User:Amfion Bravais/Homefronts
Purpose of this user space
This page will serve as a collaborative space for brainstorming and conceptualizing a minimum list of fits to run the five main Homefront Operations sites (ignoring Abyssal Artifact Recovery) in Gallente space, close to EVE Uni staging. The overarching goal of this list is to make it as Alpha-friendly and low barrier to entry as possible, to facilitate newer players joining in with this content. That means cheap and cost-effective fits without compromising on site completion and fleet safety. The goal is not maximum ISK/h efficiency, but the safe completion of the site within a reasonable amount of time.
Although this page is in User Space, Amfion welcomes everyone with an interest in seeing this project through to fruition to feel free to edit this page and make suggestions and amendments.
Emergency Aid
- 5 Logi Cruisers (Osprey)
Dread Assault
- 5 Logi Cruisers (Osprey)
Fits
Medium Murky Compact Remote Shield Booster
Medium Inductive Compact Remote Capacitor Transmitter
Medium Inductive Compact Remote Capacitor Transmitter
Medium Inductive Compact Remote Capacitor Transmitter
Medium Inductive Compact Remote Capacitor Transmitter
F-90 Compact Sensor Booster
F-90 Compact Sensor Booster
Large F-S9 Regolith Compact Shield Extender
Compact Multispectrum Shield Hardener
Medium Compact Pb-Acid Cap Battery
IFFA Compact Damage Control
F-89 Compact Signal Amplifier
F-89 Compact Signal Amplifier
Medium Egress Port Maximizer I
Medium Hyperspatial Velocity Optimizer I
Medium EM Shield Reinforcer I
ECCM Script x2
Sensor Booster II x2
Large Shield Extender II x1
Signal Amplifier II x2
Damage Control II x1
Medium Cap Battery II x1
Multispectrum Shield Hardener II x1
Medium Remote Shield Booster II x1
Walkthrough
The resistance profile of the ships makes it possible to run the operation in Caldari, Gallente, and Minmatar space.
Before you start
Make sure the Sensor Boosters are loaded with ECCM Scripts.
Everybody should add the other fleet members to their watchlist.
Each pilot will be a link in a capacitor transfer chain: Remote Capacitor Transmitters generate more cap than they consume, breaking the laws of physics and allowing a chain of logistics ship to consume more cap than they can produce individually. The easiest way to setup such a chain is to transfer cap to the next person in alphabetical order. So before undocking, make sure everybody knows who they're supposed to transfer cap to.
Running the site
Assemble the fleet on the Acceleration Gate into the site. Use your Directional Scanner on 1AU range to ensure no one else is in the site (site is "clean"). Activate all Shield Hardeners and other "spinnies". Then everybody can activate the gate at the same time.
Once on grid, there will be a friendly NPC dread and a bunch of hostile NPCs. Orbit the dread at 5km, target it, and target all the other fleet members. Activate one Remote Capacitor Transmitter on your designated fleet member to form the capacitor chain, and the other 3 on the dread.
NPCs will focus fire on one pilot. Everybody should activate their remote shield booster on that pilot. Aggro will change randomly, so pay attention and announce when that happens.
NPCs will also attempt to jam the pilots. This will break the capacitor chain temporarily. If you run out of cap, prioritize transferring cap to your designated fleet member, shield boosting the player getting focused, and stop transferring cap to the dread. Make sure your hardeners and sensor boosters stay on.
After the dread's capacitor is full, it will fire and enter siege mode for about 80 seconds. During this time, you will not be able to transfer cap. Instead, everybody should "spread" their cap transmitters to the other 4 pilots, which will top up everybody's capacitor for the next round.
After the dread fires for the third time, the NPCs will warp off and the pilots will get paid about 17M each.
Metaliminal Meteoroid
- 1 SoloLogi Cruiser (Scythe or Osprey) and 4 Miners (Venture fit for shield EHP)
Fits
Medium Murky Compact Remote Shield Booster
Medium Asymmetric Enduring Remote Shield Booster
Prototype 'Arbalest' Rapid Light Missile Launcher
Large Shield Booster II
Multispectrum Shield Hardener II
EM Shield Hardener II
Shield Boost Amplifier II
Medium Cap Battery II
Damage Control II
Capacitor Flux Coil II
Capacitor Flux Coil II
Co-Processor II
Co-Processor II
Medium Processor Overclocking Unit I
Medium EM Shield Reinforcer II
Medium Thermal Shield Reinforcer II
Scourge Light Missile x1000
Nanite Repair Paste x100
- The weapon is used to kill Serpentis ships. The damage of those pirate ships is negligeable, but they make it harder to see who's got aggro from the drone just by looking at who's flashing on the watchlist. So killing them is a nice QoL improvement.
The cap is stable with either self-tanking or remote tanking but not both. Don't leave your shield booster on if you don't need it.
Remember to stagger your remote shield boosters.
EP-S Gaussian Scoped Mining Laser
EP-S Gaussian Scoped Mining Laser
Medium F-S9 Regolith Compact Shield Extender
Compact Multispectrum Shield Hardener
Medium F-S9 Regolith Compact Shield Extender
IFFA Compact Damage Control
Small EM Shield Reinforcer II
Small EM Shield Reinforcer II
Small Thermal Shield Reinforcer II
Miner II x2
- There's a set of Miner II in the cargo hold if your skills allow you to use them. This fit is literaly useable by a brand new character without any training.
The resistance profile of the ships is pretty much flat, which means this fleet can be used in all 4 empires.
An optional 6th pilot can participate in a Miasmos: they don't enter the sites, they just collect the ore and sell it. The payout is the same as completing the site (17M) minus the residue if people are using Tech II miners.
Suspicious Signal
- 2 DPS Cruisers (Exequror)
- 3 Hacking Cruisers (Exequror)
Raid
In Gallente space, this Homefront Operation is named Raid: Narcotics Lab and requires the fleet to warp disrupt ("point") and kill a respawning Nereus Mule NPC hauler three times for its loot. Once the three packages have been collected by the fleet's hauler, these are then moved off to an Impound Obelisk at the edge of the site, after which the site is complete and payout is given. Fits are optimized for running in Gallente space and are alpha-friendly and as accessible as feasible without compromising their safety.
Fleet Composition
- 1 Scythe logi
- 1 Badger hauler
- 3 Caracal damage dealers with warp disruption
Fits
Medium Murky Compact Remote Shield Booster
Medium Murky Compact Remote Shield Booster
Medium Asymmetric Enduring Remote Shield Booster
10MN Y-S8 Compact Afterburner
Medium Compact Pb-Acid Cap Battery
Kinetic Shield Hardener II
Large Shield Booster II
Thermal Shield Hardener II
Capacitor Flux Coil II
Capacitor Flux Coil II
Damage Control II
Co-Processor II
Co-Processor II
Medium Thermal Shield Reinforcer I
Medium Core Defense Field Extender I
Medium Capacitor Control Circuit II
- Minmatar Cruiser to 3 and preferably 4 is strongly recommended.
- Fit cost is roughly 30M ISK.
Prototype 'Arbalest' Heavy Assault Missile Launcher I
Prototype 'Arbalest' Heavy Assault Missile Launcher I
Prototype 'Arbalest' Heavy Assault Missile Launcher I
Prototype 'Arbalest' Heavy Assault Missile Launcher I
Prototype 'Arbalest' Heavy Assault Missile Launcher I
50MN Y-T8 Compact Microwarpdrive
Large F-S9 Regolith Compact Shield Extender
Enduring Multispectrum Shield Hardener
Compact Thermal Shield Hardener
Initiated Compact Warp Disruptor
IFFA Compact Damage Control
Ballistic Control System I
Ballistic Control System I
F-89 Compact Signal Amplifier
Medium Ancillary Current Router I
Medium Thermal Shield Reinforcer I
Medium Core Defense Field Extender I
Mjolnir Heavy Assault Missile x5045
- Overheat the Microwarpdrive to fly towards the first Nereus Mule spawn. Overheat the Warp Disruptor so that you can point the Nereus Mule before it flies off.
- Fit cost is roughly 20M ISK.
50MN Y-T8 Compact Microwarpdrive
Medium Azeotropic Restrained Shield Extender
Eutectic Compact Cap Recharger
Eutectic Compact Cap Recharger
Enduring Thermal Shield Hardener
Medium Compact Pb-Acid Cap Battery
Type-D Restrained Expanded Cargo
Type-D Restrained Expanded Cargo
Type-D Restrained Expanded Cargo
Nanofiber Internal Structure II
Medium Cargohold Optimization I
Medium Cargohold Optimization I
Medium Cargohold Optimization I
- Caldari Hauler I
- Fit should be capacitor stable with all modules running.
- The hauler should have at least 10,5km3 of cargo space available.
- Fit cost is roughly 3.5M ISK.
- Starting with Caldari Hauler 3, the fit can be improved by removing one of the cargo modules and adding a nanofiber internal structure. Swap to the tech II variant of the expanded cargoholds as necessary until the 10 500 m3 capacity is reached again. This improves speed and thus site completion time.
Walkthrough
General
Pack some Nanite Paste, especially if you are flying one of the Caracals. Overheat damage on your modules can be repaired with the paste between sites, by right-clicking the damaged module and selecting Repair. Be careful not to "burn out" your modules by letting the heat damage build up to 100%. Heat only when needed (see below). If you are targeted and shot at within the site, you should announce so by using the Broadcast: Need Shield command from the Fleet menu, or by saying out loud on comms.
Entering the site
Assemble the fleet on the Acceleration Gate into the site. Use your Directional Scanner on 1AU range to ensure no one else is in the site (site is "clean"). Activate all Shield Hardeners and other "spinnies". The Scythe logi and Caracal damage dealers will take the acceleration gate together first - the hauler counts to ten and then joins them.
Caracal's task
The Caracals should pre-overheat their Microwarpdrives and upon landing, immediately burn towards point A (see image). Along the way, they lock up the Nereus Mule that spawns there and overheat their Warp Disruptor. Immediately upon entering range, the Caracals should attempt to point the Nereus Mule to prevent it from warping off, and start applying damage. Failing to catch the first Nereus Mule is not a problem, it only increases site completion time by a good 1-2 minutes. When the first Mule has been disposed or the Caracals are within 20 km of it, they can stop overheating their modules to prevent too much heat damage. Once the Nereus Mule has died or warped off, a new one will spawn shortly after. Again, the Caracals should immediately lock up, point (no overheat), and kill this Nereus. Rinse and repeat until three Nereus Mules have been killed. No other enemies need to be targeted or killed.
Hauler's task
Immediately upon landing, the hauler should begin to move in the direction of the Caracals with Microwarpdrive turned on (point A, see image). As your hauler should be capacitor stable, it is okay and even somewhat mandatory to leave the Microwarpdrive running for the whole site's duration. With every Nereus Mule that is killed, the hauler should approach its wreck (make sure your Overview filter shows wrecks) and loot the contents. Once three Nereus Mules have been killed and the hauler has picked up three packages, the hauler should move to the Impound Obelisk at the edge of the site with Microwarpdrive turned on (point B, see image). There, the hauler deposits the packages into the Obelisk and the site is completed. Payout is given to all fleet members, and the remaining enemies warp off.
Scythe's task
Once inside, the Scythe should immediately begin to orbit the beacon in the middle of the site and lock up all fleet members. If the Scythe has aggro themselves, they can use their local shield booster as needed to stay topped up. For capacitor purposes, do not repair someone while repairing yourself, and vice versa - only repair the fleet member that presently has aggro. The Scythe logi should be able to cope with all incoming damage and the Caracals are not required to shoot anything except the Nereus Mules. The logi pilot should remember to keep an eye on their watchlist, and the other pilots should remember broadcast for shield and/or announce on voice comms when they are taking damage.