Limited Sleeper Cache

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The Limited Sleeper Cache is the easiest of the Sleeper Cache Sites. Sleeper Cache sites are significantly more difficult than normal data or relic site, and pilots will be risking their ship when trying any of them. However, once familiar with these sites, pilots should be able to run the site without taking any damage. Like all Sleeper Cache sites, the Limited Sleeper Cache requires the use of both Data and Relic Analyzers. Entry is restricted to frigates, and an exploration frigate is highly recommended in order to make use of their hacking bonuses.

Limited Sleeper Caches are Cosmic Signatures that must be located using core scanner probes. They are more difficult to scan down than normal signatures, and require well-developed scanning skills to pinpoint completely.

Walkthrough

Room 1

On warp in:
This area has been hidden from prying eyes for years. Now the structure responsible for cloaking the site is damaged, finally allowing for a way in. A quick survey indicates this is a storage site, possibly used to store items collected by Sleepers from all over known space. What defenses or dangers lurk inside are uncertain, but the use of both a Data Analyzer and Relic Analyzer are required. The entry gate only allows frigate-sized ships through.

Hack the Hyperfluct Generator using your Data Analyzer. Failing the hack will start a 2 minute timer, after which if you don't succeed in hacking it the site will exlpode and despawn. If you are successful a strange rift will appear that can be used to access the site.

Room 2

On activating the Strange Rift:
This is a storage site by the looks of it, possibly of Sleeper origin judging by the structures around. It is heavily damaged, as if someone - or something - was frantically and forcefully searching through the site, and quite recently at that. Dangerous gases and volatile materials are all around, so care is required in navigating this hazardous place.

Warning: This room contains many hazards, both traps and environmental - you need to navigate carefully:

  • The Plasma Containers in this room will explode if you get closer than 7.5km, releasing a Plasma Gas Cloud doing significant AoE damage.
  • Moving within 13.5km of the Ruptured Pressure Station without hacking the Pressure Control Unit will result in significant ongoing AoE damage to your ship and drones.
  • The 3 Plasma Chamber Debris within the site have surrounding Plasma Gas Clouds that do significant AoE damage, take care to navigate around the clouds.
  • The Remote Defence Grid Unit needs to be hacked first to minimise consequences of failed hacks and to disable the damaging shield that can appear when hacking a container.

Hack the Remote Defence Grid Unit first - keeping an eye on your distance from the Plasma Containers. You have multiple attempts, but if you fail the first attempt, the following message will appear in local: "Failing to hack the Remote Defense Unit seems to have set something in motion, but you can't tell what.". That means this baby will blow up in a minute or two, maybe giving you enough time for 1-2 cans. Be careful.

On successful hack:
You have succeeded in deactivating the defense grid.

Then proceed to navigate carefully around to all of the containers hacking them as you go, excluding the container covered by the Ruptured Pressure Station gas cloud.

Finally hack the Remote Pressure Control Unit (remember to stay at least 13.5km from the Ruptured Pressure Staion) this will allow you 2 minutes to then approach and hack the final container near the Ruptured Pressure Station. If you start to run out of time you will see updates of the time left appearing in the local chat window. Do not risk getting caught by this cloud, jump out of the site immediately if you are running out of time or after looting the container.

Loot

1 & 3 run BPC's for storyline modules and polarized weapons

Sleeper components

R.Db components

R.A.M. components

Science skillbooks

Meta modules.

Value of loot is normally in the range of 20-80M, averaging around 30M.

Quick Guide

The Limited Sleeper Cache is the first taste of Sleeper Caches most pilots will encounter. This site poses some risks, but it is not as dangerous as other Sleeper Caches. Although the Limited Cache doesn't usually pay as well as the more difficult sites, it can still be worth running.

If the initial Hyperfluct Generator container has been hacked, and the accompanying Spatial Rift has spawned, another pilot has probably already entered the site. Check zKillboard or another appropriate service for any recent losses.

  1. Hack the entry can. Enter the site.
  2. Cargo scan all the cans, and evaluate the value thereof.
  3. If the wreck Storage Depot has good loot inside it, hack the Remote Pressure Control Unit and then extract the loot out of that container. Alternatively, tank it.
  4. Disable the Remote Defense Grid unit. This only has to be done to disable the Forcefield Generator guarding one specific container. You may try a different approach, detailed below.
  5. Hack the remaining worthy cans.

Ship Fittings

Icon warning.png Pilots should exercise caution when downgrading or altering these fits. They have been thoroughly tested and verified multiple times to represent the minimum necessary fittings. If, by reason of skill levels or ISK a pilot cannot fit them, it may be advisable not to attempt the site. Hacking modules may be downgraded but site difficulty will increase notably, though pilot skill with the hacking minigame can compensate for Tech 1 modules. Tech 2 Analyzers are strongly recommended.

Generally, all these fits have a Mobile Depot, spare probes, three drones in the drone bay, a hull repairer (armor fits), an armor repairer and a hull repairer (shield fits), and all the kit necessary to handle the encounter in the cargohold. Refitting inside the site, occasionally more than once, is normal and expected.

If available, logistics ships (a single self-sufficient capacitor-stable Tech I logistics frigate is sufficient) can provide remote repairs to get around the requirements of local repair modules. Even with remote repairs, pilots should maintain a local buffer and resistance module(s) as normal.

An Astero can be fit identically to the Magnate, though the normal rig configuration (Gravity Capacitor/Anti-Explosive Pump/Auxiliary Nano Pump) is good enough because the hull has a bonus to armour resistances.

Use a Mobile Depot to swap the Relic Analyzer II in place of the cargo scanner once all undesired containers have been identified. These fits are not sufficient to wander into the Area of Effect (AoE) damage cloud near the wreck alone. Both of these fits can survive a detonation of the Remote Defense Grid Unit or a run-in with a Unstable Plasma Chamber, as long as the pilot does not remain inside the AoE cloud for too long. If you have a buddy with a, then the following two fits are appropriate to use for the entire site.


Heron - Limited Sleeper Site
Heron: Heron - Limited Sleeper Site
EFT
[Heron, Heron - Limited Sleeper Site]

Data Analyzer II
Medium Azeotropic Restrained Shield Extender
Type-E Enduring Cargo Scanner
5MN Quad LiF Restrained Microwarpdrive
Limited Adaptive Invulnerability Field I

Micro Auxiliary Power Core I
Damage Control II

Small Anti-EM Screen Reinforcer I
Small Anti-Thermal Screen Reinforcer I
Small Gravity Capacitor Upgrade I



Fitting template high slot label.png
Icon hi slot.png
Icon hi slot.png
Icon hi slot.png
Fitting template mid slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template low slots label.png
icon?size=64&.png
icon?size=64&.png
Fitting template subsystem slots label.png
Fitting template drone slots label.png
Icon fit drone.png
Fitting template drone slots label.png
Fitting template charge slots label.png
Cargo.png
Fitting template rig slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
FITTING DIFFICULTY
EVE VERSION
YC118 1.0
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • The fit to use for a Limited Sleeper Cache, when hacking the Remote Defense Grid Unit.
  • Swap the Relic Analyzer in when needed.
  • If turning off the damage cloud near the wreck with the Remote Pressure Control Unit, swap the cargo scanner for a Relic Analyzer II.
Magnate - Limited Sleeper Cache
Magnate: Magnate - Limited Sleeper Cache
EFT
[Magnate, Magnate - Limited Sleeper Cache]

1MN Monopropellant Enduring Afterburner
Data Analyzer II
Type-E Enduring Cargo Scanner

400mm Crystalline Carbonide Restrained Plates
Damage Control II
Energized Adaptive Nano Membrane II
Micro Auxiliary Power Core I

Small Gravity Capacitor Upgrade I
Small Anti-Explosive Pump I
Small Auxiliary Nano Pump I



Fitting template high slot label.png
Icon hi slot.png
Icon hi slot.png
Icon hi slot.png
Fitting template mid slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template low slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template subsystem slots label.png
Fitting template drone slots label.png
Icon fit drone.png
Fitting template drone slots label.png
Fitting template charge slots label.png
Cargo.png
Fitting template rig slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
FITTING DIFFICULTY
EVE VERSION
YC118 1.0
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • The fit to use for a Limited Sleeper Cache, when hacking the Remote Defense Grid Unit.
  • Swap the Relic Analyzer in when needed.
  • If turning off the damage cloud near the wreck with the Remote Pressure Control Unit, swap the cargo scanner for a Relic Analyzer II.
Icon warning.png A ship must be able to sustain at least 60 Effective Hit Points per second (EHP/sec) for it to survive inside this damage cloud. Capacitor stability is ideal: if the capacitor lasts less than 4 minutes, these fits should not be used.

Additionally, make sure the Relic Analyzer is set to Auto-Repeat OFF. Allowing the module to continue to cycle needlessly while hacking can result in an empty capacitor and a wreck if not properly managed.


For pilots with Icon skillbook2.png Capacitor Management V and Icon skillbook2.png Capacitor Systems Operation V (and Icon skillbook2.png Shield Compensation IV for the Heron), try these fits to skip hacking the Remote Pressure Control Unit entirely, and head directly into the storage depot inside the wreck field.


Heron - Limited Sleeper Wreck
Heron: Heron - Limited Sleeper Wreck
EFT
[Heron, Heron - Limited Sleeper Wreck]

Relic Analyzer II
Medium Azeotropic Restrained Shield Extender
Eutectic Compact Cap Recharger
Small Shield Booster II
Adaptive Invulnerability Field II

Damage Control II
Type-D Restrained Capacitor Flux Coil

Small Capacitor Control Circuit I
Small Anti-Thermal Screen Reinforcer I
Small Anti-EM Screen Reinforcer I



Fitting template high slot label.png
Icon hi slot.png
Icon hi slot.png
Icon hi slot.png
Fitting template mid slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template low slots label.png
icon?size=64&.png
icon?size=64&.png
Fitting template subsystem slots label.png
Fitting template drone slots label.png
Icon fit drone.png
Fitting template drone slots label.png
Fitting template charge slots label.png
Cargo.png
Fitting template rig slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
FITTING DIFFICULTY
EVE VERSION
YC118 1.0
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • According to EFT, this fit can handle 68 EHP/sec: if using Pyfa, the passive recharge rate must be added to the shield boosted rate (21 EHP/sec passive regen plus 47 EHP/sec active for a total of 68 EHP/sec).
  • If done quickly, pilots may skip the Capacitor Control Circuit, but it will be necessary to skirt out of the damage cloud to let the capacitor recharge when the capacitor runs out.
  • By upgrading the Flux Coil and the capacitor recharger to T2 equivalents, the ship may have enough capacitor (with Icon skillbook2.png Shield Compensation IV) to run for almost 4 minutes without the Capacitor Control Circuit.
  • A cap battery isn't really practical due to fitting reasons. However, pilots may elect to use a Shield Boost Amplifier and a small cap battery: with Icon skillbook2.png Capacitor Management IV and Icon skillbook2.png Capacitor Systems Operation IV, it could be cap stable with a T2 Flux Coil and won't need a CCC rig. Always use a fitting tool to confirm.
Magnate - Limited Wreck Fit
Magnate: Magnate - Limited Wreck Fit
EFT
[Magnate, Magnate - Limited Wreck Fit]

1MN Monopropellant Enduring Afterburner
Relic Analyzer II
Eutectic Compact Cap Recharger

Small Armor Repairer II
Damage Control II
200mm Crystalline Carbonide Restrained Plates
Energized Adaptive Nano Membrane II

Small Auxiliary Nano Pump I
Small Auxiliary Nano Pump I
Small Anti-Explosive Pump I



Fitting template high slot label.png
Icon hi slot.png
Icon hi slot.png
Icon hi slot.png
Fitting template mid slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template low slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template subsystem slots label.png
Fitting template drone slots label.png
Icon fit drone.png
Fitting template drone slots label.png
Fitting template charge slots label.png
Cargo.png
Fitting template rig slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
FITTING DIFFICULTY
EVE VERSION
YC118 1.0
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • The Astero is fit pretty much identical to this, or the "standard" rig configuration.
  • The addition of a fourth mid slot can be handy, but isn't necessary. The Magnate can be preferable due to its lower cost.
  • Swap the Relic Analyzer II in for when the Data hacks are completed. The cargo scanner will have to be offlined for this fit to work (it should be swapped out for a Relic Analyzer II after the intial cargo scan of the site has been conducted anyway).
  • This afterburner variant is specifically chosen so pilots do not need to bring two afterburners. It may be advisable to bring a Tech II Micro Auxiliary Power Core.


Heron tanking well

The buffer module is included to more safely tank the slight damage variations from one damage tick to the next, though this is much more noticeable with armor. For pilots who having a hard time with the hack inside the wreck field, the buffer of the shield Heron usually allows it to stabilize around 50% shield capacity. For armor, the buffer allows the pilot some more room for error if needed, particularly if overheating is necessary.

Additional notes for the Magnate:

  • With Icon skillbook2.png Astrometric Rangefinding V, the Small Gravity Capacitor Upgrade I is unnecessary even when scanning down a Superior Sleeper Cache with the Magnate. In this, pilots may substitute two Scan Rangefinding Array I. Otherwise, the Magnate will have the same rigs as shown above. As before, pilots will need Icon skillbook2.png Capacitor Management V and Icon skillbook2.png Capacitor Systems Operation V, as well as Icon skillbook2.png Repair Systems V to match the minimum of 60 EHP/sec to last inside the wreck field. Overheating may be required if armor gets low.
  • Use the afterburner sparingly, only to get to the container and back out a little bit faster. Do not run it continuously - instead, pulse it. Do not run this fit if the ship is not capacitor stable with the afterburner and the analyzer off. The afterburner can be swapped out for another capacitor recharger.

Visual Guide

The following images are included to help newcomers get familiar with the basic layout of the site and its hazards:

A
The site itself, from one angle
A
And another angle
A
Use the tactical overlay when possible
A
The basic site overlook

The following images highlight various hazards and objects:

A
The warp in location
A
Unstable Plasma Chambers (kind of like mines)
A
Area of Affect damage clouds
A
Various site objects
A
RPCU and the container it "protects"

Normally the container inside the wreck and the one just to the left of it (also marked as "NOTE A" the preceding images) are the ones with the most value. Pilots should take care not to wander into the damage proximity of the wreck field when hacking that container.

Walkthrough

Entrance

On warp in:
This area has been hidden from prying eyes for years. Now the structure responsible for cloaking the site is damaged, finally allowing for a way in. A quick survey indicates this is a storage site, possibly used to store items collected by Sleepers from all over known space. What defenses or dangers lurk inside are uncertain, but the use of both a Data Analyzer and Relic Analyzer are required. The entry gate only allows frigate-sized ships through.

Upon warping to the signature, pilots will land in the entry room. A Hyperfluct Generator will be present. If it has been hacked and a rift is activated, then another pilot has already entered the site.

Hack the Hyperfluct Generator.

CAN DIFFICULTY: 7/10 DATA [RED HACK]
SUCCESS: A new spatial rift (acceleration gate) is opened to the main area, which is called the Ransacked Storage Site.
FAILURE: A two-minute timer will begin. If the can is not successfully hacked within that time, the site will despawn.

By taking the Spatial Rift, pilots can enter the first room of the site.

Ransacked Storage Site

On activating the Strange Rift:
This is a storage site by the looks of it, possibly of Sleeper origin judging by the structures around. It is heavily damaged, as if someone - or something - was frantically and forcefully searching through the site, and quite recently at that. Dangerous gases and volatile materials are all around, so care is required in navigating this hazardous place.

If desired, pilots can cargo scan the containers to evaluate the value of the site. Regardless of the its relative value, inexperienced pilots should run the site to gain further experience.

Drop the mobile depot to begin its activation timer.

The first target is the container inside the wreck field. There are two approaches to dealing with it:


The can difficulty does vary slightly each time, because of the way that the random hacking minigame is generated. For comparison: high-sec rookie practice cans (in the Rookie Systems) are 1/10. Regular high sec cans are 3 or 4/10. Low-sec, null-sec, and wormhole space cans are 5 to 8/10, depending on the value of the can, in most cases. Sleeper Cache cans will generally be 6 to 7/10 in difficulty.


Method 1: Remote Pressure Control Unit

Some hacks are not meant to be
1. Refit for the primary site fit shown up above. On a Magnate, a MWD will fit if the plate is downgraded to a 200mm variant.
2. Hack the Remote Pressure Control Unit:
CAN DIFFICULTY: 7/10 DATA [RED HACK]
SUCCESS: The area of effect damage cloud surrounding the wreck is turned off for two to three minutes.
FAILURE: No specific site penalty, a small amount of damage is absorbed by your ship -- in the test case, 96 damage against a Heron with a MSE, Limited Adaptive Invulnerability Field and Anti-EM/Anti-Thermal rigs. It's not severe enough to warrant any particular concern.
3. Immediately apply Keep at Range (2250m) on the Storage Depot inside the wreck cloud, then turn on the Microwarpdrive. Turn it off when you get close enough to it. Lock on if not done so already, and immediately begin hacking it with the Relic Analyzer.
4. Watch messages in local: if not successful by the 30 second mark, just align back to the Remote Pressure Control Unit (or straight up/straight down) and burn the Microwarpdrive. Otherwise, loot it and burn out with the Microwarpdrive to a safe direction away, probably best towards the Mobile Depot, which should be near the site warpin beacon.

The Area of Effect damage cloud near the wreck does roughly 100 DPS to a standard unmodified resistance profile of a Tech I vessel. Its approximate dimensions, measured from the Storage Depot within, is about 12km in radius.

There is enough time for 2 "standard paced" hacks, 1 "slow" hack, or 3 really fast hack attempts, depending on both the skill of the hacker and luck. Normally, this container is a red hack, which means all the usual Virus Suppressors and Restoration Nodes. The problem with this approach is both the limited timeframe and the incoming damage after the timer is up, especially if the ship is insufficiently tanked.

Method 2: Tanking the Damage Cloud

The second approach is to fit specifically for surviving the area of affect damage cloud. All toxic gas clouds - both the prespawned ones and the ones that are generated upon detonation of an Unstable Plasma Chamber - deal similar amounts of omni damage per second. The advantage of this approach is that the container can be hacked with no time limit, with little risk to the ship before the hack is completed, though this method does require excellent capacitor skills and proper tank skills.

A
Sustaining 96 damage from RPCU failure
A
A Magnate tanking the damage field
A
Heron sustaining the DPS comfortably

The ship used must be able to rep more than 60 EHP/sec and capacitor stability is a must. The Relic Analyzer does not count in the capacitor stability checks: keep it off in the fitting tool while checking for capacitor stability.

  1. Refit to the appropriate cap-stable local repair module fit.
  2. Approach the Storage Depot inside the wreck field. For shield tank, activate it when you are 15km from the container: for armor, activate it as soon as all the shields are gone.
  3. Hack the Storage Depot, loot it and go back to the Mobile Depot.

Refit back to the main site running fit. Looking at the site, look for an easy route to access the Remote Defense Grid Unit. On the way, there are area of effect damage clouds (similar DPS as the wreck field) and Unstable Plasma Chambers. The slower the vessel goes, the closer it has to be to trip the Plasma Chambers, causing them to detonate. Flying all over the place recklessly with a Microwarpdrive on is asking for trouble. While the activation distance does vary a bit, it is about 7-10km, depending on how fast you're going. While blitzing around the top or underside of the site is fine, well away from the hazards, moving slowly (200 m/sec is fine) inside, navigating the damage clouds is highly advised. Use the tactical overlay and move slowly if it's your first time.

It is possible to power through the damage clouds if they get tripped accidentally. With a Microwarpdrive active, one will only eat about 700 HP after resists...assuming the ship is immediately powered out of the wreckage field. More facts about the plasma chambers:

  • Moving slowly, such as 100m/sec, allows one to get fairly close to them, nearly touching them.
  • Higher speeds, such as 330m/s, the chambers can rupture from a distance of about 7km.
  • Slow-boating out with a propulsion module, assuming decent 60%-ish resistances, means the player will eat about 1200 HP total.
  • The area of effect damage measured from the approximate middle of the debris is 9km.
  • Flying right through the cloud with a MWD on means the player will only sustain about 350 HP damage (after resists).

These figures are generalistic to give you an idea of their damage potential. A fit that can repair indefinitely, such as the ones shown earlier, will do just fine sitting inside the AoE clouds.

Now let's go back to the remainder of the site. To the far left of the site, there is one Storage Depot with an Active Forcefield Generator next to it. When a player approaches to within 10km of the Storage Depot, the Generator kicks in and fires up a EM Forcefield, which has a radius of about 14km. The other Storage Depots around the site do not have this feature and can be hacked with the Relic Analyzer II at any time without any specific concerns. For this reason, if there is just junk in the aforementioned Storage Depot, then don't bother hacking the Remote Defense Grid Unit, instead just hack the other worthy containers.

There are two approaches of going about dealing with the Forcefield...to prevent the Forcefield from being activated (activates when a ship gets to about 10km of the Storage Depot), or to turn it off after it has spawned, navigate the vessel around the AoE damage clouds and plasma chambers, then hack the the Remote Defense Grid Unit (RDGU):

CAN DIFFICULTY: 8/10 [RED HACK]
SUCCESS: The defensive forcefield generator is disabled near the far left of the site.
FAILURE: This is a very interesting topic. There appear to be two possibilities:

  1. Nothing happens. I once waited for one hour inside the site for "something to happen", and nothing happened. If this occurrence happens, then it seems that the can be hacked repeatedly, but be prepared for (b).
  2. The container explodes. A Heron with an Anti-EM Screen Reinforcer, Anti-Thermal Screen Reinforcer, Medium Azeotropic Restrained Shield Extender, a Limited Adaptive Invulnerability Field and a Damage Control II ate 1225 damage (dropped shields to about 25%), while Keeping at Range (5000m) from the container. After this, the other containers did not have any forcefield generators spawn to inhibit hacking attempts, which was distinctly unexpected. The container seems to explode about ten seconds after the hack attempt is failed.
File:3P38 Limited 25.png
Setting up for a deliberate failure
File:3P38 Limited 13.png
Results after 1 hour: Nothing happened
File:3P38 Limited 14.png
RDGU explodes: damage in Log

As for the second approach, given that the the Forcefield Generator itself spawns a Large EM Forcefield, it does call for some DPS. It's not exactly difficult to destroy it, however the 150hp/sec regeneration is a problem. 110 DPS is not enough: and given that Destroyers and Stealth Bombers cannot enter the site, this is a job for either multiple people or a high-damage frigate, such as an Assault Frigate or something like a Taranis. A test with an all-damage fit Taranis which did 304 DPS unheated using Void S (36 rounds exactly, with two Hobgoblin IIs) took it out handily in 20 seconds.

A
Activating the Forcefield Generator
A
Destroying the Forcefield
A
Large EM Forcefield destroyed
A
Generator cannot be damaged, not enough DPS to FF
A
Forcefield location in relation to rest of site

Shoot the Large EM Forcefield, not the Generator. The Generator cannot be damaged. The Generator will not spawn another Forcefield after the first is destroyed, so the container is open to grabs. Because an Astero does about 115 DPS with all level V skills, it's not going to be enough to overcome the self-regeneration shield value of the Forcefield.

Moving on. Hack the rest of the Storage Depots as desired. Move around the damage clouds, and take things slowly for those unfamiliar with the site:

CAN DIFFICULTY: 7/10 - 8/10 [YELLOW TO RED HACKS]
SUCCESS: The loot inside the Storage Depot can be acquired.
FAILURE: No penalty.

Completing the site with an Incursus

With all the good containers scooped up, run over to the Mobile Depot, refit to the travel fit, pick up the Mobile Depot, and warp off to continue on the Grand Journey that is exploration. A rather tidy video which should help with some visual understanding of the site can be found here.

Like cheap ships? The Incursus is what I normally use if someone messes up a site: it can tank the damage clouds fine, swaps easily for a 240DPS blaster fit for shooting the EM Forcefield, and does just fine. Hacks are more difficult but not impossible -- in fact, the image to the right where I challenged myself to do the site in an Incursus was the best Limited Sleeper Cache I've ever done.