Difference between revisions of "Emergency Aid: Holy Mission"

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{{Main|Homefront operation}}
 
{{HomefrontOperation
 
{{HomefrontOperation
| name              = Emergency Aid - Holy Mission
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| name              = Emergency Aid: Holy Mission
 
| description      = Disciples of Purity are attacking a Holy Mission for supporting citizens who have earned their freedom by service to the empire. Keep the Holy Mission from being destroyed while its defenses come back online.
 
| description      = Disciples of Purity are attacking a Holy Mission for supporting citizens who have earned their freedom by service to the empire. Keep the Holy Mission from being destroyed while its defenses come back online.
 
| ship restrictions = T1 Frigate (including Navy and Faction), T1 Destroyer (including Navy and Faction), T1 Cruiser (including Navy but not Faction), Hauler
 
| ship restrictions = T1 Frigate (including Navy and Faction), T1 Destroyer (including Navy and Faction), T1 Cruiser (including Navy but not Faction), Hauler
 
| objective        = Keep the Holy Mission from being destroyed before the timer completes
 
| objective        = Keep the Holy Mission from being destroyed before the timer completes
| time to complete  = 15 minutes
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| time to complete  = 10 minutes
 
| hostiles          = Disciples of Purity
 
| hostiles          = Disciples of Purity
 
| friendlies        = Holy Mission
 
| friendlies        = Holy Mission
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Approximately 90 EHP/s of tank was sufficient for a cruiser that immediately pulled range, but not enough to brawl. Armor repair of 200 HP/s was not enough to keep the Holy Mission alive. My tentative estimate is that somewhere between 400-800 HP/s of armor repair is required (which seems high).
 
Approximately 90 EHP/s of tank was sufficient for a cruiser that immediately pulled range, but not enough to brawl. Armor repair of 200 HP/s was not enough to keep the Holy Mission alive. My tentative estimate is that somewhere between 400-800 HP/s of armor repair is required (which seems high).
  
On the Z-S overview, hostiles and the Holy Mission do not show up on the standard Combat tab. I had to use a tab set up to see all entities.
 
  
 
[[Category:Homefront Operations]]
 
[[Category:Homefront Operations]]

Latest revision as of 04:35, 12 September 2024

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Main article: Homefront operation
Emergency Aid: Holy Mission
Disciples of Purity are attacking a Holy Mission for supporting citizens who have earned their freedom by service to the empire. Keep the Holy Mission from being destroyed while its defenses come back online.
Operational Intel
Objective Keep the Holy Mission from being destroyed before the timer completes
Time to complete 10 minutes
Hostiles Disciples of Purity
Friendlies Holy Mission
Fleet Recommendations
Fleet Size 4-5 pilots
Roles Logistics, Enforcers
Module Types Remote armor repair modules for logistics pilots
General information
Ship Restrictions T1 Frigate (including Navy and Faction), T1 Destroyer (including Navy and Faction), T1 Cruiser (including Navy but not Faction), Hauler
Best damage to deal Electromagnetic damage EMKinetic damage Kin
Damage to resist Thermal damage ThExplosive damage Ex


Note that all information is preliminary from 2023-06-13.

Combat sites found in Amarr space. Operation takes place in deadspace pocket with an acceleration gate that will pass: T1 Frigate (including Navy and Faction), T1 Destroyer (including Navy and Faction), T1 Cruiser (including Navy but not Faction), some Hauler (not investigated further).

Warp in is about 10 km from Holy Mission, in the middle of hostile group. There are approximately 20-30 frigate, destroyer, and cruiser hostiles. Those with "Shrouding" in the name have ECM, and are priority targets. About 1/3 to 1/2 of hostiles will target your ships, while remainder attack the Holy Mission. Enemies do primarily EM damage, and are weakest against EM.

Approximately 90 EHP/s of tank was sufficient for a cruiser that immediately pulled range, but not enough to brawl. Armor repair of 200 HP/s was not enough to keep the Holy Mission alive. My tentative estimate is that somewhere between 400-800 HP/s of armor repair is required (which seems high).