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Aitena
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Posted - 2011.05.18 17:06:00 -
[1]
Edited by: Aitena on 18/05/2011 17:09:43 Edited by: Aitena on 18/05/2011 17:08:18 Edited by: Aitena on 18/05/2011 17:08:00 I was hesitant to call this new until I had googled the relevant phrases and looked around extensively on the forums. I'm pretty sure my research is unique. Also, this isn't particularly earth-shattering information, but the common wisdom on this subject is WRONG.
Basically, you have your mags and radars, right? Anyone who has tried exploration has found out that sometimes, when cracking the cans, you can trigger spawns. Generally, this isn't a problem, but since you need to kill the rats before fully unlocking the can, it wastes time, and limits your ship choice and fitting choice.
The current idea is that "Some secure containers are dual locked in that a specific NPC spawn must be destroyed and then the container must be successfully hacked." - Evelopedia
I've also seen the idea floating around that "if you fail a hacking cycle, you can trigger a spawn".
From my research, this is only partially true. In one current low-sec exploration run with a partner, I managed to avoid triggering additional rats altogether in what must have been 9-10 consecutive mag/radar sites. It turns out that if you hack the container from a certain distance that is (obviously) within the maximum range of the hacking module but outside the "open container" range, you can avoid triggering rats, even if some of your cycles fail before you get a successful cycle.
My procedure was: Approach to within 5000m (but outside of 2500m) of a container. Hack the container. Approach to within 2500m. Profit.
This isn't empirical, but I'd like for some other people to test this out to see if it holds, or if I was just supremely lucky across those 9-10 sites.
Again, this isn't a huge deal, but it is useful.
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Ashina Sito
Gallente Center for Advanced Studies
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Posted - 2011.05.18 19:32:00 -
[2]
First I have heard of this. I'll try it someday.... when I get around to doing some mag or radar sites.
Some sites this would be very useful since the spawns merely make running the site annoying rather then anything else.
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Aitena
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Posted - 2011.05.19 02:26:00 -
[3]
474 views and only one reply? Guess it's even less consequential than I thought
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Centus Commander
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Posted - 2011.05.19 02:53:00 -
[4]
Edited by: Centus Commander on 19/05/2011 02:53:19 Now there's 2 replys
EDIT: Technically 3...
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Liang Nuren
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Posted - 2011.05.19 03:32:00 -
[5]
cool thanks for the tip. it can't hurt, so i'll prolly try it out someday -- Eve Forum ***** Extraordinaire On Twitter
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DeMichael Crimson
Minmatar Republic University
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Posted - 2011.05.19 05:29:00 -
[6]
I'll try it out since I do a lot of exploration.
However, lately it seems to me that some NPC's will spawn after killing the initial group without even being close to the spawn containers.
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Aitena
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Posted - 2011.05.19 05:46:00 -
[7]
Originally by: DeMichael Crimson I'll try it out since I do a lot of exploration.
However, lately it seems to me that some NPC's will spawn after killing the initial group without even being close to the spawn containers.
The run I spoke of did happen several months ago, so it is very possible CCP has changed things again. however, in a few sites I did more recently (after a long hiatus), I did not trigger any additional rats.
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bartos100
Caldari Provisions
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Posted - 2011.05.19 07:41:00 -
[8]
i ran several radar/mag sites in high sec in the past few days
so far i have had no spawns when opening cans i use my buzzard to open cans and scan and a myrmidon to go in first to kill the rats that are there (most sites didn't even have rats in them just cans to open)
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Deezlar Ward
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Posted - 2011.05.19 07:56:00 -
[9]
I do nothing but Radar sites, so when the servers are up I shall try this out.
Cheers =)
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Roime
Gallente Talon Tech Securities Anarchy Unlimited
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Posted - 2011.05.19 09:00:00 -
[10]
Interesting theory, and like others have stated, does not hurt to try. However I would say the common wisdom is that rat spawning is random, and is triggered when a module is activated on the container (regardless of the outcome of the cycle). Whether the rats lock the container, depends on the site type.
I have another approach to the rats, that works nicely in hisec profession sites with good drone skills:
[Imicus, Imicus-hisec explo]
Salvager I Sisters Core Probe Launcher, Sisters Core Scanner Probe
Codebreaker I Cold-Gas I Arcjet Thrusters
Damage Control II Nanofiber Internal Structure II
Small Emission Scope Sharpener I Small Memetic Algorithm Bank I [Empty Rig slot]
Hobgoblin II x3
Analyzer in cargo hold.
This obviously does not have the scan strenght bonus of a rigged CovOps, but with racial Frigate V, Rangefinding IV, PPH-1 hardwire and sissy gear I find that more time is spent on the spawn containers than finding the sites. Enter site, release drones, zoom to the cans and let drones do the dirty work. Also let the drones get aggro, they are too fast to get hurt badly and can take some beating.
I use this as my shopping wagon, to entertain me while travelling between w-space and trade hubs. Probing out and clearing a basic radar takes maybe 10 minutes and can drop Engagement Plans, so it's well worth the trouble. AB is just a personal preference, MWD goes too damn fast and overshoots easily, but will fit.
I think that 59dps @ 75km is by far the best dps you can get from any scan bonused hull with a probe launcher & salvager. Sometimes Gallente doesn't suck
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Bibosikus
Gallente Universal Moose Federation
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Posted - 2011.05.19 10:01:00 -
[11]
I think it was about 18 months ago that CCP adjusted the can access proximity from 2km to 2.5km - a change that we all welcomed at the time.
Perhaps that recoding has something to do with this.. I'm thinking that maybe respawns are still triggered at 2km?
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Miss Rabblt
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Posted - 2011.05.19 12:09:00 -
[12]
thanks. will remember
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KWyz
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Posted - 2011.05.19 18:29:00 -
[13]
This could potentially revolutionize running radar and mag sites in nullsec, since it's such a b!tch killing all those spawns.
Of course, it would simply be easier to design the sites so that ALL the enemies are already there or the group spawns in its entirety when you start hacking.
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Aitena
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Posted - 2011.05.20 18:44:00 -
[14]
Originally by: KWyz This could potentially revolutionize running radar and mag sites in nullsec, since it's such a b!tch killing all those spawns.
Of course, it would simply be easier to design the sites so that ALL the enemies are already there or the group spawns in its entirety when you start hacking.
After running some hisec sites recently, the rule seems to hold up. Will be running some lowsec sites soon.
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KWyz
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Posted - 2011.05.28 15:02:00 -
[15]
Bumping this thread because, again, this could completely rework the stupid mechanics null and lowsec radar and mag sites have.
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Hathrul
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Posted - 2011.05.29 11:17:00 -
[16]
interesting idea. ill try it in the class 4 next time we get the radar that spawns on fiddling with the cans. might work there as well
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Orlacc
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Posted - 2011.05.29 18:01:00 -
[17]
Very cool! Will try it out today.
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