Revision [1074]
This is an old revision of WorldsCollide4ansa made by SturmWolke on 2008-06-10 10:56:19.
Worlds Collide, Level 4
Last edited by SturmWolke:
re-formatted, re-worded, corrected, added tips and extra information for all pocket sections
Tue, 10 Jun 2008 10:56 UTC
re-formatted, re-worded, corrected, added tips and extra information for all pocket sections
Tue, 10 Jun 2008 10:56 UTC
Faction: Angel and Sansha
Mission type: Encounter
Space type: Deadspace
Damage dealt: All damage types - Exp, Kin (Angel) / EM, Therm (Sansha)
Web/Scramble: All Elite Frigate types. Spy frigates only webs.
Extras: NA
Recommended damage dealing: Exp, Kin (Angel) / EM, Therm (Sansha)
Recommended ships: Raven, CNR, Drake
Note: Heavy drone aggro in the 2nd pockets. Setting drones to passive in order to avoid accidental aggro is recommended.
Pocket 1 (Warzone)
The two gates are locked until you kill the trigger ship from each faction. The trigger ships are ALWAYS a Gist War General and Centus Savage Lord from the respective groups.NO drone aggro for the entire pocket. You can deploy drones normally.
Angel Group
4x Elite Frigates (Arch Gistii Impaler/Hunter) *Web/Scramble*1x Elite Cruiser (Arch Gistum Smasher/Crusher)
5x Battlecruisers (Gistatis Primus/Tribuni)
3x Battleships (Gist War General/General/Commander)
Sansha Group
3x Elite Frigates (Centii Loyal Ravener/Scavanger) *Web/Scramble*3x Battlecruisers (Centatis Specter/Wraith)
4x Battleships (Centus Savage Lord/Overlord/Beast Lord/Dark Lord)
Tip: The NPC ships will not travel more than 30km from their respective spawn points. Move to a sniping position near the respective gate, roughly 75-80km (recommended distance) from the Angel Asteroid Outpost or Sansha Watchtower. They will travel back and forth in a merry-go-round while you snipe.
Pocket 2 (Angel Base)
On warp-in, Group 1 will immediately aggro. The Angel Spy frigates do not scramble but they do web.DO NOT deploy your drones to attack Group 1.
You can kill everything in Group 1 (without drawing aggro from the entire pocket) as long as you stick to using turret weapons/missiles.
All the other groups will aggro independently. Recommended kill order is Group 2, Group 3 and Group 4.
One Gist Overseer battleship will have a random chance to spawn in this pocket.
The spawn time varies from immediately upon warp-in, or up to your mission bonus expiry (max 6 hrs).
Group 1 (Auto-aggro):
2x Frigates (Angel Spy) *Web*3x Angel Sentry Guns (Tower Sentry Angel I)
Group 2:
3x Battlecruisers (Gistatis Praefectus/Tribuni)2x Battleships (Gist Saint/Warlord)
Group 3:
5x Destroyers (Gistior Seizer/Thrasher)3x Elite Cruisers (Arch Gistum Phalanx/Centurion)
Group 4:
6x Elite Frigates (Arch Gistii Thug/Outlaw) *Web/Scramble*4x Battleships (Gist General/Commander)
Random Group (Auto-aggro):
1x Battleship (Angel Overseer)Tip: Once you have eliminated Group 1, it is fairly safe to deploy your drones for the remaining groups. Keep a close watch on your drones’ target to ensure that they do not stray and mistakenly attack a neutral group.
Pocket 2 (Sansha Base)
On warp-in, Group 1 will immediately aggro. The Sansha Spy frigates do not scramble but they do web.DO NOT deploy your drones to attack Group 1.
You can kill everything in Group 1 (without drawing aggro from the entire pocket) as long as you stick to using turret weapons/missiles.
All the other groups will aggro independently. Recommended kill order is Group 2 and Group 3.
One Sansha Overseer battleship will have a random chance to spawn in this pocket.
The spawn time varies from immediately upon warp-in, or up to your mission bonus expiry (max 6 hrs).
Group 1 (Auto-aggro):
2x Frigates (Sansha Spy)3x Battleships (Centus Dread Lord/Savage Lord/Dark Lord/Beast Lord)
Group 2:
5x Destroyers (Centior Monster/Abomination)4x Battleships (Centus Dark Lord/Beast Lord/Overlord)
Group 3:
4x Elite Frigates (Centii Loyal Scavanger/Ravener) *Web/Scramble*5x Elite Cruisers (Centum Loyal Hellhound/Fiend)
3x Battleships (Centus Savage Lord/Plague Lord/Mutant Lord/Slave Lord)
Random Group (Auto-aggro):
1x Battleship (Sansha’s Overseer)Tip: Once you have eliminated Group 1, it is fairly safe to deploy your drones for the remaining groups. Keep a close watch on your drones’ target to ensure that they do not stray and mistakenly attack a neutral group.
Pocket 3 (Research Outpost)
Warping-in from either Angel or Sansha Base does not change the ship combination for this pocket.You will warp-in randomly around 5km from the Heron. In addition to the immediate aggro from Group 1, there is a small chance that one or more other groups will aggro due to proximity triggers. If this happens, start moving away from the remaining neutral groups and check if the Elite Frigates have you locked. Kill them first if they have you locked.
If you are fleeted with friends, have them focus fire on the already aggroed groups.
A common mistake is to have everyone shoot random or their closest target, which leads to the whole pocket being aggroed.
Group 1 (Auto-aggro):
3x Elite Cruisers (Arch Gistum Phalanx/Centurion)2x Battleships (Gist War General/Warlord)
Group 2:
4x Battlecruisers (Gistatis Legionnaire/Primus)1x Battleship (Gist Warlord/Malakim)
Group 3:
5x Destroyers (Gistior Thrasher/Seizer)3x Battleships (Gist Saint/Warlord)
Group 4:
4x Elite Frigates (Arch Gistii Hijacker/Rogue) *Web/Scramble*1x Battleship (Gist Nephilim/Cherubim)
Blitz
1. Pocket 1 : Unlock the Angel Base gate either using a Zbikoki's Hacker Card* (or killing the Gist War General). The card will be consumed upon activation.2. Pocket 2 (Angel Base): Fly to next gate while killing the two Angel Spy frigates & Angel Sentry Guns. Do not shoot anything else. Nothing else should aggro you if you fly directly to the gate. Activate gate.
3. Pocket 3 (Research Outpost): Kill off the auto-aggro Group 1 (3 Elite Cruisers and 2 Battleships). Grab the crews from the Heron to finish the mission.
* The Zbikoki's Hacker Card can be found in Zor's wreck in “The Right Hand of Zazzmatazz” Level 4 mission.