The Missing Reporters, level 3
Last edited by ShishTam
Sat, 14 Dec 2013 16:17 UTC
Sat, 14 Dec 2013 16:17 UTC
The Missing Reporters - Caldari Smugglers (1 of 3)
Faction: Caldari State
Mission Type: Encounter
Space type: Deadspace
Damage dealt: Therm, Kin, Navy Officer uses EM Heavy Missiles
Recommended damage dealing: Therm, Kin
Recommended ships: Harpy, Ishtar, Drake
Single Pocket:
All enemies are designated as "Escort" ships, scanning or showing info reveals their type.Objective is ship wreckage 60-70km
Group 1
Aggro at warp-in55-60km
3x Frigates (Caldari Navy Soldier)
1x Frigate (Caldari Navy Officer) (uses EM heavy missiles)
2x Cruisers (Caldari Navy Moa)
Group 2
55-60km4x Caldari Military Transport
Group 3
70-80km2x Elite Frigates (Caldari Navy Delta II Support) (web)
Structures
No lootBlitz
No blitz at all, you have to destroy all Caldari Military Transports to get green "mission objective complete" indicatorStanding Loss
-2.4%- This penalty was incurred for destroying Caldari State's Caldari Navy Officer
The Missing Reporters - Bad Timing (2 of 3)
Faction: Mercenaries
Mission Type: Encounter
Space type: Deadspace
Damage dealt: All Kinds, Kin Heavy Missiles
Web/Scramble: Mercenary Wingman use web
Recommended damage dealing: Kin, Therm
Recommended ships: Harpy, Ishtar, Drake
Single Pocket:
- 6 groups, each guarding a structure, one of the structures is the target. (Designated as "Local Prison")
- Shooting Local Prison will aggro everything. Maneuvering and shooting one group will aggro only that group.
- Drones should not cause aggro.
Group 1
39-43km1x Frigate (Mercenary Wingman)
2x Cruisers (Mercenary Lieutenant)
Group 2
42-46km4x Cruisers (Mercenary Commander)
Group 3
46-50km5x Frigates (Mercenary Elite Fighter)
2x Cruisers (Mercenary Commander)
Group 4
65-69km3x Frigates (Mercenary Elite Fighter)
3x Cruisers (Mercenary Commander)
Group 5
75-78km2x Frigates (Mercenary Wingman)
2x Cruisers (Mercenary Lieutenant)
Group 6
79-84km3x Frigates (Mercenary Fighter)
3x Cruisers (Mercenary Corporal)
Blitz
Do not attack any ships! Just Destroy the "Local Prison" structure as quickly as possible then warp away. During your assault on the prison, everything will start shooting at you. For this reason it is safest to pre-align then insta-warp when it detonates. Wait a minute then warp back to the mission. This time there should be zero aggro so you can go and pick up the contents of the dropped storage containers at your leisure, then turn in the mission.If you're in a battlecruiser, you can safely approach it to 0m and then attack it. You should have way enough tank to loot the can and warp out in time, on my attempt I warped out with ~85% shield left.
Structures
Habitation Module drops random trade goods.The Missing Reporters - Slavers Beware (3 of 3)
Faction: Amarr
Mission Type: Encounter
Space type: Deadspace
Damage dealt: EM, Therm
Recommended damage dealing: Em, Therm
Recommended ships: Harpy, Ishtar, Drake
Single Pocket:
Group 1
25-35kmaggro on warp-in
3x Amarr Navy Crucifer
1x Amarr Navy Maller
3x Amarr Navy Omen
Group 2
40-45km3x Amarr Slave Trader
Asteroids
Veldspar - 23 asteroidsBlitz
Just kill the slave traders and take the can.CategoryMissions
CategoryLevel3
Should be noted I just picked up a +3 implant from one of the Amarr wrecks in the final mission of the series. Sadly I couldn't tell which wreck it was, but it wasn't one of the slave traders.
It may be extremely rare, this is the first time I've ever seen an implant, much less a +3 one drop.
Did not get any implants etc etc in mission 3, nothing of real great interest.
Part 2 is part generic mercs, but the Mercenary wingmen are flying Angel Cartel frigs.
Additionally, part 2's loot included an Arbalest Heavy Assault Launcher, and enough loot that I had to drop off loot after the first three groups, and that's after I left all the ammo loot in a can, as well as most of the cap booster charges. Mercenary Wingmen in Group 5 will web you (i'm being webbed right now), but it's doable in a mostly t1 dual-repped Myrm drone boat (all my meds are cap recharge II's) with t2 drones as long as drones don't get aggro.
Doing part three soon, will post what i get regarding that implant/11mil DCU/whatever
Part 3: Sofar my logs only show 0.036% loss while I killed all ships.
Brought the slaves home, which not to the liking of the Gallente custom officers. Got fined with 18k and got a 0.06 standing loss, eep.
Disagree with the advice. Take out all ships, just make sure to aggro only one group at a time. The rest will not react. You can switch off your resistance mods and work the repper after each single group has been obliterated. Wash, rinse, repeat. Then blow up the prison. Done in a Hurricane, semi active shield tank. 3 Month old acc.
-2.4% loss for "Combat - Ship Kill" - "This penalty was incurred for destroying Caldari State's Caldari Navy Officer in [solarsystem]"
Lost my first hurricane to it.
which included a +3 ocular implant.
Loot 3.9m
Salvage 564k
Bounties 1.6m