Difference between revisions of "Emergency Aid: Holy Mission"
Mednik Breau (talk | contribs) m (Mednik Breau moved page Emergency Aid - Holy Mission to Emergency Aid: Holy Mission: As per https://en.wikipedia.org/w/index.php?title=Wikipedia:FORBIDDEN using colon is fine as long as several conditions are satisfied.) |
Mednik Breau (talk | contribs) m (As per https://en.wikipedia.org/w/index.php?title=Wikipedia:FORBIDDEN using colon is fine as long as several conditions are satisfied.) |
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{{Main|Homefront operation}} | {{Main|Homefront operation}} | ||
{{HomefrontOperation | {{HomefrontOperation | ||
− | | name = Emergency Aid | + | | 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 = | + | | 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). | ||
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[[Category:Homefront Operations]] | [[Category:Homefront Operations]] |
Latest revision as of 04:35, 12 September 2024
- Main article: Homefront operation
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 | |
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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 | EM Kin |
Damage to resist | Th 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).