The Big Sting, Level 5


Last edited by DesmontMcCallock
Sat, 14 Jul 2012 06:55 EDT


(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.

Positions of all spawn groups and the Ghost Ship

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

Spawn 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

Spawn 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



(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.

Positions of 2 minute Timed Spawns

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%)

Position of Timed Spawns

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


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%)

Position of Timed Spawns

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


Tips



(Part 3 of 3)


tbd


CategoryMissions
CategoryLevel5

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Comments [Hide comments]
Comment by DocWilco
2011-02-19 20:07:18
Part 3 of 3:

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.
Comment by TyphadoTornoon
2011-05-26 03:06:46
Part 3 of 3
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.
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