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eve:wormholes:wormhole_rolling_wormholes

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Unwanted Wormholes


Overview

Most of the time, your static exit(s) to either K-space or another W-space system will be the only exit, and that is what you count on. It keeps you safe, It keeps things predictable. But W-space is far from being predictable. Very often a wormhole will open up in the system, an incoming wormhole, that you wish wasn't there. It might give you some opportunities, but It might as well bring trouble. How to handle these wormholes, how to take control over the traffic in a system and how to close unwanted wormholes? Well, let me explain:

Rolling A Wormhole

Remember how I told you to keep track of the signature ID's in the system? Well, this is how you find out if there's a new incoming wormhole. You scan your system and find a signature ID that wasn't there before, it shows up as an unknown, and later it turns out to be a wormhole. We don't want that. We want it gone, and now. This is what you need to do to close it:

  • Jump to the other side, check for hostiles, and check the ID of the wormhole on the other side. For example it might be C427
  • Check the mass remaining on the wormhole (is it critical? what does the description say?). Jump back
  • Check the Wormhole ID for its maximum mass restrictions
  • Do the math

Now you know what kind of wormhole you are dealing with, and you know the max mass that can go through it before it crashes. Well, if the wormhole is not in critical mass stage yet, there's a good chance that you are able to close it. What you need to do is take some heavy ships, preferably Battleships and/or HICtors, and start jumping them back and forward, keeping an eye on the status of mass of the wormhole. Keep one scout on the far side while doing this. In this example it's a C247 Wormhole which, at it's critical state, (about 10% of total mass limit) allows to jump another 100.000 tons of mass. That's one battleship worth of mass. Keep track of the number of ships you've jumped through so far (jump one at a time), and as soon as it gets into Critical stage, jump back the battleship from the far side. If you've done everything right, the unwanted wormhole should close. (For a pristine C247 you do 2 HOT/HOT and then COLD/COLD and finally a COLD/HOT).

COLD: Jump without Propmod. If you are in a Hictor, activate all bubbles
HOT: Propmod on while jumping

Taking control over the exits, maintaining the system clear of incoming wormholes by successfully closing each unwanted wormhole is the key to safety in W-Space. You need to be aware that each wormhole that you leave opened, and not use yourself, is a potential threat, and might eventually get you (and your corp members) killed.

Now you work depending on the size limits:

  1. >=300kt For this you use Battleships and Hictors.
  2. 20kt Battlecruisers and Hictors (more effective)
  3. 5kt Hictors

How to roll and not die

Before you roll, scout with an Astero, Explo ship, or anything else with a Cloak. We do not want to let everyone immediately know you want to roll. You also want to make sure that no T3 Gang waits on the other side to fondle some Megas. The Scout should stay on the other side, if the hole looks active and should jump before roll.

Get a ship, that includes the following: Smart bombs, neuts, cloak, probe launcher, prop mod, higgs anchor ECM, ECM drones and MJD. See the end of the article for sample Wormhole-approved fits.

Dealing with dangers

  • Abduction fleet with a Command dessie: Approach hole, then spool up the MJD when you see their MJD spool up. If they abduct you, you jump back, if they scram you, you remain while they abduct themselves.
  • Frig gangs: Activate Smartbomb while approaching to jump. You cannot smartbomb while too close to the Hole, but frigs have not enough mass to bump a 300kt BS anyway
  • Cruiser and up: If they do not bump you, they are bad and you just fly home. Remember that when you are trapped on the K-Space side, approach a Citadel and cycle MJD so you can just moonwalk out of the Bubbles. If they scram you, use the neuts and ECM to kill the Tackle. You can also use the Smartbomb to keep off drones. If you are trapped on the WH side, try to Jam/neut them so they cannot web you. Remember, weapons timers will not prevent a Wormhole jump.

Roll a Frigate Hole

If you ever thought Jump Fatigue is Space Aids, then rolling frigate holes is Space Herpes. What you need? Just 3-4 people that can fly a Hictor and some time. See the hictor fits further down on the page

How to do it: You activate enough bubbles to Jump through. On your way back, approach hole.

  • Propmod on
  • Activate all bubbles on the same tick
  • deactivate bubbles

When the cycle of the bubbles is nearly finished (1s remaining) you click jump. Your WH clearance is given with your 1kt mass, then the Bubbles deactivate and you weight 150kt while you jump. It is time fiddly, can be screwed up easily, but rolling with a cold HICtor is very very unlikely (if you get a hole that low, write Shalah Allier a message, since I never saw that happening).

Cool Fittings

Battleships

<EFT> [Megathron, holey roller] 800mm Rolled Tungsten Compact Plates Damage Control II Energized Adaptive Nano Membrane II Energized Adaptive Nano Membrane II Nanofiber Internal Structure II Nanofiber Internal Structure II Overdrive Injector System II Overdrive Injector System II

500MN Quad LiF Restrained Microwarpdrive Cetus Scoped Burst Jammer Large Compact Pb-Acid Cap Battery Large Micro Jump Drive

Heavy Infectious Scoped Energy Neutralizer Heavy Infectious Scoped Energy Neutralizer Heavy Infectious Scoped Energy Neutralizer Improved Cloaking Device II Large 'Vehemence' Shockwave Charge Large 'Vehemence' Shockwave Charge Core Probe Launcher I

Large Anti-Explosive Pump I Large Higgs Anchor I Large Trimark Armor Pump I

Hornet EC-300 x5

Core Scanner Probe I x8

</EFT> <EFT> [Apocalypse, holey roller] Overdrive Injector System II Overdrive Injector System II Nanofiber Internal Structure II Nanofiber Internal Structure II Energized Adaptive Nano Membrane II Energized Adaptive Nano Membrane II 1600mm Rolled Tungsten Compact Plates

500MN Quad LiF Restrained Microwarpdrive Large Micro Jump Drive Large Cap Battery II Cetus Scoped Burst Jammer

Large 'Vehemence' Shockwave Charge Large 'Vehemence' Shockwave Charge Core Probe Launcher I Prototype Cloaking Device I Heavy Infectious Scoped Energy Neutralizer Heavy Infectious Scoped Energy Neutralizer Heavy Infectious Scoped Energy Neutralizer Large 'Vehemence' Shockwave Charge

Large Higgs Anchor I Large Anti-Explosive Pump I Large Trimark Armor Pump I

Hornet EC-300 x5

Core Scanner Probe I x8

</EFT> <EFT> [Raven, holey roller] Overdrive Injector System II Overdrive Injector System II Nanofiber Internal Structure II Nanofiber Internal Structure II Damage Control II

500MN Quad LiF Restrained Microwarpdrive Cetus Scoped Burst Jammer Large Micro Jump Drive Adaptive Invulnerability Field II Large Cap Battery II Large Shield Extender II EM Ward Field II

Large 'Vehemence' Shockwave Charge Large 'Vehemence' Shockwave Charge Heavy Infectious Scoped Energy Neutralizer Heavy Infectious Scoped Energy Neutralizer Heavy Infectious Scoped Energy Neutralizer Prototype Cloaking Device I Core Probe Launcher I

Large Higgs Anchor I Large Anti-Thermal Screen Reinforcer I Large Core Defense Field Extender I

Hornet EC-300 x6

Core Scanner Probe I x8

</EFT>

<EFT> [Tempest, holey roller] Damage Control II Overdrive Injector System II Overdrive Injector System II Energized Adaptive Nano Membrane II Energized Adaptive Nano Membrane II Nanofiber Internal Structure II

500MN Quad LiF Restrained Microwarpdrive Large Cap Battery II Large Micro Jump Drive Large Cap Battery II Cetus Scoped Burst Jammer

Heavy Infectious Scoped Energy Neutralizer Heavy Infectious Scoped Energy Neutralizer Heavy Infectious Scoped Energy Neutralizer Large 'Vehemence' Shockwave Charge Large 'Vehemence' Shockwave Charge Prototype Cloaking Device I Core Probe Launcher I Large 'Vehemence' Shockwave Charge

Large Higgs Anchor I Large Anti-Thermal Screen Reinforcer I Large Core Defense Field Extender I

Hornet EC-300 x5

</EFT>

Notes: Minmatar ships are suprisingly heavy. On armor ships, check your mass (since Armor layering lowers the mass again).

HICs

Take a mobile depot and a cloak with you in your cargo hold. If you get rolled in, make a safe, drop MTU, refit to cloak, grab MTU, warp to another save and start scanning.

Goes from 1,1 kt cold to 144 kt hot <EFT> [Devoter, small roller] 1600mm Steel Plates II 1600mm Steel Plates II Reactor Control Unit II Reactor Control Unit II Energized Adaptive Nano Membrane II Damage Control II Co-Processor II

100MN Y-S8 Compact Afterburner Medium Cap Battery I Cetus Scoped Burst Jammer

Pitfall Compact Warp Disruption Field Generator Pitfall Compact Warp Disruption Field Generator Pitfall Compact Warp Disruption Field Generator Pitfall Compact Warp Disruption Field Generator Medium 'Vehemence' Shockwave Charge Core Probe Launcher I

Medium Higgs Anchor I Medium Ancillary Current Router I

Hornet EC-300 x5

Core Scanner Probe I x8

</EFT>

871t cold, 134kt hot
<EFT> [Phobos, erector9000] Damage Control II Reactor Control Unit II Overdrive Injector System II 1600mm Steel Plates II Energized Adaptive Nano Membrane II Co-Processor II

100MN Y-S8 Compact Afterburner Cetus Scoped Burst Jammer Medium Cap Battery II Medium Cap Battery II

M-36 Enduring Warp Disruption Field Generator Core Probe Launcher I M-36 Enduring Warp Disruption Field Generator M-36 Enduring Warp Disruption Field Generator M-36 Enduring Warp Disruption Field Generator Medium 'Notos' Explosive Charge I

Medium Higgs Anchor I Medium Ancillary Current Router I

Core Scanner Probe I x16

</EFT>

HELP: I am rolled out!!!!

Just self destructing makes you weak in the eyes of Bob and you will miss a good adventure. Also, you litter J-Space, which means Bob will most likely smite you.

  1. Calm down
  2. Drop probes, make a save and cloak up
  3. Scan down wormholes
  4. Fly out like a 31337 Wormholer

Order of escape

Check wormhole. For this example we assume you are stranded in J213737.
Find the system here: http://www.ellatha.com/eve/WormholeSystemview.asp?key=213737
Here is the list of the list where the statics lead: https://wiki.eveuniversity.org/Wormhole_Types
As you can see, you have a B274, aka Hisec: Congratulations, you are not stranded.
Now take J160156. You check, and you see you have the statics C247 H900. Which mean C3 and C5. So you check out the C3 first, check its static, and if it is super crap, go to C5 and walk down the chain till you find a better exit.

C1-C3 Holes will always have a Static that leads to k-space
C4-C6 will never have a K-Space static
C2 and C4 class wormholes have 2 statics, all other normal holes 1

Easiest way to go out is usually trying to go down in Wormhole class, till you are in a C1-3, check if the K-Space leads to Hi or Lowsec (hopefully non-aids) then fly out to safety. Although sometimes you have to make a bigger trip, if the statics do not like you. Also keep an eye out for nonstatics, those can also lead to lower classes.

When bookmarking holes, use @ for all holes leading away from the hole you were stranded in, and # for all leading back. This way you will know where you are currently going and avoid confusion on where you are. Also, draw a Map or use Tripwire and such. Also, do not forget to mark holes after you jump.

If you get out, do not forget to take a screenshot and then go on Reddit to post how much of an elite Wormholer you are now.

eve/wormholes/wormhole_rolling_wormholes.1511545088.txt.gz · Last modified: 2017/11/24 17:38 by Shalah_Allier