Shield Generator Attack: Attack is directly damaging shield generator

ATRs are appearing in just 10 seconds ETA time here, like a clock.

That's barely the time to destroy a small NPC, I mean no time at all to react, but just run.
Shields will be gone in 10 seconds.

Its simplicity itself.

Rule 1: ALWAYS COUNT YOUR KILLS. Each sec level has a threshold before you get "ATR incoming" popping up.

Rule 2: DO NOT KILL ANYONE ELSE AFTER THE ATR MESSAGE. If you do, ATR will pop up INSTANTLY and spank you like a drum.

Rule 3: LEARN RESPONSE TIMES. Low, medium and high sec have different ATR responses.

Rule 4: HIGH WAKE RESETS ATR.
 
Its simplicity itself.

Rule 1: ALWAYS COUNT YOUR KILLS. Each sec level has a threshold before you get "ATR incoming" popping up.

Rule 2: DO NOT KILL ANYONE ELSE AFTER THE ATR MESSAGE. If you do, ATR will pop up INSTANTLY and spank you like a drum.

Rule 3: LEARN RESPONSE TIMES. Low, medium and high sec have different ATR responses.

Rule 4: HIGH WAKE RESETS ATR.

Very much this. It's a threat if you don't know how it works. Once you understand it, it's extremely easy to avoid.
 
Its simplicity itself.

Rule 1: ALWAYS COUNT YOUR KILLS. Each sec level has a threshold before you get "ATR incoming" popping up.

Rule 2: DO NOT KILL ANYONE ELSE AFTER THE ATR MESSAGE. If you do, ATR will pop up INSTANTLY and spank you like a drum.

Rule 3: LEARN RESPONSE TIMES. Low, medium and high sec have different ATR responses.

Rule 4: HIGH WAKE RESETS ATR.
Thanks for the additional facts, that was helpful.

However I wonder about point 4. If someone else is spoiling ATRs in the system, perhaps they are not completely reset.

Oh well, either way, glad to know that there is another thing that make shields useless.
 
Very much this. It's a threat if you don't know how it works. Once you understand it, it's extremely easy to avoid.

Also:

ATR are unique in that when they appear, they exit SC with guns deployed and have you pre-targetted.

ATR are persistent around FCs. So, you log out docked they'll wait for you :D

ATR around FCs are wings of two only- i.e. they don't spawn more wings.

ATR tend to snipe rather than directly engage if other non ATR security are about.

If you run but don't HW or LW, ATR will spawn wings around you in a rough cordon.

Although ATR respond to murders, the rules are slightly different in SC..........

ATR are not invincible.
 
Also:

ATR are unique in that when they appear, they exit SC with guns deployed and have you pre-targetted.

ATR are persistent around FCs. So, you log out docked they'll wait for you :D

ATR around FCs are wings of two only- i.e. they don't spawn more wings.

ATR tend to snipe rather than directly engage if other non ATR security are about.

If you run but don't HW or LW, ATR will spawn wings around you in a rough cordon.

Although ATR respond to murders, the rules are slightly different in SC..........

ATR are not invincible.
Wow that was some info indeed, thanks again
 
Also:

ATR are unique in that when they appear, they exit SC with guns deployed and have you pre-targetted.

ATR are persistent around FCs. So, you log out docked they'll wait for you :D

ATR around FCs are wings of two only- i.e. they don't spawn more wings.

ATR tend to snipe rather than directly engage if other non ATR security are about.

If you run but don't HW or LW, ATR will spawn wings around you in a rough cordon.

Although ATR respond to murders, the rules are slightly different in SC..........

ATR are not invincible.

Interesting. I didn't know the thing about FCs yet. Not that it bothers me too much, but interesting to know still. :)
 
For many ships actually all defenses can be boosted to crazy levels.

Yes, for shields it's so much more obvious, it was no surprise that the first +700% of shield builds were around merely days after the engineers were introduced. (Unlocking them and collecting materials took a while at that time. ) But keep in mind that many ships have a number of small internal slots they don't really need for anything else. So just put some fully engineered hull reinforcement packages in there. The bigger a HRP is, the less mass and weight efficient it is, and that's before mentioning that you can also stack resists by having a number of small HRPs in your ship. Also keep in mind that HRPs don't use energy, which makes all that easier to stack them.

Pushing your hull like that might require a sacrifice here or there in a dedicated combat ship, but for most multi role ships the small slots are of so little importance that using them for hull health and resists is the one thing you should do with them, making those ships surprisingly tough when shields are down.

I obviously know you can push hull numbers to crazy levels, and you should obviously have a few HRPs in any case to defend against phasing weapons if nothing else, but the point is that shield tanking is simply vastly superior anyway - hull tanks are vulnerable to vital modules being shot out, shield tanks are not (with the exception of reverbs, which are pretty niche), and hull defences cannot be buffed, where shields can be buffed hugely using pips. The only reason i can possibly see for choosing to build a hull tank is if the intended enemy can bypass or destroy your shield gen. I might be missing something though.
 
Yeah I normally notice them wheny shields go 100-0 % and generator is dead . So I just out run them and jump . And then kill some more . But I wait til my fsd has cooled down as my fdl doesn't take long to kill the other ship and then jump back out . It's quite fun seeing how many extra kills you can get ....
 
This is all interesting news. I'm tempted. Can ATR be attracted without killing other commanders?
I think that there is a way to keep ATRs on alert while maintaining zero notoriety, I'm still investigating it.
They should be summoned if someone attacks you and you have the 'report crimes against me' option activated.
 
I obviously know you can push hull numbers to crazy levels, and you should obviously have a few HRPs in any case to defend against phasing weapons if nothing else, but the point is that shield tanking is simply vastly superior anyway - hull tanks are vulnerable to vital modules being shot out, shield tanks are not (with the exception of reverbs, which are pretty niche), and hull defences cannot be buffed, where shields can be buffed hugely using pips. The only reason i can possibly see for choosing to build a hull tank is if the intended enemy can bypass or destroy your shield gen. I might be missing something though.

As this is about to go off topic, i try to keep the answer short.

1. Yes, for most things shield tanking is the better option. Especially you are completely right with modules not taking any damage.
2. Module reinforcement packages can go a long way for your modules survivability, though. Also armouring your modules sometimes is useful. (I for example almost always use armour engineering on my power plant. It still gives a boost to power, while also bringing some nice other advantages. )
3. It very much depends on the ship. On some of my ships i'd never get to the idea of really relying on my hull. On others the shield merely is a first line of defense, which unlike the rest keeps regenerating. My Krait is a good example for that, where my hull, when calculating all modifiers, has about four times the capacity of my shields. (As long as the enemy is not hitting me primarily with C4 weapons. Then you start to feel the Kraits low hull hardness. )
4. Even there, i am not speaking of a pure hull tank. Pure hull tanks are indeed absolute niché builds and only make sense under very specific conditions. (Like you can expect your shield generator to be destroyed or you intend to go silent running in between. Silent running combat builds were a thing at some time, after all. ) My point rather is that many ships can not only have strong shields, but also have very high hull resists and capacity, resulting in them being tough to crack even after the shields went down.
 
I think that there is a way to keep ATRs on alert while maintaining zero notoriety, I'm still investigating it.
They should be summoned if someone attacks you and you have the 'report crimes against me' option activated.
There is nothing to investigate but only things to acknowledge like 3.0 C&P (link)

Advanced Tactical Response
• Authorities now have access to new security vessels: ATR (Advanced Tactical Responders)
• ATR ships are kitted out with top tier hardware, in exclusive, customised configurations. They are extremely competent pilots.
• ATR ships can be summoned once a Commander has committed enough crimes in a jurisdiction.
• The security of the system determines the level of crime before they are summoned

• ATR ships arrive with full knowledge of their target and are pre cleared to arrive "weapons hot".
• Once ATR ships respond to crimes, they will continue to respond until the Commander leaves the system.
Another piece of the crime consequences puzzle, ATR should also help mitigate Commanders attempting to exert excessive influence in the background simulation.
 
Ahh.. that would explain the wing I encountered a week or so ago. Notoriety 4 after I smoked a military wing that interdicted me for inspection 3 times in as many minutes.. Decied to leave the system before gaining more bad karma. Two systems over I had a BH drip in on me, spent a minute dancing with him. Just as he popped, ATR showed up. I killed one or two ( Anaconda and a few vultures, more dropping in as the fight kept going and lost count ), and then WOW.. shield starting EVAPORATING. Bailed while I still had a sliver left.

Yes, they did mess up my Vette, but I was in the middle of a re-fit, so it wasn't optimal. Now, with the armor upgrades, HRP/MRP packages, and shield resistances re-balanced.. they'd take a lot more casualties.

"Concentrate on that shield all you want, Boys, I can fight without it"
 
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