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How to kill a drifter response bs with only two chars?

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#1 - 2017-03-08 11:16:26 UTC
What would you use to kill a (single) drifter in a c5 with only two characters, and not using capitals? This is less about efficient site running for ISK, rather about getting rid of roaming drifters other people spawned.

I read that drifters always aggro the ship with the largest sig radius and never switch to small ships like frigates or command ships if there is also a battleship on grid. Is this (still) true?

My idea is to use a fully passive rattlesnake, pull aggro, then tackle the drifter with a smaller ship (that can also contribute some dps), then grind it down with the sentries. This could only work if the drifter will definitely never switch to the small ship though, and if it doesn't have (enough) self-rep to tank the rather low dps from the rattle.

Any ideas?

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Official Winners Of Takeshi's Castle
#2 - 2017-03-08 11:38:42 UTC
Terrorfrodo wrote:
I read that drifters always aggro the ship with the largest sig radius and never switch to small ships like frigates or command ships if there is also a battleship on grid. Is this (still) true?


Yeah. But, as far as I know thats a confirmed bug that is either already fixed or that will be fixed.
I don't do alot of pve so im not always up to date on the mechanics Roll
#3 - 2017-03-08 18:22:00 UTC
I've never tried to kill one, but is there some reason you can't just use a brick tanked Vindi with some logi or something?
Goonswarm Federation
#4 - 2017-03-08 19:39:17 UTC  |  Edited by: Tiirz
Right now with the drifter not neuting, you can do it with 2 heavy tanked mauraders. Drifter not neuting IS a confirmed bug that will be fixed soon so that will only last so long. Once it start neuting again the only thing i could think of would be full tank/recharge fit mauraders with implants, or 2 RR snakes with high grade crystals or talismans depending. Also these fits would not at all be cost efficient to the point it would be cheaper to buy a naglfar or other dreadnought and just solo them. Even an absolute max skill ful tank passive rattle will get chewed apart by the drifter.
#5 - 2017-03-09 02:49:18 UTC
using 2 characters, ugh. 3 nestors will do it just fine though.

My name is Jonn Duune, and I wholeheartedly support the message posted above.

#6 - 2017-03-09 11:02:12 UTC
Tiirz wrote:
Right now with the drifter not neuting, you can do it with 2 heavy tanked mauraders. Drifter not neuting IS a confirmed bug that will be fixed soon so that will only last so long. Once it start neuting again the only thing i could think of would be full tank/recharge fit mauraders with implants, or 2 RR snakes with high grade crystals or talismans depending. Also these fits would not at all be cost efficient to the point it would be cheaper to buy a naglfar or other dreadnought and just solo them. Even an absolute max skill ful tank passive rattle will get chewed apart by the drifter.

Mh... isn't it supposed to deal about 1500 dps? Fully passive rattle can tank this with fleet boosts. So again it's important if the drifter will keep aggro on the rattle.

I wonder if the stats here are accurate: http://games.chruker.dk/eve_online/item.php?type_id=34495

That site has been around for ages and I assume the data there is straight from a static database dump and not manually edited, which implies that it should be correct. However, the hp values and the neut power given there seem unrealistically low. It does show on the other hand the thermic resist hole and a plausible number for dps...

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Caldari State
#7 - 2017-03-09 11:35:17 UTC
There is a trick to get them to attack citadels. I don't know it, but you can kill ~5 of them at once.
L A Z E R H A W K S
#8 - 2017-03-10 00:23:59 UTC  |  Edited by: Michael1995
Drifters will prioritize capitals if they are on grid, if it's a mix of capital/subcapital ships on field then 98% of the time the drifter(s) will be shooting the capital(s). If there is just subcapitals on grid then the drifter will switch between them equally.

I would recommend using 2 rattlesnakes with a web fit each, and anchoring a T2 medium bubble on yourself to keep the drifter tackled. As already stated earlier in this thread, Drifters currently do not neut (Which was usually -200cap/s) so you only need to fit enough tank and be cap stable, which is somewhere between 2000-2500 DPS iirc.

Also keep in mind that once you're on grid with the drifter and tackled you will either be there until you're dead (from the drifter or other players) or until you kill it. Drifters have a hell of a lot of EHP and killing one with 2-4 rattles can take upward of 20 minutes.

Otherwise as also mentioned in this thread, you can lure them to an astrahus in system and kill it with that.

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#9 - 2017-03-10 08:45:18 UTC
Ok, thanks. Sounds like the citadel is the only way then, especially long-term when the neuting bug is going to be fixed.

Do drifters ever despawn? What is their natural lifespan? Days, weeks, forever?

Also, yesterday I watched one who was camping a static wormhole. It did not move or change location for at least 2 hours. I remember on the test server when they were introduced, they would warp to different celestials every few minutes.

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L A Z E R H A W K S
#10 - 2017-03-10 09:34:58 UTC
AFAIK they don't despawn, I've only seen one report of one despawning several months back.

Drifters warp around every hour on the hour/minute that the server came back up.

Selling WH CFC Standings 10b/month for +10 with: Lazerhawks, Hard Knocks, Overwatch This, Many Vacancies, Golden Showers, Friendly Probes, Isogen Memed.

Join up for swag C3 Gila/Osprey ratting fleets daily! We also rent C2s out with CV effect!

#11 - 2017-03-10 09:42:58 UTC
Mh, interesting, so maybe I actually watched it for less than an hour...? Will keep an eye on this. Quite important when trying to haul stuff through a wormhole in slow-aligning ships ^^

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WiNGSPAN Delivery Network
#12 - 2017-03-10 13:20:38 UTC
Pretty sure you can just rattlesnake them no?

There is no Bob.

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#13 - 2017-03-10 16:49:14 UTC  |  Edited by: Mephiztopheleze
You can kill them with two standard C5 remote-cap transferring Rattlesnakes. It will not be quick.
Refit a midslot on each with a heavy warp disruptor to hold it down.
Can confirm, Drifters will attack the largest sig radius on field. You may want to fit an LSE to one rattle to ensure you can predict the Drifter aggro. Neuts don't bother C5 Rattles, you can turn the shield booster off on the non-targeted one and have plenty of cap to run the transfers.

FYI: Drifters have a Thermal resist hole in Shields and an EM hole in Armour. So start with Gardes and change to Curators once through shields.

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L A Z E R H A W K S
#14 - 2017-03-11 01:31:09 UTC
http://community.eveonline.com/news/patch-notes/patch-notes-for-yc119.3-release/

Quote:
Arithmos Tyannos (Drifter Response Battleship) now applies their neutralizers correctly.

Selling WH CFC Standings 10b/month for +10 with: Lazerhawks, Hard Knocks, Overwatch This, Many Vacancies, Golden Showers, Friendly Probes, Isogen Memed.

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#15 - 2017-03-13 22:07:47 UTC
Michael1995 wrote:
http://community.eveonline.com/news/patch-notes/patch-notes-for-yc119.3-release/

Quote:
Arithmos Tyannos (Drifter Response Battleship) now applies their neutralizers correctly.


Guessing astrahaus it is then for OP

I'm right behind you

#16 - 2017-03-14 13:26:08 UTC  |  Edited by: Terrorfrodo
Is there a reason why people don't just drop a jetcan full of 3200 cap charges with a cloaky hauler in a site and then warp their rattle, marauder or whatever to that can? Basically unlimited cap with only a heavy cap booster fitted. Should free up a lot of slots for gank and active tank and possibly make fits cheaper.

I suppose it should be possible to align out, de-cloak, drop the can, then warp out without getting locked and scrammed? If not, one could use even throw-away t1 haulers for this, as long as they drop the can before exploding...

edit: Or even a DST, anomalies have only up to 5 scramming sleepers in the first wave, so with three stabs fitted the DST could still warp out.

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#17 - 2017-03-17 04:00:17 UTC
Until new patch it could be done with two self-capping rattles, now it needs three of them.

I have SNI with 2200+ ehp/sek which can hold two heavy neuts and stay stable. I haven't tested that fit yet but I presume it can tank drifter, but I feel like cruise missiles won't be as effective as drones on rattles. Sni seems to work similar to paladin but has missiles instead of beams, so ammo will be a pain. So no point going that expensive.
#18 - 2017-03-20 00:25:16 UTC
Alundil wrote:
Michael1995 wrote:
http://community.eveonline.com/news/patch-notes/patch-notes-for-yc119.3-release/

Quote:
Arithmos Tyannos (Drifter Response Battleship) now applies their neutralizers correctly.


Guessing astrahaus it is then for OP



How does the drifter killing with astrahus actually work? how do you get them to warp to your astrahus?
People mention this every now and then but I'd like to know the technique.
#19 - 2017-03-20 04:27:25 UTC  |  Edited by: Mephiztopheleze
Terrorfrodo wrote:
Is there a reason why people don't just drop a jetcan full of 3200 cap charges with a cloaky hauler in a site and then warp their rattle, marauder or whatever to that can? Basically unlimited cap with only a heavy cap booster fitted. Should free up a lot of slots for gank and active tank and possibly make fits cheaper.

I suppose it should be possible to align out, de-cloak, drop the can, then warp out without getting locked and scrammed? If not, one could use even throw-away t1 haulers for this, as long as they drop the can before exploding...

edit: Or even a DST, anomalies have only up to 5 scramming sleepers in the first wave, so with three stabs fitted the DST could still warp out.


the Drifter neuts for 2,000GJ/cycle. I very much doubt a single heavy cap booster will keep you capped up for long enough to chew through the great festering mountain of EHP if you're also running active reps.

If you *really* want to try it, I'd suggest warping the hauler in at 100km & jettisoning the cap charges once you've got the site started and have drawn aggo on the ratting ships.

FYI: The Drifter employs what is basically a HIC scram, Sleepers do not.

EDIT: I went Corp Fleet C5 ratting on Sunday and we killed nine Drifters all up. With eight C5 Cap Transfer Rattles and one Drifter Response Vindicator, we were down to around ~15minutes/site, including the Drifter.

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#20 - 2017-03-20 11:20:03 UTC  |  Edited by: Terrorfrodo
I've made some of my own tests in the meantime. Drifters seem to treat a citadel like any other celestial - sooner or later, they will randomly warp to it. I was unable to make 'my' drifter chase me to the citadel, which was anchored off-grid from any planet or customs office. It chased my ships when they were on grid, but never left the grid except randomly, presumably when its timer had expired and it was time to relocate.

This way the drifter relocated to several planets (over the course of hours), and I started to think that I'd have to re-anchor my astrahus (or anchor a second one) on the grid of a planet. But then suddenly the drifter warped straight to the astrahus. Or rather, at 1100 km, but on-grid. First it stayed there, but when I undocked a ship, it got mad and closed in. Although interestingly, it seemed to target the citadel itself and was not interested in any ships, even after they dropped the tethering. I tackled it with a stealth bomber and that was never targeted. The drifter just orbited the astrahus at 15 km like it was trying to attack it.

Now this behavior may change in the future, CCP still seems to make regular changes to the drifters. However if they decide to 'fix' this behavior, they'd have to give us another way to clear a system of many drifters. As it is now, I don't see how a system could ever be made habitable again once more than three or five drifters are on the loose in there, except by using a citadel.

Now I wonder if drifters can appear in any site and at any time. So far I've seen them at planets and at wormholes. Do they also visit anomalies? If so, do player ships warping to that anomaly trigger the drifter to move, or will it stick to its schedule and the activated anomaly just becomes a possible random destination the next time the drifter relocates?

Drifters specifically targeting players running sites would make it impractical to trigger more than one at a time and let them roam in hopes of trapping them at a citadel later. Also, if there is more than one roaming drifter in a system, do they always cluster together at the same location, or do they camp several different locations?

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