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{{EpicMissionArcBoilerintro}}
 
{{EpicMissionArcBoilerintro}}
 +
{{GuristasEpicArcNav}}
 +
<blockquote>
 +
''"You might think we're all about loot and plunder, smash and grab tactics, but the Guristas are more than that. We're about power, betrayal, and fear. That is our currency, our lifestyle, our credo."''
 +
</blockquote>
  
'''Smash and Grab''' is the [[Guristas]] epic arc. Like all pirate epic arcs this too takes place in null security space.
+
'''Smash and Grab''' is the [[Guristas Pirates]] Epic Arc which takes place in the Gurista controlled [https://evemaps.dotlan.net/map/Venal Venal] Null Security Region.
  
 
== Overview ==
 
== Overview ==
  
Smash and Grab features enemy NPCs mostly in frigates and some in destroyers and cruisers. rather than the large fleets of cruisers, battlecruisers, and battleships found in the empire arcs. The rewards for Smash and Grab are in line with most of the other epic arcs, often totaling several hundred million ISK, including a [[Gila]] BPC and Dread Guristas ECM Multispectral Jammer.
+
You will fight:
 +
* [[frigates]],
 +
* [[destroyers]],
 +
* a few [[cruisers]].
  
Though most players won't care about their standings with the Guristas, completing this arc can improve standing by several full points. While epic arc faction standing gain does not cause derived standing gains or losses to other factions some missions involve very small Gallente standing loss due to ship kills and possibly as high as 1.209 standing loss with Caldari State due to ship kills.
+
You will get:
 +
* 1x Dread Guristas ECM Multispectral Jammer for completing Knockout Punch;
 +
* 1x [[Gila]] Blueprint Copy (single run) and +30% base Guristas Pirates Faction Standing from completing the final Mission;
 +
* ~80M ISK;
 +
* ~20% Guristas Corporation Standings (with no derived standings).
  
== Preparations ==
+
You will lose:
 +
* minor amount of Gallente Federation Faction Standing;
 +
* between 2.4% and 12% Caldari State Faction Standing.
  
Smash and Grab takes place in null security space, so pilots will want to plan accordingly and be ready to escape any unexpected PvP. As the epic arc might suggest, the Venal region is is controlled by the Guristas pirate faction, so pilots will be able to dock up in systems that have stations if the need arises. But keep in mind that the region has very few NPC stations. While operating in nullsec does mean that warp bubbles may be present, interceptors are a suggested ship for the arc, so they may not end up posing a threat. Pilots should, however, still be familiar with how bubbles work and how they affect both inbound and outbound warps.
+
==Starting Agents==
 +
{| class="wikitable"
 +
|+ Smash and Grab Starting Agents
 +
|-
 +
! Agent<ref name="Standing"></ref> !! Corporation<ref name="Standing"></ref> !! Faction<ref name="Standing"></ref> !! System !! Region !! Mission
 +
|-
 +
| Arment Caute || Federal Intelligence Office || Gallente Federation || Orvolle || Placid || [[Enemy of my Enemy]]
 +
|-
 +
| Atma Aulato || Ytiri || Caldari State || Obe || The Forge || [[Turning Coat]]
 +
|-
 +
| Yada Vinjivas || Guristas || Guristas Pirates || Taisy || Lonetrek || [[Recruitment Drive]]
 +
|}
  
== Ships and fits ==
+
<small><references><ref name="Standing">You need at least -2.00 Standing with all and at least 3.00 Standing with the Agent, their Corporation or Faction.</ref></references></small>
  
On paper, any of the following frigate-class ships will meet the mission restrictions:
+
{{:Pirate epic arc advice}}
* [[Stealth Bomber]]
 
* [[Assault Ship]]
 
* [[Destroyer]]
 
* [[Corvette]]
 
* [[Interdictor]]
 
* [[Frigate]]
 
* [[Shuttle]]
 
* [[Electronic Attack Ship]]
 
* [[Covert Ops]]
 
* [[Interceptor]]
 
  
An interceptor is the most popular choice due to its immunity to warp bubbles. Prior to the Rubicon expansion in 2014, many pilots preferred a cloak-fit destroyer, and ran this arc successfully with those fits. However, those setups placed a much greater demand on the pilot, and were inherently riskier to fly. It can still be done, but it is not recommended.
+
==External Links==
  
Many of the NPCs hit hard and move fast, so ships will need a decent tank, good propulsion, and most likely a web -- the last item is especially important if you're flying a close-range setup such as hybrid blasters.
+
* [http://games.chruker.dk/eve_online/mission_view.php?id=244 Games Chruker Smash and Grab Guide]
 +
* [https://eve-files.com/media/corp/jowen/guristas_epic_arc_guide_by_jowen_datloran_v1.0.pdf Guristas Epic Arc guide by Jowen Datloran (pdf)]
 +
* [http://eve-survival.org/wikka.php?wakka=MissionReportsEpicArc EVE-Survival]
 +
* [https://www.youtube.com/watch?v=KjcWy_zJrS4 Smash and Grab in a Malediction]
 +
* [http://www.evehowto.com/wordpress/2018/12/25/mission-running-the-guristas-epic-arc/ Smash and Grab in a Crow]
  
        {{ShipFitting
 
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        | skills=
 
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        }}{{ShipFitting
 
        | ship=Crow
 
        | shipTypeID=11176
 
        | fitName=Pirate arc runner kiter
 
        | fitID=Angels-Runner-Kiter
 
        | low1name=Damage Control II
 
        | low1typeID=2048
 
        | low2name=Micro Auxiliary Power Core II
 
        | low2typeID=4254
 
        | mid1name=1MN Afterburner II
 
        | mid1typeID=438
 
        | mid2name=Target Painter I
 
        | mid2typeID=12709
 
        | mid3name=Medium F-S9 Regolith Compact Shield Extender
 
        | mid3typeID=8517
 
        | mid4name=open
 
        | high1name=Light Missile Launcher II
 
        | high1typeID=2404
 
        | high2name=Light Missile Launcher II
 
        | high2typeID=2404
 
        | high3name=Light Missile Launcher II
 
        | high3typeID=2404
 
        | high4name=Light Missile Launcher II
 
        | high4typeID=2404
 
        | charge1name=Scourge Fury Light Missile
 
        | charge1typeID=24495
 
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        | rig2name=Small Ionic Field Projector I
 
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{{ShipFitting
 
| ship=Claw
 
| shipTypeID=11196
 
| fitName=Epic arc Claw
 
| fitID=Epic-arc-Claw
 
| low1name=Small Ancillary Armor Repairer
 
| low1typeID=33076
 
| low2name=Adaptive Nano Plating II
 
| low2typeID=1306
 
| low3name=Gyrostabilizer II
 
| low3typeID=519
 
| low4name=Tracking Enhancer II
 
| low4typeID=1999
 
| mid1name=Stasis Webifier II
 
| mid1typeID=527
 
| mid2name=1MN Afterburner II
 
| mid2typeID=438
 
| high1name=200mm AutoCannon II, Phased Plasma S
 
| high1typeID=2889
 
| charge1name=Phased Plasma S x1
 
| charge1typeID=184
 
| high2name=200mm AutoCannon II, Phased Plasma S
 
| high2typeID=2889
 
| high3name=200mm AutoCannon II, Phased Plasma S
 
| high3typeID=2889
 
| high4name='Malkuth' Rocket Launcher I, Scourge Rocket
 
| high4typeID=16521
 
| charge2name=Scourge Rocket x1
 
| charge2typeID=266
 
| rig1name=Small Projectile Collision Accelerator I
 
| rig1typeID=31680
 
| rig2name=Small Projectile Burst Aerator I
 
| rig2typeID=31668
 
| charge3name=open
 
| charge4name=open
 
| charge5name=open
 
| skills=
 
| showSKILLS=N
 
| notes=The adaptive nano plating can be raplaced with energized variant if some of the other modules are downgraded to meta. But even with this tank you can survive if you are careful and skilled.
 
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| fleetup=
 
| alphacanuse=N
 
}}
 
 
 
Regardless of the chosen ship and fitting, pilots should carry modules for travel and combat:
 
* Nanite Repair Paste or Cap Booster chargers (if the fit requires them)
 
* Nanofibers
 
* Warp Core Stabilizers
 
* Damage modifiers (Ballistic Controls, Magnetic Field Stabilizers, etc.)
 
* Warp Disruptor/Scrambler
 
 
Mobile depot is required to refit due to low number of stations.
 
 
For some missions pilots may feel the need to swap out agility for tank, or vice versa. While traveling home with loot, warp stabilizers may provide some peace of mind. For pilots who are supremely confident in their piloting skills and don't mind the risk, there are fights to be had in Venal, so those pilots may wish to bring a warp scrambler/disruptor. However, '''PVP is strongly discouraged during this arc. Losing a mission item will result in failure, and pilots must wait three months to start the arc over again.'''
 
 
== General Tactics ==
 
 
* Think of this like a PVP mission with some PVE sprinkled in. The big difference here is that you're not going to be PVP'ing head-on -- you're going to be PVP'ing by out-piloting, outsmarting, and avoiding your enemies.
 
* Periodically check your star map for ship kills, pod kills, and jumps in the last hour. Compare these systems against your mission route to see if you can avoid those systems, or wait until the action has subsided.
 
* Keep an eye on local, but never speak. You don't want to give away the fact that you're active.
 
* The D-scan button is hotkeyed these days, so there's no excuse not to mash it constantly. Do a 360 scan every few seconds while running your missions. Look for combat scanner probes first and foremost (this is the only way pirates can find you inside a mission's deadspace pocket), but also keep an eye out for other ships so you know who's active in the system. You'll see lots of assault frigates and interceptors flown by other missioners and those hunting them.
 
* Some missions include waves of frigates and destroyers that can be quite punishing. Don't be afraid to cherry pick a few, dock up, repair, rinse, and repeat.
 
* Once you accept a mission you should minimize the agent conversation window instead of closing it. This way, once your objectives are complete the window will pop back up, giving you a clear indication that your work is done.
 
 
==Starter Agents==
 
Pick any one of these agents below. Those running this arc should be well versed in the mechanics of effective standing already so all you need is 3.0 effective standing with the stating agent, the agent's corporation or the agent's faction. You will also need to have over -2.00 standing with the agent, agent's corporation and agent's faction.
 
 
All these agents will lead you directly to the first chapter.
 
 
===Arment Caute===
 
*3.00 standing with either Federal Intelligence Office or- Gallente Federation
 
*Mission name: Enemy of my Enemy
 
*Location: Orvolle System (Beacon in space: Arment Caute's Lachesis)
 
*Mission type: Report to given agent.
 
 
===Atma Aulato===
 
*3.00 standing with either Ytiri or Caldari State
 
*Mission name: Turning Coat
 
*Location: Obe System (Beacon in space: Atma Aulato's [shiptype])
 
*Mission type: Report to given agent.
 
 
===Yada Vinjivas===
 
*3.00 standing with either Guristas (corp) or Guristas (faction)
 
*Mission name: Recruitment Drive
 
*Location: Taisy System (Beacon in space: Yada Vinjivas's [shiptype])
 
*Mission type: Report to given agent.
 
 
==Walkthough==
 
 
The epic arc can be split to three distinct achapters with two different paths for the last chapter. Many of the missions can be accepted and completed remotely.
 
 
[[Smash and Grab/Chapter 1: Probation|Chapter 1: Probation]]
 
# [[Intelligence Mining]]
 
# [[Planning the Operation]]
 
# A [[Sabotage 101]]
 
<ol start="3">
 
<li>B [[Brassy Faced Bastard]] </li>
 
<li> [[Upward Momentum]] </li>
 
</ol>
 
[[Smash and Grab/Chapter 2: For Fun and Profit|Chapter 2: For Fun and Profit]]
 
<ol start="5">
 
<li> [[Miscommunication]] </li>
 
<li> [[Fuel Gauge]] </li>
 
<li> [[Knockout Punch]] </li>
 
<li> [[Culling the Weak]] </li>
 
</ol>
 
[[Smash and Grab/Chapter 3: Internal Security (Irichi Path)|Chapter 3: Internal Security (Irichi Path)]]
 
<ol start="9">
 
<li> [[Threat Assessment]] </li>
 
<li> [[Dread Pirates]] </li>
 
<li> [[Rabbit Hole]] </li>
 
<li> [[Passing the Buck]] </li>
 
</ol>
 
[[Smash and Grab/Chapter 3: Internal Security (Kori Path)|Chapter 3: Internal Security (Kori Path)]]
 
<ol start="9">
 
<li> [[Smoke and Mirrors]] </li>
 
<li> [[Foxfire]] </li>
 
<li> [[Spy Games]] </li>
 
</ol>
 
 
==Rewards==
 
 
At the end of Mission 7 you should have a nice reward:
 
*Reward: 1 Dread Guristas ECM Multispectral Jammer
 
 
 
At the end of Mission 11b or 12a you should have your final mission reward:
 
*Reward: 1 one run Gila blueprint copy + Guristas Pirates faction standing (30% base faction standing increase)
 
 
Each mission will also give Guristas corporation standings.
 
 
 
Be careful getting your loot out.  It was a lot of work to get through all this and it would be a pity to lose your rewards on your way back to highsec.
 
 
==External Links/Guides==
 
 
[http://go-dl.eve-files.com/media/corp/jowen/Guristas_Epic_Arc_guide_by_Jowen_Datloran_v1.0.pdf  Complete Guide on EVE Files]
 
 
[http://eve-survival.org/wikka.php?wakka=MissionReportsEpicArc EVE-Survival]
 
 
[[Category:Guides]]
 
 
[[Category:Epic Arcs]]
 
[[Category:Epic Arcs]]

Latest revision as of 20:17, 9 November 2023


"You might think we're all about loot and plunder, smash and grab tactics, but the Guristas are more than that. We're about power, betrayal, and fear. That is our currency, our lifestyle, our credo."

Smash and Grab is the Guristas Pirates Epic Arc which takes place in the Gurista controlled Venal Null Security Region.

Overview

You will fight:

You will get:

  • 1x Dread Guristas ECM Multispectral Jammer for completing Knockout Punch;
  • 1x Gila Blueprint Copy (single run) and +30% base Guristas Pirates Faction Standing from completing the final Mission;
  • ~80M ISK;
  • ~20% Guristas Corporation Standings (with no derived standings).

You will lose:

  • minor amount of Gallente Federation Faction Standing;
  • between 2.4% and 12% Caldari State Faction Standing.

Starting Agents

Smash and Grab Starting Agents
Agent[1] Corporation[1] Faction[1] System Region Mission
Arment Caute Federal Intelligence Office Gallente Federation Orvolle Placid Enemy of my Enemy
Atma Aulato Ytiri Caldari State Obe The Forge Turning Coat
Yada Vinjivas Guristas Guristas Pirates Taisy Lonetrek Recruitment Drive
  1. ^ a b c You need at least -2.00 Standing with all and at least 3.00 Standing with the Agent, their Corporation or Faction.


General Advice

Pirate Epic Arcs take place in Null Security Regions. This means:

  • Warp Disruption Fields created by Interdictors and Mobile Warp Disruptors can and will be used against you.
  • You may be hunted down by capsuleers roaming the region. Capsuleers know in which systems the Epic Arc takes place.
  • There are few NPC stations, making docking up for repairs or safety difficult.
  • Local markets may be inaccessible when in player structures, very expensive or not stocked.

Preparation - fitting your ship

The main challenge of the Epic Arc are not hostile hostile NPCs, but hostile capsuleers. The pirate Epic Arc missions can only be done with a T1/T2 Frigates or T1/T2/T3 Destroyers due to Acceleration Gates being ship type restricted.

Consider the following:

  • An Interceptor can be fit to ignore Warp Disruption Fields. Having this ability will grant you a major advantage.
  • If you decide against using an Interceptor and go for another ship type, consider bringing a Mobile Depot and a Travel fit to switch to.
  • You will not be able to fight your way out of a gate camp. Focus on being hard to catch, consider using a Microwarpdrive and getting your align time as low as possible.
  • Due to the aforementioned difficulty of resupply consider bringing a generous amount of ammunition. If you have room, bring ammunition for a variety of engagement distances.
  • If you have the Thermodynamics skill trained, bring Nanite Repair Paste to repair heat damage.
  • Name your ship in a way that does not give away you are doing an Epic Arc. If you name the ship "Epic Arc Runner" others know exactly what you are here for - and what you are fit for. They will gladly expedite your way home.
  • Don't fly what you can't afford to lose.
  • If you want to tip things in your favour, pay the region a visit in a fast, cheap frigate. Make tactical gate, instant-undock and safe spot bookmarks in all systems in which the Epic Arc takes place.
  • For the Smash and Grab arc: Spy Games requires you to either have a Tractor Beam and a weapon system capable of dealing damage at over 16 km or capable of dealing over 150 DPS to break through the forcefield.
  • For the Angel Sound arc: The entire arc features sizeable combat portions against a variety of enemy ships with high resistances. Plan ahead according to the path you wish to take and double up on ammunition.

Execution - maneuvers on grid

  • Focus on the objectives. Many missions do not require you to kill everything. The less time you spend in a mission pocket, the less time you spend being stuck in one location.
  • Your main defense is staying mobile - if anything reduces your speed or prevents you from warping out, kill it first.
  • Some missions include enemy ship combinations that can be quite punishing, especially for newer players. Don't be afraid to kill a few, dock up, repair, rinse, and repeat.

Execution - utilizing information warfare

You will have to travel through hostile space constantly. Being aware of what happens in the systems surrounding you and on your path will help you not being caught.

  • Use tools such as zkillboard, EVE Gatecheck and Dotlan to stay up-to-date on what's happening. Do not activate a mission pocket or go through systems without checking if there was any activity along the way.
  • When in a system, keep an eye on local, but never speak. You don't want to give away the fact that you're active.
  • D-Scan is your lifeline. Do a 360 scan every few seconds while running your missions. Look for combat scanner probes first and foremost - they are the only way hostile capsuleers can find you inside a mission deadspace pocket. Also keep an eye out for other ships so you know who's active in the system. If you see Assault Frigates or Interceptors they're most likely doing the Epic Arc themselves, hunting you or both.

General tips and tricks

  • Once you accept a mission you should minimize the agent conversation window instead of closing it. This way, once your objectives are complete the window will pop back up, giving you a clear indication that your work is done.
  • Many of the missions can be handed in or accepted without docking; be sure to always do "Start Conversation" with the agent to see if you can talk to them remotely.


External Links