Communcations Cold War, Level 2

Last edited by DesmontMcCallock
Sat, 14 Jul 2012 05:39 EDT

Faction: Gallente Federation
Mission type: Encounter
Space type: Deadspace
Damage dealt: Thermal/Kinetic
Recommended damage dealing: Thermal/Kinetic
Completed in: Rupture (armor tank, 3xEANM, 1x Medium armor repair II w/650mm's)
Completed in: Pulse-laser Punisher MacLypse
Recommended: Caracal

Ship Restrictions

Mission is limited to cruisers and below (Restricted from Battlecruisers and HACs also.)

Pocket 1

Group 1 (Aggro)

1x Gallente Stasis Tower - 13KM
2x Tower Sentry Gallente I - 24KM
2x Gallente Light Missile Battery - 24KM

Acceleration gate is at 27KM


Two bunkers drop random loot.

Pocket 2

Group 1 (Aggro)

1x Gallente Stasis Tower - 16KM
2x Tower Sentry Gallente I - 25KM
2x Gallente Light Missile Battery - 30KM

2x Federation Loras - 35KM
4x Federation Hoplon/Kontos (frigate) - 40KM

Communications tower - 24KM - OBJECTIVE (Alongside the ships)

You can ignore the towers in the second room but the ships must be killed alongside the Communications Tower.
The Communications Tower has a rather hefty number of armor and hull hitpoints for a Level 2, so it may be worth it to blow up the towers and ships first.

Comments [Hide comments]
Comment by CorwinPendragon
2008-12-21 23:29:25
It appears that some or all of the ships must be destroyed to complete the mission. I destroyed the Communications Tower without touching any ships and did not get a "mission completed" indication. I then began destroying the ships and upon killing the last one (the Loras in this case) the mission became completed.
Comment by CorwinPendragon
2009-01-31 13:11:45
1. The acceleration gate into this mission will only handle cruiser sized and below (battlecruisers not welcome).
2. Damage dealt in both rooms is thermal from missile towers.
Comment by ForsteriT
2009-02-19 02:33:39
"Cruiser-sized and below" does not include HACs.
Comment by DetriMental
2009-03-18 15:58:53
will leave it to someone with more experience than me to edit the page, but confirmed. current blitz info is incorrect. need to eliminate all ships in last pocket + communications array for completion.
Comment by CynicalRise
2009-03-20 04:57:24
Bunkers and Station did not drop loot on my run.
Comment by Flaming111
2009-08-22 01:25:42
Mission is an exercise in ammo expenditure. :( Tower has a damn lot of HP for a cruiser to chew through.
Comment by Littlefat46
2010-08-21 05:09:41
I did 2 mission of this and those 2 bunker no Loot in pocket 1
but get some loot from one of those Tower Sentry in pocket 2
Comment by LoffUl
2010-09-10 19:39:28
So much HP!!!
Comment by KingMoroni
2011-01-13 08:00:14
First room is pretty easy. take out stasis first then the bunkers

second room can be tricky. take out the Stasis once more, then target the batteries, as they do the most DPS. if you have drones send them after the ships as you pepper the Batteries.
The tower does have a lot of Hp but not extreme, just takes 1 minute longer than usual. but you have 5 hours to complete the mission
Comment by RaVenC
2011-03-15 15:45:31
you don't need to kill any tower in this mission.
Gate in Pocket 1 is unlocked ..
Comment by KiraYamato
2011-05-25 04:00:11
-2,4% standing loss with Gallente Federation. In game info said it was because of:"This penalty was incurred for destroying Gallente Federation's Gallente Stasis Tower"
Comment by BuilderAlphaOne
2011-10-14 18:06:07
The Communications Tower has equal resists to all four types of damage, so use the ammo that gets you the best boosts.
Comment by GrashDepran
2013-04-28 20:01:42
I ran this with an Algos and all drones. Had to run back to station for repairs after the first room, since the warpgate drops you off so close. Best bet for using drones is to take out the stasis tower, warp to range (~50km) from sentry/batteries and then pick off ships / battery towers from there.
Comment by YasminShai
2014-01-27 10:25:46
Blitz & to minimize Gallente standing loss:

Vexor, tanked with Reactive Armor Hardener (skill Armor Resistance Phasing III), Internal Forcefield Array I (looted somewhere), Small Armor Repper II.
Armor Repper needed only in pocket 2, cap will deplete fast when using this one. Just use it when needed.
Drones: 5xHobgoblin II.

Pocket 1: Webified by Stasis Tower. Kin/Therm damage, tank properly & run for acc. gate.
Pocket 2: Webified by Stasis Tower. Head for the Communications tower, let your drones take out the ships.
Do not touch stasis towers/sentries/batteries to minimize standing loss.
Gallente standing loss will happen, I went from -0,16 to -0,32. Destroying the towers/sentries/batteries will make it worse.
Comment by SeamusDonohue
2015-08-12 07:05:12
The Acceleration Gate is limited to the following ship categories:

•Rookie ship

•Assault Frigate
•Stealth Bomber
•Electronic Attack Ship
•Covert Ops

•Tactical Destroyer


•Deep Space Transport
•Blockade Runner
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