fit you can use; one for speed, and the Maller is if you'd just like to laugh it off:
While you could upgrade to a Moa, I would still recommend this vessel because it is faster, does the job fine and is cheaper. If the ship you'd like to use is not here, it's because I don't recommend it. If the fit is not quite to your liking, feel free to change it, although I will also not recommend it. Here is a Moa fit you can use; one for speed, and the Maller is if you'd just like to laugh it off:
Line 288: Line 292:
Moving on...
Moving on...


3.) Stripping the vessel. This is pretty straightforward. Drop a mobile depot in a safe spot, refit to the proper fit, strip the other goodies like the cloaking device and probe launcher, transfer everything from your cargohold into the mobile depot, double check everything, then proceed to the next step. A station or Citadel works too.  
:# Stripping the vessel. This is pretty straightforward. Drop a mobile depot in a safe spot, refit to the proper fit, strip the other goodies like the cloaking device and probe launcher, transfer everything from your cargohold into the mobile depot, double check everything, then proceed to the next step. A station or Citadel works too.  


Of all the ships I have lost in Ghost sites on the main server (3 Herons and 2 Merlins if I am correct) I never lost more than 5 million ISK per ship. As always, the Data Analyzer II never drops...tsk tsk
Of all the ships I have lost in Ghost sites on the main server (3 Herons and 2 Merlins if I am correct) I never lost more than 5 million ISK per ship. As always, the Data Analyzer II never drops...tsk tsk


4.) Warp to a bookmark or celestial close to the site. This is important because the site timer is initiated when any player initiates a warp to the site (and gets the pop-up message), whether or not they actually landed inside the site. Rather than warping 70 AU from across the whole system, and thus burning up half the site timer before you get there, warping to a spot close to the site means you have more time inside the site.  
:# Warp to a bookmark or celestial close to the site. This is important because the site timer is initiated when any player initiates a warp to the site (and gets the pop-up message), whether or not they actually landed inside the site. Rather than warping 70 AU from across the whole system, and thus burning up half the site timer before you get there, warping to a spot close to the site means you have more time inside the site.  


5.) Align to the site and prepare. Aligning saves time warping to the site; double checking that the explosive hardener is equipped saves ships; capacitor level might make a difference, and double-checking the fit saves the site from being abandoned.  
:# Align to the site and prepare. Aligning saves time warping to the site; double checking that the explosive hardener is equipped saves ships; capacitor level might make a difference, and double-checking the fit saves the site from being abandoned.  


6.) Nothing to elaborate on here.
:# Nothing to elaborate on here.


7.) Beginning to run the site. Here is where the particulars really start to matter. Let's pretend that one of the four containers present has something good in it: such as a blueprint for a 'Wetu' Mobile Depot. Cargo scanning can provide a preview of what the site holds: in that respect, picking one at random provides a one in four chance of that one good can being on your way anyways.  
:# Beginning to run the site. Here is where the particulars really start to matter. Let's pretend that one of the four containers present has something good in it: such as a blueprint for a 'Wetu' Mobile Depot. Cargo scanning can provide a preview of what the site holds: in that respect, picking one at random provides a one in four chance of that one good can being on your way anyways.  


Picking a Keep at Range distance of 2250m is important not only for hacking sites in dangerous space (I like to call it fun space though, because that's what it is) but it also neatly positions the ship so you won't bounce off the container so fast that the hack auto-aborts by reason of the high velocity of the ship pushing itself away from hacking control range.  
Picking a Keep at Range distance of 2250m is important not only for hacking sites in dangerous space (I like to call it fun space though, because that's what it is) but it also neatly positions the ship so you won't bounce off the container so fast that the hack auto-aborts by reason of the high velocity of the ship pushing itself away from hacking control range.  
Line 306: Line 310:
Anyways, once on the first container, hack fast, efficiently and accurately. Familiarity with hacking principles and cool speed are essential. On the Lesser and Standard classes, those only have green hacks (blue-green cores); Improved and Superior are yellow cores and can have the usual restoration nodes/virus suppressors.  
Anyways, once on the first container, hack fast, efficiently and accurately. Familiarity with hacking principles and cool speed are essential. On the Lesser and Standard classes, those only have green hacks (blue-green cores); Improved and Superior are yellow cores and can have the usual restoration nodes/virus suppressors.  


8.) Nothing further to elaborate on that was not explained in the previous point.
:# Nothing further to elaborate on that was not explained in the previous point.


9 through 11.) Ibid.
:# Ibid.


12.) Normally, the timer for the site is about two minutes, which can vary quite a bit. The shortest I believe have seen was just over 60 seconds. Two minutes is enough for two fast hacks and a quick high-tail out; three minutes and fifteen seconds is just about enough for four excellent hacks with a close exit time. When the timer runs out, the NPC rats instantly appear at the warp in spot: however there is a short time (about 8 seconds or so) before they start getting nasty.  
:# Normally, the timer for the site is about two minutes, which can vary quite a bit. The shortest I believe have seen was just over 60 seconds. Two minutes is enough for two fast hacks and a quick high-tail out; three minutes and fifteen seconds is just about enough for four excellent hacks with a close exit time. When the timer runs out, the NPC rats instantly appear at the warp in spot: however there is a short time (about 8 seconds or so) before they start getting nasty.  


Therefore, by most estimates, two containers is practically attainable out of these sites: three is better, and four is wondrous. If I get 3 cans hacked out, I simply warp off anywhere quick (except in null if there are bubbles known to be someplace) and then warp back to the mobile depot, refit and continue on the exploration path.  
Therefore, by most estimates, two containers is practically attainable out of these sites: three is better, and four is wondrous. If I get 3 cans hacked out, I simply warp off anywhere quick (except in null if there are bubbles known to be someplace) and then warp back to the mobile depot, refit and continue on the exploration path.