Friday, December 19, 2014

C2 Shattered Camping Trip Idea





TLDR: How I would live in a shattered C2, with 1 account and get rich (well C2 level rich)!

Camping; When well off people act like the homeless people. Homeless people just get to do it year round and in less pretty settings, but its essentially the same thing.

Well C2 Shattered wormholes give us this opportunity to do it in EVE.

What do we know about C2 shattered wormholes?

One – They can only be accessed in destroyer, frigate or artificially mass reduced ships like heavy interdictors.

Two—They seem to be filled with far more sigs/anoms then your average C2. I’m just guessing on this, but it sounded good.

Three – No moons means no POS’s allowed. This creates an interesting challenge for anyone who wishes to live in one. This is where the camping trip comes in.

Its clear that CCP doesn’t really want people to live long term in a shattered hole, so lets do exactly the opposite just to say we did.


The Ship:

For the following days of you being in the hole, you need a ship that can withstand c2 sleeper level damage, I chose the Onyx Heavy Interdictor. But Spear it won't fit! (how many times i wished I heard that.:sadface: ) it will if you activate your Warp Disruption field generator. This trick has been used for going light through holes for years, now we can use it to squeze through destroyer/frig size entrances. :)

low slot 0" type="Shield Power Relay II"
low slot 1" type="Shield Power Relay II"
low slot 2" type="Ballistic Control System II”
low slot 2" type="Ballistic Control System II”

"med slot 0" type="Adaptive Invulnerability Field II"
"med slot 1" type="Pithum C-Type EM Ward Amplifier"
"med slot 2" type="Experimental 10MN Microwarpdrive I"
"med slot 3" type="Phased Weapon Navigation Array Generation Extron"
"med slot 4" type="Pithum C-Type Explosive Deflection Amplifier"
"med slot 5" type="Pithum C-Type EM Ward Amplifier"

"hi slot 0" type="Heavy Missile Launcher II"
"hi slot 1" type="Heavy Missile Launcher II"
"hi slot 2" type="Heavy Missile Launcher II”
"hi slot 3" type="Heavy Missile Launcher II"
"hi slot 4" type="Heavy Missile Launcher II"
"hi slot 5" type="Warp Disruption Field Generator I"

"rig slot 0" type="Medium Anti-EM Screen Reinforcer I"
"rig slot 1" type="Medium Anti-Explosive Screen Reinforcer I"

qty="200" slot="cargo" type="Scourge Precision Heavy Missile"

EDIT!--- Someone on reddit reminded me that C2 Shattered have a C6 wolf rayet star efffect on small weapons. So if you swap out the heavy missiles with rapid lights, you can push out around 600+ DPS  900 DPS!! at 44k -- This also increases your chance of living from a gank.. not many tackle ships could handled that level of blap. Good suggestion -- Chenal

I’m sure you could alter this to taste but remember you might not be fighting just sleepers. A frig/destroyer/Heavy Interdictor gang may drop on you, so best be prepared.

The cost of this ship comes in around 452 million isk, which is significant, but the hull price of the Onyx is 390 of that, which I think is wrong or altered in some way (markets are weird sometimes).

62m isk is the cost of the fittings. I went with Pith C because they are reasonable to me for 23m a piece.  I’m sure you could get this level of resistances from active resist mods, but some sleepers neut and that might alter its tanking ability.

You could swap out some of the BCS II for more tank, or less SPR II for less regen, whatever works for you.

Camping trip Equipment (You may need a couple trips from your staging point to the wormhole to get fully established, but I doubt it)

Move in fit items. 

These are items that you will only use when you are moving to and from the C2 hole.

4 – Expanded Cargohold II – This boosts the cargo capacity of this Onyx to 1,190 m3.. which is a lot for a combat ship.

1—Improved Cloak – This you won’t use on a regular basis, you will just use it when you are moving in, setting up or if you suspect there are hostiles in your C2 Shattered camping spot.

2 – Mobile Depot. (more about those later)

1 – Core Probe Launcher

5—Salvagers

1 – Mobile tractor unit

16 – Core probes (Sister probes if you can afford them)

Ammo! LOTS OF AMMO! This one factor will determine how long you can stay in your camping spot.

2 – Anchorable cans. (I forget the size but which ever one is like 300m3 I want to say small?)

1 – Hacking module (these are optional because your ship isn’t really set up for data sites, but in case you felt the urge to try it doesn’t take up much room and it might be fun)

1—Archeology module (same reason as Hacking module)


Move in Steps:

1.       Once the hole is found. You should have your ship and kit already for your adventure.
2.       Take your Onyx fit with a cloak and Expanded cargohold II’s, and head on in. You will need your warp field generator to get through the frigate only entrance. Turn it on… and slide on in !Now you just brought a cruiser into a frigate only hole! 

3.       First thing, make safe book marks all over the C2. These will be what you want to warp to if you suspect there are hostiles chasing you. If you are wondering how to make a “safe Spot” here’s how. As you are warping between two points, say the Sun and planet 10. Open up your people and places tab. As you are in warp between those two points, create a book mart for “this spot”. This will book mark your mid warp location, which is unique to the bookmark you have and no one else. You then warp back to that spot and you will notice you are not near anything else that could be easily warped to. Make lots of these, some you use for running away from people, some you will use for your anchorable items.

4.       Select two safes that you created for your 2 anchorable containers.  You might be able to get away with 1, but it adds risk and you may run out of room for your sweet loots. Why anchorable cans, and not use mobile depots? Mobile depots can be scanned down with combat probes, anchorable cans can’t. These cans will be floating in space when you’re logged off, holding all your harvested treasures and it would suck if someone found them. Limit your warping to these containers as much as possible, think of them as a saftey depost box filled with passports, cash, important things you won’t need till you're leaving. 

5.       Next make an entirely different safe spot for one of your mobile depot. This will be your modual swapping box where you fit your cloak, remove your expanded cargo hold II, store ammo and less critical items. If its scanned down while you are online and doing a site then for whatever reason camped by people for 24 hours (not likely but possible) you can write everything off in that can and consider it GG and go home. This mobile depo will only be anchored and out while you are online. You will scoop this thing before you log off for the day. 

6.       Once you have all your book marks set up, your small anchorable cans set up, its time to start payin the bills!

Normal Day to Day.

You will be safe logging off at a safe spot every day. You should log off with your cloak fit on your ship, and all your equipment in your cargo hold.

You can skip these steps if you want to increase your risk level, though not recommended. You then warp to your mobile depot refitting spot.

Drop your mobile depot, move your in hold items into the mobile depot, refit your ship for whatever you plan on doing.

If its scanning, fit a scanner and cloak. 

If its sleeper sites, refit for tank/DPS. Drop your mobile tractor unit. Kill the sleepers, scoop the tractor unit,  book mark a wreck to come back to when its time to salvage. 

 If its time to salvage, refit for salvage. Since you will be warping back to a site with all the wrecks on top of each other, you can just sit there and salvage without moving.

Once you have loot, warp to the anchorable cans and drop the loot off. Come back to the refitting mobile depot pick up all your things and log off.

You are essentially living/camping in a home, collecting sweet sleeper stuff and for the most part don’t really need to worry about a T3 rape gang coming in to ruin your day.

Important thing to remember. NEVER and I mean NEVER remove the extra depot from your cargohold. Or the cloak, probe launcher or probes. If the shit hits the fan and everything goes south, you will need those things to get your ship out of the hole long after the threat has given up on finding you. Don't be that guy!

Threats—Remember it’s a frig/destroyer/HIC hole so the only thing you really need to worry about is  those types of ships. Stay vigilant and watch that D-scan. If someone does warp on grid, align to a safe, activate that warp drive, shoot off the tackle and do your best. You will be in the biggest class of ship that can be brought to the field so, they will need to blob you to kill you. If you do make it out from the first tackle attempt, bounce to those safes and wait out your weapons timers. Watch for combat probes on D-scan, limit your D-scan to 1au. The second those probes are seen within 1 AU warp to the next safe spot.

Once your weapons timer is off, warp to a safe and log off.

Remember the goal of this is do it with 1 account/character, to say you did it and to make some isk, but accomplishing what few people ever thought was possible.

Good luck

1 comment:

  1. "Its clear that CCP doesn’t really want people to live long term in a shattered hole, so lets do exactly the opposite just to say we did."
    Thats just 10/10
    Sometimes I played EvE just with the same motivation.

    Pashko Morgan @ Rg.P

    ReplyDelete