Statics are a system variable. Each system will have a static two for C2s and C4s , which will always have the same wormhole ID and lead you to the same class of W-Space or K-Space system as the previous one. When a static wormhole collapses a new static wormhole will spawn immediately, taking you to the same class of W-Space or K-Space. C1 systems are not very popular for harvesting or site running purposes. C1 statics only allow medium-sized ships, preventing anything larger than a battleship to enter.
This makes rolling C1 holes fairly difficult. They are excellent for beginners. They're relatively safe, easy to run and require a low amount of skillpoints. A battlecruiser can solo the sites and a small cruiser gang will easily run the sites efficiently.
C1 systems have a niche role of being used by small Tech 3 Manufacturing Corporations. The low desirability of these locations and minimal assets make evictions less likely, although not unheard of. While some C1 corporations have reportedly tried to ward off intruders by building carriers, changes such as the Surgical Strike update and the introduction of Triglavian ships have reduced the effectiveness of capitals against mid-sized fleets and made this strategy relatively uncommon.
C2 wormhole systems have a special role in low-class Wormhole Space systems. Their special property is that they come with two statics. These statics provide guaranteed access to K-Space and W-Space. C3 Systems are excellent for beginner wormhole corporations. They come with a K-Space statics of any kind, allowing you to pick your environment. C3's also offer good ISK for their difficulty, a battlecruiser gang with local rep or a little Tech 1 logi support will burn through the sites.
Prior to the Hyperion expansion, C4 Systems were not very loved. C4 combat sites provide a little more ISK than C3 but require quite a bit more effort. C4s, like C5s and C6s, don't have statics to K-Space. However, unlike any other class, they never have any incoming wormholes from K-Space either, and never generate roaming connections to K-Space other than M and Q small-ship wormholes.
This means at least a two-jump chain to reach K-Space. It is worth noting however, that C4 residents like the space they live in mainly because C4s are lower maintenance both on the capital and active player front. C4s also grant access to frequent PvP. Since the Hyperion expansion in , all C4 Systems have two static wormholes. Each wormhole leads to another system in W-space. The wormholes are always different types so you can't have a C4 system with two C3 statics, for example.
Additionally, while data exists for wormholes connecting C4 system to K-Space systems S, N, and K , no wormholes of these types ever generate.
However, wandering wormholes directly connecting to K-Space have recently started appearing, though rarely. This is only confirmed for High Sec space. C5 systems are the premium choice for most hardcore wormhole corporations : C5's are highly connectible to other C5's, giving the nickname "The C5 Highway" to such connections and chains.
The hardest system to tame of them all, C6 wormholes represent the pinnacle of wormhole life. In truth, there is much debate between C5 and C6 residents on the merits and drawbacks of C6 wormholes.
These phenomena only affect capsuleer ships, so Sleepers or structures won't be affected. The buff bar above your capacitor shows the wormhole effect in game. Third-party websites related to wormholes typically also list effects. On August 26th, , with the Hyperion update, System Effects were rebalanced. All tables are updated with these new balance numbers. Dev Blog. Pulsar systems are very powerful when utilized correctly. They provide large improvements to shield hitpoints and capacitor recharge time.
They also greatly increase ship signature radii, enabling the effective use of much larger weapons than would be available in ordinary systems. Armor ships will suffer a resistance debuff, and should be used carefully or not at all. And finally, as a partial countermeasure to the capacitor recharge bonus especially against capital ships , Energy Neutralizers and Noferatus are also greatly strengthened.
Black Holes are systems for enthusiasts of high-speed, long-ranged missile ships. These systems feature an enormous bonus to ship velocity, missile velocity, and targeting range, and a further penalty to Stasis Webifier strength, making it difficult to hold down a speeding enemy even if you can catch them. I'm gonna play my damn hardest to get out of here. Though death can be disastrous in EVE, Sae says he mostly didn't want to break his record and deal with the inconvenience that comes with being blown up.
Losing a ship would mean a lengthy and perilous trek in a defenseless escape pod to the nearest trade hub to buy a replacement. Deep in null-sec, that could mean hours of flying just to get back to civilization.
Losing his escape pod would be even worse. Sae would wake up as a clone all the way back in high-sec, several dozen jumps from where he needed to be. So I said, you know, if they catch me, kill me, fine. I'll have to deal with it. But I'm going to get out of here. Sae thought he had one advantage: "I had patience on my side," he says.
But he was wrong. For three days, he logged in to find the stargate locked down by the same small gang of assassins. Sae started logging in during the early morning or late at night, hoping that he'd catch his trappers when they weren't playing.
But every time he logged in, at least a few of them were prowling around the stargate waiting. And then one day they weren't.
So Sae warped to the stargate and engaged his jumpdrive. No one was on the other side. You get through the first gate going, okay, but I got two more to go. They're going to get me. They have to be there. They've been this dedicated for this long…". But no one was there. Katia Sae slipped away unscathed and unnerved. To this day, he doesn't even know why they wanted him dead—they never once tried to taunt or mock him. No contact, just the quiet threat of annihilation. On November 26, —over six years after he first started—Sae finally finished his tour through the last solar systems of null-sec.
He was now the only pilot to have visited every system in known space without losing a ship. But Katia Sae wasn't done yet. After a short break over the holidays, Sae decided to continue the expedition into the most dangerous and impossible part of EVE Online: Wormhole space. Unlike known space, wormhole space doesn't have stargates linking each of its 2, systems together.
Instead, each is bridged by transient wormholes that randomly spawn and then slowly collapse. Though there's some loose logic to where these wormholes go, there's no way of knowing for sure without sticking your head in. The idea was that pilots would go on short excursions into wormhole space, battle the powerful NPC aliens that lurk inside, and retreat home at the end of the day.
Instead, EVE Online players colonized wormholes permanently. And if Katia Sae was going to explore each of its randomly connected systems, he would need more than a spreadsheet. I started feeling the burnout. I didn't think I could make it. At that rate, it felt like it was going to take me another ten years.
For the first two years, Sae had no other option than to jump into every wormhole he could and hope it would lead to a system he hadn't yet visited. It worked reasonably well for the first 2, wormhole systems, but the final were a demoralizing gamble. Because the wormholes that lead into and out of each system are randomly spawning, Sae was having to manually scan them down one at a time to see where they might lead. The more wormhole systems he visited, the smaller Sae's chances of finding one he hadn't been to before.
That extra effort was eating up so much time that Sae could no longer afford to take photos of every planet in each system he was visiting, so he settled for snapping a single picture of each solar system instead.
Entire weeks passed without finding a new wormhole system. And when I had to start doing that is when I started feeling the burnout. And that is when I said, you know, either I'm going to have to get help or I'm just going to have to give up. Back during his null-sec pilgrimage, Sae fell in with a renowned player named Mynxee who became famous for leading EVE Online's first all-female pirate gang. When Katia Sae met her, Mynxee had reformed and was now launching a new corporation for explorers.
Sae was a natural fit. A few rules about how I look at the data set: Unless I say otherwise, all facts will be about public K-space only. No Jove Empire, no wormholes. There are systems in EVE. Of those systems, are highsec, are lowsec, and are nullsec. That would explain why so many places in Nullsec feel so empty.
A lot of system names are notoriously hard to pronounce for many people. Uosusuokko, Hofjaldgund, Bherdasopt, or Ethernity note the h! What, however, are the longest names, and how unpronounceable are they? In the Top 5, the Primes reign supreme. Of course, such compound names are long, but not necessarily hard to pronounce. In fact, most of these spots are quite easy for an English speaker. OK, you know what?
0コメント