WARNING: You will suffer 2.4% a standings loss with the Minmatar Republic for destroying Minmatar Republic's Republic Fleet Detective in Part 3. Standings losses are based on specific ship kills, NOT the mission as a whole.

Technological Secrets (1 of 3), level 3


Last edited by HoshiIsamu:
+CategoryLevel3
Thu, 03 Feb 2011 11:29 EST

Faction: Thukker Tribe
Mission type: Encounter
Space type: Normal
Damage dealt: Exp, Therm
Recommended damage dealing: Therm, Kin

Waves warp in at about 20km from the beacon and are timed not triggered, intervals between waves are generally quite short (contrary to comments). There is a chance of a +3 implant drop from one of the cruisers (Thukker Mercenary Captain).

Wave 1:

3x Thukker Mercenary Eliminators (Cruiser)

Wave 2:

5x Thukker Mercenary Fighters (Frigate)
2-3x Thukker Mercenary Eliminators (Cruiser)

Wave 3:

4x Thukker Mercenary Elite Fighters (Frigate)
1x Thukker Mercenary Eliminator (Cruiser)

Wave 4:

2x Thukker Mercenary Elite Fighters (Frigate)
2x Thukker Mercenary Eliminators (Cruiser)

Wave 5:

2x Thukker Captain's Wingman (Frigate)
1x Thukker Mercenary Captain (Cruiser)

There are multiple veldspar and scordite asteroids and a single Omber asteroid in this mission, about 22km from the warp-in beacon. ( old information: It has 50000 units in it.)

Technological Secrets (2 of 3)


Mission type: Courier (0.1 m3)

Technological Secrets (3 of 3)


Faction: Minmatar
Mission type: Encounter
Space type: Normal
Damage dealt: Exp, Therm
Recommended damage dealing: Exp, Kin

Wave 1:

Spawn present at warp-in, spread out 5-20k. Support frigates close quickly (700 m/s)!!

1x Republic Fleet Detective (Frigate) (see note at page top on standings loss)
4x Republic Fleet Soldiers (Frigate)
2x Republic Fleet C-1 Support Frigate
1x Republic Fleet D-1 Support Frigate
1x Republic Fleet Rupture (Cruiser) Trigger

Wave 2:

3x Republic Fleet Ruptures (one of them: trigger)
2x Chief Republic Kvarm

Wave 3:

3x Republic Destroyers (Tribal Faxi)
2x Republic BCs (Venis)

The last wave does considerably more damage than the first two, so if you are not ready or too busy picking up cans you can get caught with your pants down!

Blitz
Mission completed when wave 2 is killed, no need to engage wave 3.


CategoryLevel3
CategoryNeedInfo - about the mission in general. Info might be outdated. Need also info about the space type.
Comments [Hide comments/form]
From Nicole Vilshaska:

Maybe it was just a bug but, in the first room, it spawned every ship for me. Every wave in one. Needless to say it caused havoc and pandamodium on a large scale (read, my drones gone and my ship battered).
-- ChepeNolon (2008-05-26 19:39:28)
I can confirm that parts I and III are in normal space.
-- SilaMas (2008-06-18 10:54:29)
Like ChepeNolon, the waves for me in the first room seemed to warp in periodically, rather than after I had destroyed a trigger.
-- SazukaKirr (2008-08-01 13:42:14)
The waves for part 1 seemed to warp in periodically on my recent run - wave 5 took forever to warp in after killing wave 4.
-- MollyMayhem (2008-09-16 19:47:05)
Waves were sporadic in part 1 for me as well, took better part of 40 mins to complete that part.
-- RilWar (2008-09-21 12:00:50)
This mission uses Stasis webs and Target Painters
-- Peter57 (2008-12-21 19:29:28)
suppot frigates use stasis webs, kvarm use the target painters, also Ruptures were firing scourge heavy missles which is kinetic damage
-- ReLLiK7699 (2009-02-21 13:31:14)
There is Veldspar, Scordite, and Omber. Its kinda spread out.
Veldspar = 834,590 - 33 roids
Scordite = 100,000 - 4 roids
Omber = 50,000 - 1 roid
-- TatonkaSmith (2009-04-04 01:59:41)
Part 1 of 3.
Killing Captain does not drop "Mercenary pilot". Killing last ship does.
-- LoneWolf (2009-04-27 06:23:40)
I found that on Part 3 of 3 that Thermal was the best damage to deal. Drake with passive tank.
-- JoeSnuffy (2009-04-27 21:14:41)
Just finished it, the last dude that completes the mission dropped a +3 int implant.
-- HarbyHarby (2009-07-09 07:36:26)
Part 1: Periodic waves (no apparent trigger) (Possible trigger on biggest ship per wave, with a timer: ie. Next spawn comes a minute after killing Merc Elims)
New waves aggro drones

Also, confirming Parts 1 and 3 are Normal Space, single pocket.
-- NicCage (2009-07-15 17:37:41)
Minmatar standing decreased -2.4% from -1.9 to -2.1 upon completion of 3 of 3.
-- OmniPhil (2009-10-03 16:12:52)
got a +3 social from the 1x Thukker Mercenary Captain in part 1
-- Flaming111 (2009-11-23 01:48:14)
Very little grief from the 3rd spawn in #3 more trouble from the support cruisers.

Did find that thermal damage far better - which is expected for Minmitar.
-- TyTilla (2010-02-11 17:21:06)
Nearly all Enemy doin Kinetic damage.
The D-1 Support Frigate orbits at 2000m very quickly (~450 m/s) and has a very
strong shield booster. Guys with Gunboads may fit some RL to get rid of it.
(4 Hammerhead I's couldn't break the shield(booster)...)
-- DogNose (2010-04-06 11:00:49)
If your tank can take waiting for them to come closer and you intend to loot/salvage, they will all come within tractor range in part 1.
-- FaiaArashi (2010-04-27 11:30:49)
Part 1/3: Do not bother bringing a good ship trying to blitz this mission (hint * tengu * hint) - i.e. when you are just harvesting standings. You will die of boredom waiting for next spawns to appear. As every full wave is killable in 30 to 60 seconds, you will spend next ten minutes staring at empty space, even long after you looted all wrecks (not that there will be many). Next wave, rinse, repeat, again and again. I didn't time it, but it probably took about 30-50 minutes to finish (I had plenty of time to prepare some food and register on eve-suvival while waiting for spawns, among other), while in total being max. 2-3 minutes in actual fight. Good mission for a properly fitted T1 frigate/cruiser, anything above is overkill. Even then, it's probably not worth the time.

Best damage to deal: Thermal, secondary Kin/Exp.

Part 3/3: As stated, is full of regular Republic Fleet ships, expect significant standing loss with Minmatar.

Conclusion: If you are in hurry and/or don't specifically hate Minmatar, just skip the arc.
-- OtanaSpace (2010-05-12 22:55:22)
Mission information is still accurate for Part 1.
-- LiviaCatarella (2010-06-27 12:28:07)
Damage Types in Part 3 Definitely are Kinetic + Explosive.
All heavy missiles fired in this part are scourge missiles except the final 2 BC, they fire explosive missiles. Projectile turrets are firing with explosive so theres no thermal in this Part at all.

The BC are not really that tough as it is described but you dont have to fight them anyways. I found 2nd wave a lot more dangerous, maybe because i had thermal hardener fitted while they fired a hailstorm of scourge missiles :)

And I have to agree with DogNose:
If you use a gunship, be sure to have at least one assault launcher or rocket launcher fitted in addition to drones since those support frigs have a good shield tank and are quite fast. take them out with your turrets while still at range, saves you from a lot of trouble
-- Fr3akwave (2010-07-13 10:51:51)
Don't miss to loot in Part I! You might find a Basic Implant (+3)

(Check the entries above.)
Flamming111: Imp droped by Thukker Mercenary Captain.
HarbyHarby: Imp dropped by the last NPC
-- YvainneSparrow (2010-10-31 17:02:44)
Confirming. In 3rd part damage are kinetic and explosion. No thermal. And 3rd wave quite easy.
-- Michael13 (2011-01-16 08:03:27)
the omber asteroid in part 1 (lvl3) has been removed with "eve incursion" update :(
got this mission several times since there - no omber anymore.
-- RaabenFeder (2011-02-03 15:44:54)
In part 1, I timed it, and the waves spawned about every 3 to 3.5 minutes. That is, three minutes after the previous wave had *spawned*, not eliminated.
Done in 15 minutes in a legion. So either the times are random, but the same for all spawns, or this mission has been updated to make the waves spawn faster since many of the comments here were posted.
-- UnstoppableDave (2011-02-15 15:40:49)
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