User:K950/3P38 Sleeper Nexus
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 characteristics, among many others. In EVE, exploration remains an interesting passtime or primary activity for many players, and I feel that it is important at this time to begin to chronicle and explain some facets of this particular pursuit. It appears that at some time or another, a few select individuals embark on a similar text wall on this subject -- and with that, here is mine!
In this thread, I will pass on some of my knowledge and experiences which I have laboriously explored and mapped out. Specifically, I will have posts to this thread which will entail the following topics in some detail:
- Ghost sites
- Limited Sleeper Caches
- Standard Sleeper Caches
- Superior Sleeper Caches
- General exploration tips
I'm not one to explain or elaborate on my own personal resume or length of tenure of a particular subject, as I firmly believe that neither of those two factors is exclusively indicative of competence. Instead I will rely on my peers and superiors to judge if I am considered an authority on the subject, so in that respect, I am open to good, solid commentary about my methods, techniques or procedures. For that matter, with some exceptions, the details explained here are not "the way" but "a way" of doing it.
Ghost Sites
A rather convenient upgrade from the regular data or relic sites you get in low, null or wormhole space, these sites are rather dangerous. You can, however, be assured there will not be any cloaked interdictors lurking in the site.
There are four classes of so-called "Ghost Sites", for lack of a better term, in order of ascending difficulty:
- Besieged Covert Research Facility
- Lesser faction Covert Research Facility
- Standard faction Covert Research Facility
- Improved faction Covert Research Facility
- Superior faction Covert Research Facility
In the beginning, these sites had to be scanned down like an ordinary cosmic signature, but then it was changed to a cosmic anomaly, which then got changed back to a cosmic signature recently. There isn't any specific danger inside the site in most cases, however the hazards that are there, are rather harsh.
Besieged Covert Research Facilities are common in low security space and are merely combat sites, and have no particular relationship to our subject here other than the name being analogous to regular Ghost sites.
By name, the Ghost sites are named according to the pirate faction which is associated to that particular system. In the area around Amarr space for instance, they will be named something like Lesser Blood Raider Covert Research Facility, whereas with Minmatar space they will be named something in the order of Lesser Angel Covert Research Facility. The name itself of the site (in respect to the pirate faction name) has no bearing or significance of the site itself, but rather the NPC pirates which spawn after a small span of time. There is some relationship between the pirate faction and the type of implant blueprints one can possibly obtain, though no further specifics are present.
In high security space, on the Lesser grade of Ghost sites will be available, in low security space, the Standard grades are usually the kind that spawns. In null security space the Improved variant is common, but only in wormhole space are the Superior sites present. As for the difference between the sites, the higher the site "rating", the higher the likelihood of good implant BPCs, mobile depot BPCs, mobile tractor unit BPCs, Covert Research Tools (used for making implants) and Shattered Villiard Wheels (also used for implant construction). Lower-grade sites will most likely have Mid-Grade rated implants, while the higher ones such as the Improved and Superior sites most likely will have the High-Grade blueprints.
Additionally, the higher the site rating, the more NPC pirate rats show up (when they do), the more damage they do, and the more damage a container does when it detonates. Site containers explode when they are shot at by the NPC pirates (which they do) or when a hack is failed. Thus, the specific dangers to these sites are:
- Limited time frame
- High damage received upon failure of a container
- The NPC pirate damage
Let us discuss the merits of each point I mentioned here:
- Limited time frame: Ghost sites are all about speed and efficiency. The less time you spend moving around the site, the faster you hack, and a couple of other parameters are critical towards success. The use of a Data Analyzer II is strongly recommended, this point will be elaborated on later.
- High damage received upon failure of a container: The Lesser grade Covert Research Facilities (i.e. Lesser Serpentis Covert Research Facility) can be handled with a Tech I exploration frigate, such a Heron with a medium shield extender and an active explosive hardener. That vessel however, can only eat one detonation, and should the pilot not evade the damage of the NPC rats, probably won't be able to survive if he does not escape immediately. The higher rated sites, such as the Standard Guristas Covert Research Facility, should be done with a different ship.
- The NPC pirate damage: They hurt pretty hard if you get caught. In an Improved site, they do healthy cruiser-level DPS. Your best bet is to get out immediately when they spawn. The particulars of this topic will be elaborated on later.[/list]
With this lovely preamble out of the way, I will then begin to discuss the specifics of these sites, and how I run them. I'm not going to say the way I do it is the "right way", but rather "a way" which I recommend you follow. Let's start with the procedure I use when I do these sites:
- Scan down the site. Decide if I want to run it or not.
- Prepare my ship. For the Lesser rated sites, I use a Heron, the fit of which will be shown later. For the harder ones, I earnest recommend the Merlin.
- For my Heron, I strip the ship of drones, cloaks, cargo and everything I don't need. Normally I do this in a safe spot with a mobile depot (refitting and clearing the ship out).
- Warp to a bookmark OR a celestial close to the site. Less than 4 AU is ideal, but I like 2 AU.
- Align to the bookmark made of the site or the scan result. Always align first. Activate the explosive hardener, make sure all my needed kit is online and ready to go. Wait for the capacitor to recharge if necessary. Set the Keep at Range distance to 2500m.
- Warp to the site.
- Select a random container, lock up all containers, choose Keep at Range (2250m) on the container, active the Microwarpdrive for one cycle, which is usually close to putting to me within hacking distance.
- While I am approaching that container, run a cargo scanner on the other containers. If not equipped (Merlin) then don't bother cargo scanning.
- Hack the chosen container, loot it.
- Having identified the next container I want to hack, I approach it for one or two Microwarpdrive cycles. The site timer is close to running out by now.
- I hack the other container: if time permits (it usually does not) I might get another hack off. Normally I only hack two containers then GTFO.
- 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.
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.
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.
Data Analyzer II
Medium Azeotropic Restrained Shield Extender
5MN Quad LiF Restrained Microwarpdrive
Type-E Enduring Cargo Scanner
Limited Explosive Deflection Field I
Micro Auxiliary Power Core I
Damage Control II
Small Gravity Capacitor Upgrade I
Small Anti-EM Screen Reinforcer I
Small Anti-Thermal Screen Reinforcer I
- Only suitable for high security space sites.
- Can survive one high-security space container detonation.
- Cannot tank rats if they are close.
- Rigs are based on the author's choice of rigs for running Sleeper Caches: they do not particularly matter for this application.
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.
For the Standard, Improved, and Superior Covert Research Facilities, or if I really don't feel like loosing a Heron, I recommend this:
Medium Shield Extender II
Data Analyzer II
5MN Quad LiF Restrained Microwarpdrive
Explosive Deflection Field II
Damage Control II
Type-D Restrained Overdrive Injector
Type-D Restrained Nanofiber Structure
Small Core Defense Field Extender I
Small Core Defense Field Extender I
Small Anti-Explosive Screen Reinforcer I
- Rated to survive three explosions of null-sec rated Ghost Sites (Improved).
- Will not tank rats, and remote repairs from one Scythe or similar will not be sufficient to tank the rats. Warp off instead.
- 24.4K EHP against explosive damage, 22.7K EHP in shields.
Because the containers deal exclusively Explosive damage, it's important to be tanked to that specific damage type. This vessel, with my present skills (Shield Management to IV) has 21808 explosive damage EHP. for a net total of 23499 EHP against explosive damage. Having tested this vessel on the test server in an Improved rated Ghost site, it has survived two deliberate failures (with the explosive hardener overloaded) and could probably eat a third.
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.
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:
Adaptive Invulnerability Field II
Large Shield Extender II
Explosive Deflection Field II
50MN Quad LiF Restrained Microwarpdrive
Data Analyzer II
Damage Control II
Overdrive Injector System II
Overdrive Injector System II
Nanofiber Internal Structure II
Medium Anti-EM Screen Reinforcer I
Medium Anti-Thermal Screen Reinforcer I
Medium Core Defense Field Extender I
- 33.5K EHP overall (not overloaded), 68.3K EHP against explosive damage.
- You may elect to insert an armor tank in the lows with a 1600mm plate and hardeners if you are really intent on not loosing the ship to the rats.
- A scout to scan containers and provide the warpins makes this fit a lot more useful rather than soloing it because of its slow speed.
50MN Quad LiF Restrained Microwarpdrive
Data Analyzer II
Type-E Enduring Cargo Scanner
1600mm Steel Plates II
1600mm Steel Plates II
Armor Explosive Hardener II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
Damage Control II
Medium Trimark Armor Pump I
Medium Trimark Armor Pump I
Medium Trimark Armor Pump I
If, for various reasons you cannot fit or equip any one module, then I recommend either skipping the site or going for a cheap-as-dirt barebones fit with just a cheap Microwarpdrive and Analyzer with nothing else on the vessel. Cheap meta overdrive injectors and nanofibers are possible -- they're so cheap because nobody else uses them.
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.
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.
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.
6.) 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.
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.
Conversely, for those who do not run cargo scanners, just hack at random. Some say the odd named container (i.e. 3x Secure Mainframe and 1x Secure Vault, so the Vault is the odd one out) always has the best loot, but I have not found that to be so.
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.
9 through 11.) 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.
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.
To handle one of these sites like a proper crew, you may use logistics as earlier, or just use the Maller fit and a covert ops pilot, probably in a bomber for the lack of cloak recalibration time. Using a cargo scanner on the bomber, have the cruiser pre-aligned to the site, and iniate warp at the same time as the bomber decloaks. The bomber pilot then quickly locks up all the containers, and being a squad commander position, tags the good container, as usually only one container has the blueprints while the others are just Villard Wheels and Covert Research Tools. All the hacker cruiser has to do then is burn an overheated MWD cycle as he lands, hack out the good can, the burn around to hack whatever he can hack afterwards. The bomber should be clear to warp off as soon as the cargo scans are complete. The bonus is that there is little risk to the bomber pilot at all, the Maller should survive (at 105K EHP with all V) just fine and is ready to be used again for your next cyno hot drop ship or usual bait ship that everybody recognizes.
I found a video on YouTube which is fairly good at demonstrating the basics in a more visual form. Through the content of this post, some experience of having run these sites yourself (I recommend a couple high-sec attempts before you do the more dangerous ones), and this video, you should find yourself adequately familiar with the site itself.