Difference between revisions of "Besieged Covert Research Facility"

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(→‎Walkthrough: details, clarifications, and projectile shell choices)
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The site will spawn two groups of randomly assorted Mordu's Legion ships. The cruisers and "Mordu's Legion Battleship" will warp disrupt and web. The "Mordu's Legion Commander" does not web or point but is very durable. Note that all the ships will be named "Mordu's Legion Battleships" regardless of ship type.
 
The site will spawn two groups of randomly assorted Mordu's Legion ships. The cruisers and "Mordu's Legion Battleship" will warp disrupt and web. The "Mordu's Legion Commander" does not web or point but is very durable. Note that all the ships will be named "Mordu's Legion Battleships" regardless of ship type.
  
The battleship webs have range of 22 km so they can be kited. All ships in the site fly at 380m/s at most. The warp disruptors have range of 36 km.  
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The battleship webs have a range of 22 km so they can be kited. All ships in the site fly at 380m/s at most. The cruiser and battleship warp disruptors have a range of 36 km.  
  
The rats will deal all damage types, however they prefer to deal Kinetic. Most importantly, the "Mordu's Legion Battleship" has a 30km max turret range with no falloff, but within that range '''''cannot miss''''', and its missiles ignore speed and signature and always deal full damage. The Mordu's Legion Commander fires high-damage torpedoes, however these torpedoes only fly about 50km and have poor application and can be comfortably tanked by a cruiser. All ships will target Large Drones, and will likely shoot them down.
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The rats will deal all damage types, however they deal mostly Kinetic and minimal Explosive. T
 +
* he "Mordu's Legion Battleship" has a set of Thermal-Kinetic-EM turrets which '''''never miss''''' ''at any range'' and always deal exactly 350 damage/shot<ref>Stat sheets show that the ship's turrets have a range of 30 km and a falloff of 1 m. However, these numbers are ignored, because the turrets have a Tracking value of '''''0''''', which causes them to ignore the normal accuracy formula and always deal fixed damage with perfect accuracy.</ref>; and its cruise missiles ignore target speed and signature and always deal exactly 900 Kinetic damage/shot.  
 +
* The "Mordu's Legion Commander" has long-range turrets that deal omni damage (but have very poor tracking), and fires high-damage Kinetic torpedoes; however these torpedoes only fly about 54km and have poor application, and thus can be comfortably tanked by a cruiser.  
 +
* The "Mordu's Legion Cruiser" has no turrets, and its missiles deal minimal Kinetic damage.
 +
All ships will target Large Drones, and will likely shoot them down (but will not target smaller drones).
  
 
As far the best damage type to deal, it's a mixed bag. However it's worth noting that all 3 ships have active shield reps.
 
As far the best damage type to deal, it's a mixed bag. However it's worth noting that all 3 ships have active shield reps.
* The Mordu's Legion Cruiser's shields are weak to EM, and while its armor somewhat resists EM its total HP is low enough that this isn't much of an issue
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* The Mordu's Legion Cruiser's shields are weak to EM, and while its armor somewhat resists EM its total HP is low enough that this isn't much of an issue.
* The Mordu's Legion Battleship's shields are also weak to EM, however its armor is strong against EM so if it's possible to swap damage types quickly, swap to Explosive when its shields break
+
* The Mordu's Legion Battleship's shields are also weak to EM, however its armor is strong against EM so if it's possible to swap damage types quickly, swap to Explosive when its shields break. Alternatively, to avoid reloading, the Battleship's lowest average resistance is Thermal.
* The Mordu's Legion Commander is much more durable than the other two ships, however it is surprisingly weak against Kinetic damage (both shields and armor).
+
* The Mordu's Legion Commander is much more durable than the other two ships both in resistances and raw HP, however it is surprisingly weak against Kinetic damage (both shields and armor).
As the Commanders are the most durable ships on field, if forced to bring only a single damage type (or single drone type), the best single damage type to bring is Kinetic. If using Projectile Turrets, the best shells to use are EMP, swapping to Fusion after the shields break. (Don't bother reloading for Cruisers.) Hybrid Turrets and Gallente Drones are not ideal weapons for this site, as the Commander's shields strongly resist Thermal damage.
+
 
 +
As the Commanders are the most durable ships on field, if forced to bring only a single damage type (or single drone type), the best single damage type to bring is '''Kinetic'''. If using Projectile Turrets, the best shells to use are EMP for the Cruisers, Phased Plasma for the Battleships; and either EMP for the Commander's shields and Fusion for the Commander's armor or any T2 shells for both.
  
 
After all ships are destroyed you can loot the goodies from the hub. The lab can be destroyed and looted before ships are destroyed, but it may be preferred to focus all damage on the ships, as their tackle can make it difficult both to get to the lab and to get out alive.
 
After all ships are destroyed you can loot the goodies from the hub. The lab can be destroyed and looted before ships are destroyed, but it may be preferred to focus all damage on the ships, as their tackle can make it difficult both to get to the lab and to get out alive.
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{{NPCTableRow|Battleship|0-3|Mordu's Legion Commander}}
 
{{NPCTableRow|Battleship|0-3|Mordu's Legion Commander}}
 
|}
 
|}
The second wave will warp in about a few seconds after the first wave. There is no trigger ship for the second wave.
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The second wave will warp in about a minute after the first wave. There is no trigger ship for the second wave.
  
 
{{NPCTableHead|Reinforcements  (total 5 ships)}}
 
{{NPCTableHead|Reinforcements  (total 5 ships)}}
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{{NPCTableHead|Structures}}
 
{{NPCTableHead|Structures}}
{{NPCTableRow|Container|1|Guristas Research and trade Hub|note=Locked until all ships destroyed.|cargo = Skins (30d), hyperspatial accelerator BPC, pirate faction and rare rare pirate faction ammo, Covert Research Tools, virtue and centurion implants.}}
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{{NPCTableRow|Container|1|Guristas Research and trade Hub|note=Locked until all ships destroyed.|cargo = Skins (30d), hyperspatial accelerator BPC, pirate faction and rare pirate faction ammo, Covert Research Tools, virtue and centurion implants.}}
 
{{NPCTableRow|Structure|1|Thukker Component Assembly Facility|cargo = Thukker Component Assembly Array BPC, Covert Research Tools }}
 
{{NPCTableRow|Structure|1|Thukker Component Assembly Facility|cargo = Thukker Component Assembly Array BPC, Covert Research Tools }}
 
|}
 
|}
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{{Reflist}}
  
 
==External Links==
 
==External Links==

Revision as of 10:51, 7 October 2020

Site Details
Besieged Covert Research Facility
Type Combat Anomaly
Rating Unrated
Found in Low
Max ship size Unrestricted
Faction Mordu's Legion
Best damage to deal Kinetic damage KinElectromagnetic damage EM
Damage to resist Kinetic damage KinThermal damage ThBattleships deal almost purely kinetic damage. Smaller things deal both kinetic and thermal
Sig. strength N/A
This site is about the combat site. See Ghost Sites for info on the hacking site

Besieged Covert Research Facility is an unique cosmic anomaly found in all low sec regions that spawns two waves of Mordu's Legion cruisers and battleships equipped with webifiers and warp disruptors. Notable loot includes higher-end implants and ship skin BPCs, as well as special module BPCs.

The Besieged Covert Research Facility is a much more difficult site than most other lowsec combat anomalies, and is generally best attempted using either a sniping battleship or a missile T3 Cruiser.

Walkthrough

Single ungated pocket. Several webs with and warp disruptors with long range.

These sites are timed. After 20 minutes the site will self destruct.

Message from Mordu's Legion
Stay out, capsuleers! This is a private matter and your interference is not welcome.

If you engage our forces, interfere with our task, or do anything else except leave immediately, we will have no choice but to attack you.

The site will spawn two groups of randomly assorted Mordu's Legion ships. The cruisers and "Mordu's Legion Battleship" will warp disrupt and web. The "Mordu's Legion Commander" does not web or point but is very durable. Note that all the ships will be named "Mordu's Legion Battleships" regardless of ship type.

The battleship webs have a range of 22 km so they can be kited. All ships in the site fly at 380m/s at most. The cruiser and battleship warp disruptors have a range of 36 km.

The rats will deal all damage types, however they deal mostly Kinetic and minimal Explosive. T

  • he "Mordu's Legion Battleship" has a set of Thermal-Kinetic-EM turrets which never miss at any range and always deal exactly 350 damage/shot[1]; and its cruise missiles ignore target speed and signature and always deal exactly 900 Kinetic damage/shot.
  • The "Mordu's Legion Commander" has long-range turrets that deal omni damage (but have very poor tracking), and fires high-damage Kinetic torpedoes; however these torpedoes only fly about 54km and have poor application, and thus can be comfortably tanked by a cruiser.
  • The "Mordu's Legion Cruiser" has no turrets, and its missiles deal minimal Kinetic damage.

All ships will target Large Drones, and will likely shoot them down (but will not target smaller drones).

As far the best damage type to deal, it's a mixed bag. However it's worth noting that all 3 ships have active shield reps.

  • The Mordu's Legion Cruiser's shields are weak to EM, and while its armor somewhat resists EM its total HP is low enough that this isn't much of an issue.
  • The Mordu's Legion Battleship's shields are also weak to EM, however its armor is strong against EM so if it's possible to swap damage types quickly, swap to Explosive when its shields break. Alternatively, to avoid reloading, the Battleship's lowest average resistance is Thermal.
  • The Mordu's Legion Commander is much more durable than the other two ships both in resistances and raw HP, however it is surprisingly weak against Kinetic damage (both shields and armor).

As the Commanders are the most durable ships on field, if forced to bring only a single damage type (or single drone type), the best single damage type to bring is Kinetic. If using Projectile Turrets, the best shells to use are EMP for the Cruisers, Phased Plasma for the Battleships; and either EMP for the Commander's shields and Fusion for the Commander's armor or any T2 shells for both.

After all ships are destroyed you can loot the goodies from the hub. The lab can be destroyed and looted before ships are destroyed, but it may be preferred to focus all damage on the ships, as their tackle can make it difficult both to get to the lab and to get out alive.

Note: All of the ships are called "Mordu's Legion Battleships" so it may be hard to tell which NPC is what type.

Initial defenders (total 3 ships)
WD EWAR L


Cruiser 0-3 x Cruiser Mordu's Legion Cruiser Warp Disruptor Stasis Webifier
Battleship 0-3 x Battleship Mordu's Legion Battleship Warp Disruptor Stasis Webifier
Battleship 0-3 x Battleship Mordu's Legion Commander

The second wave will warp in about a minute after the first wave. There is no trigger ship for the second wave.


Reinforcements (total 5 ships)
WD EWAR L


Cruiser 0-5 x Cruiser Mordu's Legion Cruiser Warp Disruptor Stasis Webifier
Battleship 0-5 x Battleship Mordu's Legion Battleship Warp Disruptor Stasis Webifier
Battleship 0-5 x Battleship Mordu's Legion Commander


Structures
WD EWAR L


Container 1 x Guristas Research and trade Hub Locked until all ships destroyed. Skins (30d), hyperspatial accelerator BPC, pirate faction and rare pirate faction ammo, Covert Research Tools, virtue and centurion implants.
Structure 1 x Thukker Component Assembly Facility Thukker Component Assembly Array BPC, Covert Research Tools
  1. ^ Stat sheets show that the ship's turrets have a range of 30 km and a falloff of 1 m. However, these numbers are ignored, because the turrets have a Tracking value of 0, which causes them to ignore the normal accuracy formula and always deal fixed damage with perfect accuracy.

External Links