The Big Sting, Level 5
Last edited by DesmontMcCallock
Sat, 14 Jul 2012 06:55 UTC
Sat, 14 Jul 2012 06:55 UTC
(Part 1 of 3)
Faction: Amarr
Mission type: Deadspace - No Gate
Web/Scramble: All Frigates
Extras: Energy Neutralizer Sentry IIIs, NOS
Damage dealt: EM 55% / Therm 45%
Recommended damage dealing: EM/Thermal
Recommended ships: (1) Maelstrom w/ passive tank and (1) Maelstrom w/ Shield Transporters
Direct warp into Deadspace. No gate.
Warp-In
Note: Only the Special Forces Squadron that appears at 8 minutes after warp-in needs to be destroyed to complete this mission. However, if you approach to under 10km from the Ghost Ship, it will trigger numerous additional spawns that are optional to destroy. Realize that sometimes this accidentally occurs at warp-in. The Warp-In Beacon is 12km from the Ghost Ship, and your exact warp-in spot can be + or – 2.5km from this beacon. If your warp-in does not land you within the 10km proximity, and if you don’t want to trigger these spawns, then be sure to head away from the Ghost Ship after warp-in.
Objective Group
Special Forces Squadron: spawns at 35 – 45km away at 8 minutes after warp-in:4 x Frigates (Divine Imperial Imran/Sixtus) orbits at 4km, Scramble/Web
6 x Cruisers (Divine Imperial Justicar/Champion/Ambrose*) orbits at 7-32km, *NOS
6 x Battleships (Imperial Templar Martyr), orbits at 49km
4 x Tower Sentry Amarr III
2 x Amarr Cruise Missile Battery
2 x Amarr Energy Neutralizer Sentry III
Optional Spawns
Ghost Ship Spawn - Proximity Triggered: When you approach to under 10km from the Ghost Ship, there spawns:6 x Frigates (Divine Imperial Imran/Paladin/Valok) by just shooting a frigate Triggers 1a
3 x Cruisers (Divine Imperial Champion/Justicar) by just shooting a cruiser Triggers 2a
Spawn 1a
6 x Battleships (Imperial Templar Martyr), orbits at 49km, Trigger 1b
3 x Frigates (Divine Imperial Paladin/Nabih/Sixtus) orbits at 4-16km, Scramble/Web
3 x Battlecruisers (Imperial Templar Justicar/Champion) orbits at 110-22km
4 x Battleships (Imperial Templar Martyr/Ultara) orbits at 49km
Spawn 2a
3 x Battleships (Imperial Templar Martyr), orbits at 49km, Trigger 2b
2 x Cruisers (Divine Imperial Justicar) orbits at 14km
4 x Battlecruisers (Imperial Templar Justicar/Champion) orbits at 10-22km
4 x Battleships (Imperial Templar Martyr/Ultara) orbits at 49km
Tips
- Special Forces Squadron deals 1355hp/s (EM: 57%, Therm: 43%)
- If triggered, initial Ghost Ship spawns will deal an additional 1484 hp/s (EM: 54%, Therm: 46%)
- Have the “Types” column available in your overview if you want to separately identify each Special Forces tower type and ship
(Part 2 of 3)
Faction: Amarr
Mission type: Deadspace, no initial gate
Web/Scramble: All Frigates
Extras: NOS, Tracking Disrupter
Damage dealt: EM 54% / Therm 46%
Recommended damage dealing: EM/Therm
Recommended ships: Maelstrom w/ Active Tank and Maelstrom w/ Shield Transporters
Direct warp into Deadspace. No initial gate.
Warp-In
Pocket Summary: Timed spawns of 40 ships (12 Battleships, 10 Cruisers, 3 Destroyers, 15 Frigates) - 2440hp/s (EM: 53%, Therm: 47%)
Groups spawn at 2 minute intervals. Instant Aggro.
Group 1:
Present at Warp-in at 50k:5 x Frigates (Divine Imperial Imran) orbits at 4k, Scramble/Web
Group 2:
Spawns 2 minutes later at 25k:7 x Frigates (Divine Imperial Valok/Forian/Imran) orbits at 4-16km, Scramble/Web
7 x Cruisers (Divine Imperial Avenger/Equalizer/Justicar) orbits at 14-32km
Group 3:
Spawns 2 minutes later at 40k:3 x Destroyers (Imperial Templar Caius/Crusader) orbits at 8-16 km
7 x Battleships (Imperial Templar Martyr/Ultara/Dominator) orbits at 17-49km
Group 4:
Spawns 2 minutes later at 55k:3 x Frigates (Divine Imperial Sixtus) orbits at 4km, Scramble/Web
3 x Cruisers (Divine Imperial Ambrose/Basil) orbits at 7-19km, NOS
5 x Battleships (Imperial Templar Martyr) orbits at 49km
Pocket 2 – Right Hand Gate
Pocket Summary: Average 2 minute spawns totaling 35 ships (15 Battleships, 6 Battlecruisers, 8 Cruisers, 6 Frigates) - 2635hp/s (EM: 54%, Therm: 46%)Group 1:
Spawns at 2 minutes after warp-in at 15km. Instant Aggro.2 x Frigates (Divine Imperial Imran/Sixtus) orbits at 4km, Scramble/Web
2 x Cruisers (Divine Imperial Champion) orbits at 32k
5 x Battleships (Imperial Templar Dominator/Ultara/Imperial Dominator) orbits at 17-49km
Group 2:
Spawns 1 minute later at 15km:3 x Battlecruisers (Imperial Champion) orbits at 22km
5 x Battleships (Imperial Templar Dominator/Martyr) orbits at 17-49km
Group 3:
Spawns 3 minutes later at 30km:4 x Frigates (Divine Imperial Felix/Nabih) orbits at 4km, Scramble/Web
6 x Cruisers (Divine Imperial Justicar/Ambrose*/Basil*) orbits at 7-19km, *NOS
3 x Battlecruisers (Imperial Templar Justicar) orbits at 10km
Group 4:
Spawns 1.5 minutes later at 35km:5 x Battleships (Imperial Templar Martyr) orbits at 49km
- Retrieve 3 units of Citizens from the 3 Citizen Quarters at 30km (1000 m3/each), Objective
Pocket 3 - Left Hand Gate
Pocket Summary: Average 2 minute spawns totaling 38 ships (13 Battleships, 11 Cruisers, 14 Frigates) - 1948hp/s (EM: 55%, Therm: 45%)Group 1:
Spawns at 2 minutes after warp-in at 10km. Instant Aggro.5 x Frigates (Divine Imperial Felix/Sixtus) orbits at 4km, Scramble/Web
7 x Cruisers (Divine Imperial Champion/Justicar/Ambrose/Basil) orbits at 32k
Group 2:
Spawns 1 minute later at 20km:3 x Frigates (Divine Imperial Napat*) orbits at 4km, Scramble/Web, *30% Tracking Disrutper
2 x Cruisers (Divine Imperial Ambrose) orbits at 7km, NOS
5 x Battleships (Imperial Dominator/Martyr) orbits at 17-44km
Group 3:
Spawns 3 minutes later at 15km:6 x Battleships (Imperial Templar Martyr) orbits at 49km
Group 4:
Spawns 1 minute later at 35km:6 x Frigates (Divine Imperial Imran/Paladin) orbits at 4-16km, Scramble/Web
2 x Cruisers (Divine Imperial Justicar) orbits at 14km
2 x Battleships (Imperial Templar Martyr) orbits at 49km
- Retrieve 3 units of Citizens from the 3 Citizen Quarters at 25km (1000 m3/each), Objective
Tips
- No Energy Neutralizer Towers means this mission is Active Tank friendly (some cruiser NOS)
- Pocket 1’s max damage dealing of all ships: 2440hp/s (EM: 53%, Therm: 47%)
- Pocket 2’s max damage dealing of all ships: 2635hp/s (EM: 54%, Therm: 46%)
- Pocket 3’s max damage dealing of all ships: 1948hp/s (EM: 55%, Therm: 45%)
- Logistics ship will be aggroed if it enters a pocket before all groups have spawned (i.e. first 8 minutes)
(Part 3 of 3)
tbd
CategoryMissions
CategoryLevel5
CategoryNeedInfo
After taking care of the group of fighters, a rather large support fleet showed up. 10ish frigates + 12ish battleships. Took those down, started on the carrier, got the shields on that down when a new carrier spawned. And with the carrier another fleet of fighters, frigs, cruisers and battleships.
At warp in: 1 carrier, 8 fighters
When the carrier was at around 50% shields and there where still a couple fighters left I got
6 x Battleships
5 x Frigates (Divine)
At this point I had to warp out, moment I warped back in another spawn of
6 x Battleships
9 x Frigates (Divine)
I’d say this is about the same spawn the previous poster had but I got it in 2 halves right after each other. I’m guessing these might be time based as we had different conditions cause them to spawn and I didn’t kill anything to cause the second one to spawn.
I aldo didn’t get any more regular ships after those 2 spawns, it was all those 2 carriers and their fighter support. The second carrier could have been timed as well (just guessing, possibly wrong) but it seems to come in with it’s own set of 8 fighters at the same time as the first carrier launched a set of 5 fighters. Each carrier has 8 fighters initially and spawns 4 sets of 5 fighters at certain points.
Carrier 1 Spawns
~25% shields = 1 carrier 13 fighters
0% shields = 5 fighters
0% armour = 5 fighters
50% hull = 5 fighters
Carrier 2 spawns
50% shield = 5 fighters
50% armour = 5 fighters
0% armour = 5 fighters
50% hull = 5 fighters
You can warp in at range during this mission, I found warping in the tank then warping in a pulse geddon at 50 to snipe the fighters worked well.
Fighters can’t hit light drones as long as they are moving, a good way to manage the constant fighter spawns when attacking the carriers is to set some light drones on the carrier so when fighters spawn they will usually go after the drones
Finally I have to say I don’t like carriers. It’s cool to kill them but fighters drop no loot and are a PITA to kill, carriers drop 1 x 5 mil tag and possibly some trade goods and take a hell of a lot of damage to take down. Might be fun to give this mission a go but carriers just don’t give good rewards.