Recon, Level 2
Last edited by MasterJustassi
Sun, 20 Feb 2011 18:40 EST
Sun, 20 Feb 2011 18:40 EST
Part 2 of 3
Faction: Mercenaries
Mission type: Encounter
Space type: Deadspace MWD: Yes
Damage dealt: All kinds
Recommended damage dealing: Kinetic/Thermal
Recommended ship class: Cruiser (Full Clear), Shuttle (Blitz)
Recommended generic setup: Short/Mid Range Combat
Objective
Fly to the acceleration gate which has been locked down by the mining corporation. See if they will let you through. Then report back to your agent.Single Pocket
Approach the gate, approximately 60km from warp inWhen you get close, or attack the station, there is an ambush by...
Group 1
2 Heavy Missile Batteries2 Sentry Guns
9 Frigates (Merc/Elite Merc)
1 Cruiser (Commander)
Tip
- Completion Trigger is based on distance to the gate and not on triggering the ambush.
- If you attack the station and trigger the ambush you will have to approach the gate anyway.
Blitz
Fly to the gate in a shuttle, trigger the ambush, warp out.Structures
Mining Station drops random loot, but has a large amount of hp.Part 3 of 3
Faction: None
Mission type: Reconnaissance
Space type: Deadspace
Damage dealt: Omni (All types)
Extras: Gas Cloud Damage
Recommended ship class: Cruiser
Recommended generic setup: 10K EHP+ Omni Tank, or Pure speed
Warp In
You warp directly into a cloud. Warp-out gate is 60km away, activate it to complete the mission.Toxic Cloud Wave (every 20 secs)
Waves deal all kinds of damage evenly and come every 20s.
Every wave has 4 separate damage types, you will only see one of them in the log.
Total unresisted damage starts at about 200 (50 per type) and slightly goes up to about 1400 (350 per type).
The final wave will be more than 4000 (more than 1000 per type) unresisted damage.
Pocket 1
No enemiesNo Structures
Mineable Asteroids
30x Plagioclase16x Pyroxeres
45x Veldspar
Tip
- The solution for the average level 2 mission runner is obviously not to get hit by the final wave.
- Use a fast ship with an afterburner and a buffer tank (like shield extenders) to get to the gate before that wave hits.
- There is a very large number of asteroids (91 in total) in the pocket after the Toxic Cloud
Minimum requirements:
1. Catalyst; pure armor tanking
2. NO gunnery whatsoever
3. Fitting: mid slots: cap recharger 1, Y-S8 Hydrocarbon Afterbuners 1
Low slots: Electrostatic Heat Diffusion Plating, Dual SheatHed Reactive Plating 1, Small armor repairer.
As soon as you warp into the cloud, first activate AB, then approach acceleration gate.
Meanwhile, when shield is about to collapse, active small armor repairer.
At appr. 17 km activate acc. gate, cap will be empty about this time.
4th wave will hit you, but then you'll already be warping out. Shield 100% damage, Armor about 50% damage, no structure damage.
Just made it.
Attempted to do this in a Crusader, 1900 m/s with an AB, shields stripped within 5 seconds, and 10 sec later about 25km from the gate, the final wave triggered instapopping me.
on 3 of 3 used my clean-up catalyst with overdrive injectors and AB. 1 med shield boost I kept the shields pumping, the waves never cracked the shield tank.
Completed part 3 with T2 1mn ab, SAR II, N-type reflective membrane, n-type thermic hardener, dcu II and cap power relay. armor resists: 73 em, 74 therm, 69kin, 83 exp. 60% on hull.
3/3 Done in Caracal with 2x Large F-S9 Regolith Shield Injection 1x Photon Scattering Field I, 10mn afterburner I, Medium Clarity Ward Booster and 1x Damage Control I
I made it to the gate with 80% shield left, never having to activate the booster.
3/3 Just manage thru with 30% hull damage. Did use my armor rep 1 all the way...
Meds: 10mn Afterburner t2 (That's right, cruiser size baby!), 2x small shield extender t2
Lows: Overdrive Injectoer t2, 2x Micro Auxiliary Power Core
Worked like a charm and with my skills this baby runs over 2100 m/s
3/3: Catalyst with fast setup works. 2x overdrive injector, 10MN Afterburner. 1x medium shield booster. I touched the booster three times, and the shield held.
Micro Auxiliary Power Core I, 2x Overdrive Injector System I, Y-S8 Hydrocarbon I Afterburners, 2x Small Azeotropic Ward Salubrity I
0 seconds - 117 damage
5 seconds - 161 damage
25 seconds - 219 damage
44 seconds - 258 damage
65 seconds - 315 damage
95 seconds - 335 damage
115 seconds - 406 damage
135 seconds - 464 damage
155 seconds - 522 damage
175 seconds - 900 damage
204 seconds - 3200 damage (shields were taken out completely by this wave. Armor damage was minimal, but I was armor hardened.)
I tried to study my combat log, but the individual damage entries were not consistent with omnidamage waves hitting a standard Tech 1 0%/20%/40%/50% resistance shield.
I have deleted one of my previous comments because I made an erroneous statement about the gas cloud damage having an explosion velocity.
Strangely enough, the damage wave at 5 seconds was not observed by my Dominix. But, when I used the result to fly an Atron through the next time I got the mission, the 5-second wave WAS observed. It's possible that only fast ships will see the 5-second wave.
I now believe the schedule of damage to be as follows. For each wave, the number of seconds since the first damage wave is listed followed by the four damage types in order of EM, Thermal, Kinetic, Explosive.
0 seconds - 50, 30, 30, 50
5 seconds - 70, 40, 40, 70 (finicky; you may or may not get hit by this)
25 seconds - 90, 60, 60, 90
45 seconds - 80, 100, 80, 100
65 seconds - 120, 120, 90, 90
95 seconds - 130, 100, 100, 130
115 seconds - 140, 140, 140, 140
135 seconds - 160, 160, 160, 160
155 seconds - 180, 180, 180, 180
175 seconds - 200, 400, 300, 400
205 seconds - 1100, 1200, 900, 1200
Total cumulative pre-resist damage (if you stay the entire duration) is:
2320 ElectroMagnetic, 2530 Thermal, 2080 Kinetic, 2610 Explosive
Any ship with more than 9,540 effective hitpoints SHOULD survive the full duration. More effective hitpoints is better, obviously; sending in a ship with 9541 effective hitpoints without self-repair capabilities would be very unwise. But 9,540 effective hitpoints is the benchmark by which you can judge whether or not your ship can eat the full damage and come out intact.
As you can see, it's almost (but not quite) omnidamage, so omnitanking would be a good idea if you have the slots for it. If you absolutely must prioritize resistances, cover your explosive first; Tech 1 shieldtanking ships will naturally have this covered. The second resistance to cover is EM if you intend to jump the acceleration gate within 2.5 minutes, thermal otherwise; Tech 1 armortanking ships will naturally have this covered.
Recon 2/3: Completed in a Amarr Shuttle, go to acceleration gate, at 9000m hostiles show up, warp home.
Recon 3/3 Completed in a Amarr Destroyer (Coercer) with only 1 10MN afterburner, 3 Overdrive Injectors I and 1 Small Armor Repairer. No sweat at all...had just begun taking armor damage when I reached the acceleration gate. Peaked at 1300m/s.
Wanted to try it in an untanked condor for the lulz, warped in, got first wave of damage (50% shield left) bookmarked acceleration gate, warped back to station and then tried warping directly to the gate.
Didn't work of course but worth a try I thought... until I got damage directly after warping in, instapopping me.
This means that the damage waves increase and trigger even when you are not in the pocket. Switched to a Drake, approached acceleration gate without propulsion mods, TOOK NO DAMAGE whatsoever.
So, warping in once and out again, waiting for damage to pass, and then warping in again should do the deal with any ship, needs confirmation though...
I suggest going atleast 420m/s+ for easy clear.