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

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# Let the Engineering Stations do their thing. After about 20 seconds, a rift will spawn in the middle. Burn around the highly dangerous gas clouds (80km away from them is fine) down and between them to the rift. Take it.
# Let the Engineering Stations do their thing. After about 20 seconds, a rift will spawn in the middle. Burn around the highly dangerous gas clouds (80km away from them is fine) down and between them to the rift. Take it.
# Move around a bit to activate the Remote Defense Grid Unit. Hack it.  
# Move around a bit to activate the Remote Defense Grid Unit. Hack it.  
# Immediately lock up the loot cans and cargo scan for the two most valuable ones. Burn with the MWD to one, then hack it. Then make your way over to the self-destruct can and hack it. Then go hack the second most valuable can, then the third. By then the fourth can is a bonus. Warp out and pick up your container after the site despawns(or dock up if you had that option), refit to your travel fit, and make your way home.
# Immediately lock up the loot cans and cargo scan for the two most valuable ones. Burn with the MWD to one, then hack it. Then make your way over to the self-destruct can and hack it. Then go hack the second most valuable can, then the third. By then the fourth can is a bonus. Warp out and pick up your container after the site despawns(or dock up if you had that option), refit to your travel fit, and make your way home.<br />


Well that was a lot wasn't it? Maybe so. It's not an easy site to run at first, and any apprehension or nervousness is understandable. But by your third time it will all make sense, and you'll be more confident. I still get nervous here and there because the Sentry Guns hit hard. We shall now move on to the detailed discussion of the site.
Well that was a lot wasn't it? Maybe so. It's not an easy site to run at first, and any apprehension or nervousness is understandable. But by your third time it will all make sense, and you'll be more confident. I still get nervous here and there because the Sentry Guns hit hard. We shall now move on to the detailed discussion of the site.
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When you take the acceleration gate, you land in the main area. You are in no immediate danger, but you have a couple of important tasks to perform. Anybody who scans you down with combat probes will land at the first room where just were, then they'll take that rift to where you are now. You can use that property to make some rather amusing and unique ambushes here.  
When you take the acceleration gate, you land in the main area. You are in no immediate danger, but you have a couple of important tasks to perform. Anybody who scans you down with combat probes will land at the first room where just were, then they'll take that rift to where you are now. You can use that property to make some rather amusing and unique ambushes here.  


If the Alarm has already been tripped, your ship will land at a different Beacon than when it is not, as the warpin beacon is relocated once the Alarm is tripped and the Extermination Units spawn. Your ship may take some slight damage as it warps through the damage cloud: it is not enough to warrant any concern. The new beacon ensures you won't be immediately destroyed upon entry, however be very aware of the damage cloud sizes, and stay well away from them. If the Extermination Units are already out, then you will need a beefy active tank to continue the site, or just head for the Hidden Room (discussed later).
If the Alarm has already been tripped, your ship will land at a different Beacon than when it is not, as the warpin beacon is relocated once the Alarm is tripped and the Extermination Units spawn. Your ship may take some slight damage as it warps through the damage cloud: it is not enough to warrant any concern. The new beacon ensures you won't be immediately destroyed upon entry, however be very aware of the damage cloud sizes, and stay well away from them. If the Extermination Units are already out, then you will need a beefy active tank to continue the site, or just head for the Hidden Room (discussed later).<br />


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'''CAN DIFFICULTY: 7/10 [RED HACK]'''<br />
'''CAN DIFFICULTY: 7/10 [RED HACK]'''<br />
<span style="color:green">SUCCESS:</span> The coordinate for the can which you just hacked is added into your cargohold. You do not need to "Open Cargo" on the can as you normally do.<br />
<span style="color:green">SUCCESS:</span> The coordinate for the can which you just hacked is added into your cargohold. You do not need to "Open Cargo" on the can as you normally do.<br />
<span style="color:red">FAILURE:</span> It seems that there is a chance for the failure itself to trigger an increment in the Alarm Level. On a test run, two deliberate failures of the first can raised the Alarm Level from 0 to 1. Another two deliberate failures raised the Alarm Level from 1 to 2, and in that moment, a message in Local advised that Guardians will deploy in 30 seconds. (I have had the Alarm trip at Level 3, as well.) So in that case, the worst case result is that you only get to run the Hidden Room. Or, bring a mate with a logistics frigate (make sure to keep the usual EM and Thermal hardeners) and just burn an afterburner all the way to the back room. Go high and around the middle area (60km is the activation radius for the middle Restless Sentry Tower) and just tank the ones in the back enclave, or bring a DPS ship (should be able to rep at least 250 EHP/sec against EM & Thermal damage, assuming a cruiser, and be capacitor stable. That is enough to tank two sentry towers, but certainly not three) to shoot the towers in the back.
<span style="color:red">FAILURE:</span> It seems that there is a chance for the failure itself to trigger an increment in the Alarm Level. On a test run, two deliberate failures of the first can raised the Alarm Level from 0 to 1. Another two deliberate failures raised the Alarm Level from 1 to 2, and in that moment, a message in Local advised that Guardians will deploy in 30 seconds. (I have had the Alarm trip at Level 3, as well.) So in that case, the worst case result is that you only get to run the Hidden Room. Or, bring a mate with a logistics frigate (make sure to keep the usual EM and Thermal hardeners) and just burn an afterburner all the way to the back room. Go high and around the middle area (60km is the activation radius for the middle Restless Sentry Tower, the ones in the back are rated to 250km) and just tank the ones in the back enclave, or bring a DPS ship (should be able to rep at least 250 EHP/sec against EM & Thermal damage, assuming a cruiser, and be capacitor stable. That is enough to tank two sentry towers, but certainly not three) to shoot the towers in the back.


Obtain all three coordinates. Place those three Coordinates (there should be X, Y, and Z Coordinates) into the High Power Calibration Unit can, which is near where you are. Just get within 2500m of the container (it looks like a jetcan), do an Open Cargo on it, and place the Coordinates from your ship's cargo hold into the container. A message on the screen will inform you of the event. Go back to your mobile depot. Remove all unnecessary cloaks, probe launchers, unnecessary cargo, and travel-fit modules. Refit into one of the fits specified above for running the back room with an afterburner.
Obtain all three coordinates. Place those three Coordinates (there should be X, Y, and Z Coordinates) into the High Power Calibration Unit can, which is near where you are. Just get within 2500m of the container (it looks like a jetcan), do an Open Cargo on it, and place the Coordinates from your ship's cargo hold into the container. A message on the screen will inform you of the event. Go back to your mobile depot. Remove all unnecessary cloaks, probe launchers, unnecessary cargo, and travel-fit modules. Refit into one of the fits specified above for running the back room with an afterburner.


As I discussed earlier, those fits shown up above are specific to this next room you'll be warping to. The Afterburner is vital for keeping yourself moving; the EM and Thermal hardeners are there to resist the damage types of the Sentry Guns hostile to you: the buffer tank is there to absorb one or two or maybe 3 hits at the most. The Data Analyzer is there to hack the can. The guns and the drones are there to kill one of the Sentry Guns. By the way, I have used a fit for a Heron using a Medium Ancillary Shield Booster, you can try that if you want. But don't forget that your buffer is what makes your resistances worthwhile, as the damage has to sink into something: frigates and destroyers don't really have the native HP to make tanking unbuffered alpha damage worthwhile (that's a cruiser and above concept); therefore it's easy for one solid whack to alpha your ship off the site. You could also try using two Anti-Thermal Screen Reinforcers and one T2 active EM hardener, which might make it so you can fit a shield booster. Start with my fit first and see how it works for you. Experimenting with a friendly Bantam or Inquisitor pilot can help, or bring a Scythe for extra drone damage. (Use light drones. The 50m signature radius of the Towers means medium drones can barely track them.)
As I discussed earlier, those fits shown up above are specific to this next room you'll be warping to. The Afterburner is vital for keeping yourself moving; the EM and Thermal hardeners are there to resist the damage types of the Sentry Guns hostile to you: the buffer tank is there to absorb one or two or maybe 3 hits at the most. The Data Analyzer is there to hack the can. The guns and the drones are there to kill one of the Sentry Guns. By the way, I have used a fit for a Heron using a Medium Ancillary Shield Booster, you can try that if you want. But don't forget that your buffer is what makes your resistances worthwhile, as the damage has to sink into something: frigates and destroyers don't really have the native HP to make tanking unbuffered alpha damage worthwhile (that's a cruiser and above concept); therefore it's easy for one solid whack to alpha your ship off the site. You could also try using two Anti-Thermal Screen Reinforcers and one T2 active EM hardener, which might make it so you can fit a shield booster. Start with my fit first and see how it works for you. Experimenting with a friendly Bantam or Inquisitor pilot can help, or bring a Scythe for extra drone damage. (Use light drones. The 50m signature radius of the Towers means medium drones can hardly track them.)


Having refit the ship, head to the area rightward of where you warped in. Double check that you are ready: drones in the bay, ammo in the guns, hardeners are on, Orbit distance set to 2500m (for the Orbit button on your Selected Item window) and otherwise ready. Read my directions first before you take the gate: There is a Remote Defense Grid Unit that you need to hack. It'll be just forward and to your slight left of your warpin on that spot. As soon as you land, you'll need to Orbit the Remote Defense Grid Unit (if you don't know where it is, just move any direction for now) and [b]immediately[/b] turn on the Afterburner.
Having refit the ship, head to the area rightward of where you warped in. Double check that you are ready: drones in the bay, ammo in the guns, hardeners are on, Orbit distance set to 2500m (for the Orbit button on your Selected Item window) and otherwise ready. Read my directions first before you take the gate: There is a Remote Defense Grid Unit that you need to hack. It'll be just forward and to your slight left of your warpin on that spot. As soon as you land, you'll need to Orbit the Remote Defense Grid Unit (if you don't know where it is, just move any direction for now) and '''immediately''' turn on the Afterburner.


Does that make sense? Good. Then take the rift. Do as I have instructed above. Hack the Remote Defense Grid Unit:  
Does that make sense? Good. Then take the rift. Do as I have instructed above. Hack the Remote Defense Grid Unit:  
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Refit for a Microwarpdrive and Relic Analyzer, as it's time to collect. Take the nearby Rift again. As you land, you'll see Impenetrable Storage Depots on your Overview (you might need to look at your ALL tab). When you get somewhere within 10km of them, they'll transform into either a Mangled, Dented, Pristine or Intact Storage Depot:
Refit for a Microwarpdrive and Relic Analyzer, as it's time to collect. Take the nearby Rift again. As you land, you'll see Impenetrable Storage Depots on your Overview (you might need to look at your ALL tab). When you get somewhere within 10km of them, they'll transform into either a Mangled, Dented, Pristine or Intact Storage Depot:
'''
 
CAN DIFFICULTY: 5/10 to 9/10: [YELLOW to RED HACKS]'''<br />
'''CAN DIFFICULTY: 5/10 to 9/10: [YELLOW to RED HACKS]'''<br />
<span style="color:green">SUCCESS:</span> You may collect the loot as you normally would.<br />
<span style="color:green">SUCCESS:</span> You may collect the loot as you normally would.<br />
<span style="color:red">FAILURE:</span> No penalty.  
<span style="color:red">FAILURE:</span> No penalty.  


You may find that a cargo scanner can be helpful to identify which cans are worth your effort. I have had junk R.A.M. or other useless stuff inside Pristine and Intact Depots (with nothing else!). Generally, the Pristine and Intact Depots have a higher chance of having the good stuff inside. When you have finished, warp out of the site, then warp back in. ''Remember that if the Signature for the site has disappeared from the Probe Scanner window, the site will despawn in two minutes if you cloak up or warp out and fail to ensure that a ship is inside and active (not cloaked) inside the site to hold it open.'' You could burn the Microwarpdrive 200km or so but it takes less effort to just warp out and back in.  
You may find that a cargo scanner can be helpful to identify which cans are worth your effort. I have had junk R.A.M. or other useless stuff inside Pristine and Intact Depots (with nothing else!). Generally, the Pristine and Intact Depots have a higher chance of having the good stuff inside. When you have finished, warp out of the site, then warp back in. ''Remember that if the Signature for the site has disappeared from the Probe Scanner window, the site will despawn in two minutes if you cloak up or warp out and fail to ensure that a ship is inside and active (not cloaked) inside the site to hold it open.'' You could burn the Microwarpdrive 200km or so but it takes less effort to just warp out and back in.<br />


So. It's now time for Phase 2 of this site. Assuming you're back at your mobile depot, you'll want to cargo scan the nearby containers: there's usually 2 Mangled and 1 Dented Storage Depot. Here's a critical detail: [color=#FF8000][b]The farther Mangled Storage Depot (at about 26km versus 10-14km for the other two relative to the warp-in beacon) is very important. Don't hack it yet.[/b][/color] Hack the other two if they have good things inside them. Before you hack the farther one, you will want to get ready with the fit for both analyzers and a Microwarpdrive.  
So. It's now time for Phase 2 of this site. Assuming you're back at your mobile depot, you'll want to cargo scan the nearby containers: there's usually 2 Mangled and 1 Dented Storage Depot. Here's a critical detail: <span style="color:red">'''The farther Mangled Storage Depot (at about 26km versus 10-14km for the other two relative to the warp-in beacon) is very important. Don't hack it yet.'''</span> Hack the other two if they have good things inside them. Before you hack the farther one, you will want to get ready with the fit for both analyzers and a Microwarpdrive.  


From there, read the directions first before you do them, as the particulars for this next part are extremely important. You have a good chance of loosing your ship from this stage onwards. If you don't feel confident, you can skip it, for your first or second run of this type of site, it's understandable. But on your third you should definitely try it.  
From there, read the directions first before you do them, as the particulars for this next part are extremely important. You have a good chance of loosing your ship from this stage onwards. If you don't feel confident, you can skip it, for your first or second run of this type of site, it's understandable. But on your third you should definitely try it.  
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This hack is very difficult. It's worth a shot, but don't take it too seriously if you can't. Don't spend too much time on the hack: just work quickly, and if it appears to be buried behind some impenetrable fortress of hostile nodes, you should just abort and move on. The most pressing matter is to GTFO if the System Core is not easily accessed within 20 seconds. MAKE SURE TO WATCH LOCAL: messages will tell you when bad things are about to happen.  
This hack is very difficult. It's worth a shot, but don't take it too seriously if you can't. Don't spend too much time on the hack: just work quickly, and if it appears to be buried behind some impenetrable fortress of hostile nodes, you should just abort and move on. The most pressing matter is to GTFO if the System Core is not easily accessed within 20 seconds. MAKE SURE TO WATCH LOCAL: messages will tell you when bad things are about to happen.  


If you fail your first attempt, or feel you've taken too long (more than 25 seconds), immediately manually direct your ship straight upwards. Activate the Microwarpdrive, and if you think you ran a little late that time, you may want to overheat. The idea is to get as far away from that area as possible: you should be at least 100km by the time the Sleeper Engineer Stations spawn: your goal is to be already at least 30km away burning the MWD when it says "Elevated alarm. Guardians will deploy in 30 seconds to clear out area."  
If you fail your first attempt, or feel you've taken too long (more than 25 seconds), immediately manually direct your ship straight upwards. Activate the Microwarpdrive, and if you think you ran a little late that time, you may want to overheat. The idea is to get as far away from that area as possible: you should be at least 100km by the time the Sleeper Engineer Stations spawn: your goal is to be already at least 30km away burning the MWD when it says "''Elevated alarm. Guardians will deploy in 30 seconds to clear out area.''"  


Wait for the middle area Station to blow up. The detonation activates a rift which takes you to the Hidden Room. Getting there without getting blown up is the next part. If you still haven't hacked the Mangled Storage Depot yet, go ahead and do that, then get to this point.  
Wait for the middle area Station to blow up. The detonation activates a rift which takes you to the Hidden Room. Getting there without getting blown up is the next part. If you still haven't hacked the Mangled Storage Depot yet, go ahead and do that, then get to this point.  
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Burn to an area high and between the two gas clouds. Avoid the lone Sentry Tower in the distance: I approach high and at a strong angle to the Rift so the Tower never concerns me.
Burn to an area high and between the two gas clouds. Avoid the lone Sentry Tower in the distance: I approach high and at a strong angle to the Rift so the Tower never concerns me.


{{collapse|The alternate approach for those who don't shoot the middle Restless Sentry Tower is as follows:
{{collapse|1=The alternate approach for those who don't shoot the middle Restless Sentry Tower is as follows:


Having refitted, you want to burn with the Microwarpdrive till you're somewhere directly above the rift, between the gas clouds. That Sentry Gun near the rift can, as I have discovered, alpha your frigate off the field. Here's what I know: It does lots of damage; it fires (like all the others here) once every 15 seconds; it does EM and Thermal damage; and you need to get to the rift as fast as possible. I also know that it typically engages you when you get to about 60km from it. The basic idea is this: Burn with the Microwarpdrive till you hit about 85km, then turn it off. Continue to slowboat.  
Having refitted, you want to burn with the Microwarpdrive till you're somewhere directly above the rift, between the gas clouds. That Sentry Gun near the rift can, as I have discovered, alpha your frigate off the field. Here's what I know: It does lots of damage; it fires (like all the others here) once every 15 seconds; it does EM and Thermal damage; and you need to get to the rift as fast as possible. I also know that it typically engages you when you get to about 60km from it. The basic idea is this: Burn with the Microwarpdrive till you hit about 85km, then turn it off. Continue to slowboat.