Difference between revisions of "Angel Sound"

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{{EpicMissionArcBoilerintro}}
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{{EpicMissionArcBoilerintro}} {{AngelEpicArcNav}}
'''Angel Sound''' is the [[Epic Arc]] for the [[Angel Cartel]] faction. Angel Sound differs from most of the other epic arcs in three major way: it takes place almost entirely in null security space mainly the [[Curse]] region, it is designed to be completed in a small, fast ship, and it is significantly shorter than other epic arcs, able to be completed in only a few hours.
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<blockquote>
 +
''"Normally, we would launch a whole campaign to remove CONCORD scum from our space, but my superiors want to see you handle this situation."''
 +
</blockquote>
 +
 
 +
'''Angel Sound''' is the [[Angel Cartel]] Epic Arc which takes place in the Angel controlled [https://evemaps.dotlan.net/map/Curse Curse] Null Security Region.
  
 
== Overview ==
 
== Overview ==
 +
You will fight:
 +
* Frigates
 +
* Destroyers
 +
* a few Cruisers
  
Angel Sound features enemy NPCs in frigate-class ships, rather than the large fleets of cruisers, battlecruisers, and battleships found in the empire arcs. However, the difficulty of these encounters in some cases approaches the level of burner missions or PvP. The rewards for Angel Sound are in line with most of the other epic arcs, often totaling several hundred million ISK, including a [[Cynabal]] BPC and faction loot.
+
You will get:
 
+
* 1x Domination Target Painter for completing Wrath of Angels
Though most players won't care about their standings with the Angel Cartel, completing this arc can improve standing by several full points, though this also means a standing loss with the Minmatar Republic (usually no more than -1).
+
* 1x Cynabal Blueprint Copy (one run) and +30% base Angel Cartel Faction Standing (with no derived standings) from completing the final Mission
 
+
* ~65M ISK
== Preparations ==
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* ~15% Archangels and Dominations Corporation Standings
 
 
Most of Angel Sound takes place in Curse, a region 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 Curse region is is controlled by the Angel Cartel faction, so pilots will be able to dock up in systems that have stations if the need arises. 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.
 
 
 
Many of the systems in Curse will seem quiet, but there are most certainly hostile players nearby. Most players operating in Curse will at least be aware that this arc exists (and will thus attract players), and many will be familiar with the mission paths and where to set traps; pilots may even see the remnants of gate camps along their route. Even when flying an Interceptor, it is still possible to get trapped. Pilots should take care to use D-scan, insta-undocks, gate perches, the [[cloak trick]], and so on. Pilots may also wish to review the procedure for creating a [[safe spot]] on the fly in case of confrontation with hostile players.
 
 
 
== Ships and fits ==
 
 
 
On paper, any of the following frigate-class or destroyer-class ships will meet the mission restrictions:
 
* [[Assault Frigate]]
 
* [[Command Destroyer]]
 
* [[Corvette]]
 
* [[Covert Ops]]
 
* [[Destroyer]]
 
* [[Electronic Attack Ship]]
 
* [[Expedition Frigate]]
 
* [[Frigate]]
 
* [[Interceptor]]
 
* [[Interdictor]]
 
* [[Logistics Frigate]]
 
* [[Shuttle]]
 
* [[Stealth Bomber]]
 
* [[Tactical Destroyer]]
 
 
 
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.  With the right skills, the Interceptor below can be fit with Inertial Stabilizer II (x2) to reach a sub-2ms align time.
 
 
 
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.
 
 
 
     
 
 
 
        {{ShipFitting
 
        | ship=Crow
 
        | shipTypeID=11176
 
        | fitName=Angels 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=Cap Recharger II
 
        | mid4typeID=2032
 
        | 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
 
        | charge2name=open
 
        | charge3name=open
 
        | charge4name=open
 
        | charge5name=open
 
        | rig1name=Small Anti-EM Screen Reinforcer I
 
        | rig1typeID=31716
 
        | rig2name=Small Ionic Field Projector I
 
        | rig2typeID=31274
 
        | difficulty=2
 
        | warsop=A
 
        | warsopReason=
 
        | version=CITA 118.5
 
        | shipDNA=11176:2048;1:2605;1:448;1:3244;1:5971;1:3831;1:31716;1:31274;1::
 
        | skills=
 
        | notes=
 
        | alphacanuse=N
 
        }}{{ShipFitting
 
        | ship=Thrasher
 
        | shipTypeID=16242
 
        | fitName=Angel Arc Thrasher, Artillery Passive Tank
 
        | fitID=angel-arc-thrasher-artillery-passive
 
        | low1name=Counterbalanced Compact Gyrostabilizer
 
        | low1typeID=5933
 
        | low2name=Damage Control II
 
        | low2typeID=2048
 
        | mid1name=5MN Y-T8 Compact Microwarpdrive
 
        | mid1typeID=5973
 
        | mid2name=Medium Shield Extender II
 
        | mid2typeID=3831
 
        | mid3name=Adaptive Invulnerability Field II
 
        | mid3typeID=2281
 
        | high1name=250mm Light 'Scout' Artillery I, EMP S
 
        | high1typeID=8903
 
        | charge1name=Depleted Uranium S x5000
 
        | charge1typeID=181
 
        | charge2name=Phased Plasma S x2500
 
        | charge2typeID=184
 
        | charge3name=EMP S x2500
 
        | charge3typeID=185
 
        | high2name=250mm Light 'Scout' Artillery I, EMP S
 
        | high2typeID=8903
 
        | high3name=250mm Light 'Scout' Artillery I, EMP S
 
        | high3typeID=8903
 
        | high4name=250mm Light 'Scout' Artillery I, EMP S
 
        | high4typeID=8903
 
        | high5name=250mm Light 'Scout' Artillery I, EMP S
 
        | high5typeID=8903
 
        | high6name=250mm Light 'Scout' Artillery I, EMP S
 
        | high6typeID=8903
 
        | high7name=250mm Light 'Scout' Artillery I, EMP S
 
        | high7typeID=8903
 
        | rig1name=Small Core Defense Field Purger I
 
        | rig1typeID=31800
 
        | rig2name=Small Core Defense Field Purger I
 
        | rig2typeID=31800
 
        | rig3name=Small Core Defense Field Purger I
 
        | rig3typeID=31800
 
        | charge4name=open
 
        | high8name=open
 
        | charge5name=open
 
        | skills=Requires the following skills to have sufficient CPU:</li><li>{{Sk|CPU Management|V}}</li><li>{{Sk|Weapon Upgrades|IV}}
 
        | showSKILLS=N
 
        | notes=Compared to an Ancillary Shield Booster/Tracking Computer fit, this fit exchanges DPS, range, signature radius, and burst healing for much more buffer and a longer lasting tank.</li><li>Use MWD to crash gate if you jump into a camp.</li><li>Take advantage of your range if incoming DPS is too high.</li><li>When facing frigates you can split weapons to two groups to kill two frigates in single volley.</li><li>Consider carrying a spare set of Autocannons for the final mission (Fear of Angels), as the frigate in that mission moves fast and occasionally carries a web that makes it hard for artillery to track well.</li><li>Swapping the Damage Control II for a Power Diagnostic System II offers marginally higher EHP/s at the expense of buffer. It also opens up enough CPU to fit either a T2 Gyrostabilizer or an Arbalest Compact Light Missile Launcher.</li><li>Swap the Damage Control II for a Power Diagnostic System II to get everything to fit. If there is still not enough CPU, then swap the Shield Extender to a Meta version.</li>
 
        | showNOTES=N
 
        | difficulty=1
 
        | warsop=A
 
        | warsopReason=
 
        | version=January 2019
 
        | showTOC=Y
 
        | shipDNA=16242:5933;1:2048;1:5973;1:3831;1:2281;1:8903;7:31800;3:181;5000:184;2500:185;2500::
 
        | fleetup=
 
        | alphacanuse=Y
 
        }}
 
 
 
Regardless of the chosen ship and fitting, pilots should carry the following items in their cargo hold:
 
* 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
 
 
 
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 Curse, 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.
 
 
 
==Walkthough==
 
 
 
You can start this Arc by visiting one of three Agents. All of the three Agents are located in space at one of the beacons.
 
* Ellar Stin in Konora (at 'The Coward  Eller  Stin') - You need effective standings (including skills) of 3.00 with the Dominations corporation or the Angel Cartel faction
 
* Aton Hordner in Egbinger (at 'Minmatar Shipyards') - You need effective standings (including skills) of 3.00 with Republic Security Services corporation or the Minmatar Republic faction
 
* Arajna Ashia in Sendaya (at 'Abandoned Research Station Sigma Nine') - You need effective standings (including skills) of 3.00 with the Amarr Navy corporation or the Amarr Empire faction
 
Depending on the Agent you choose the first mission will be different. After the first mission everything will be the same.
 
 
 
''(Note: If you've already run this arc before, the first agent will warn you that you've already completed it, and that they'll need to wipe your memory. That's fine, just click "okay" -- it's simply going to reset your epic arc in your journal so you can start over.)''
 
 
 
[[Angel Sound/Chapter 1 - Rapture|Chapter 1 - Rapture]]
 
<ol start="1">
 
<li>[[The Balance of Power]] OR [[Mistaken Identity]] OR [[Headhunted]]</li>
 
<li>[[New Opportunities]]</li>
 
<li>[[Fight or Flight]]</li>
 
</ol>
 
 
 
[[Angel Sound/Chapter 2 - Heaven|Chapter 2 - Heaven]]
 
<ol start="4">
 
<li>[[Serpentis Fill-In]]</li>
 
<li>[[Ride to the Rescue]]</li>
 
<li>[[The Best Kind of Revenge]]</li>
 
<li>[[Wrath of Angels]]</li>
 
</ol>
 
  
[[Angel Sound/Chapter 2 - Utopia|Chapter 2 - Utopia]]
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You will lose:
<ol start="4">
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* 2.4% Minmatar Republic Faction Standing
<li> [[Natural Consequences]]</li>
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* minor amount of Guristas Pirates Faction Standing
<li>[[Clear the Way]]</li>
 
<li>[[Salvage Heist]]</li>
 
<li>[[Rabbit Trap]]</li>
 
</ol>
 
  
[[Angel Sound/Chapter 3 - Paradise|Chapter 3 - Paradise]]
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== Starting Agents ==
<ol start="8">
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{| class="wikitable"
<li>[[Dominus]]</li>
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|+ Angel Sound Starting Agents
<li>[[The Lesser of Two]]</li>
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|-
<li> A1 [[Situation Normal]]</li>
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! Agent<ref name="Standing"></ref> !! Corporation<ref name="Standing"></ref> !! Faction<ref name="Standing"></ref> !! System !! Region !! Mission
</ol>
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|-
<ol start="10">
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| Aton Hordner || Republic Security Service || Minmatar Republic || Egbinger<ref name="LocationMinmatar"></ref> || Molden Heath || [[The Balance of Power]]
<li> A2 [[Breaking the Lock]]</li>
+
|-
</ol>
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| Arajna Ashia || Amarr Navy || Amarr Empire || Sendaya<ref name="LocationAmarr"></ref> || Derelik || [[Mistaken Identity]]
<ol start="10">
+
|-
<li>B [[Data Destruction]]</li>
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| Ellar Stin || Dominations || Angel Cartel || Konora<ref name="LocationAngel"></ref> || Metropolis || [[Headhunted]]
<li>[[Fear of Angels]]</li>
+
|}
</ol>
 
  
== Wrap-Up ==
+
<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>
 +
<ref name="LocationMinmatar">Minmatar Shipyards Beacon.</ref>
 +
<ref name="LocationAmarr">Abandoned Research Station Sigma Nine Beacon.</ref>
 +
<ref name="LocationAngel">The Coward Ellar Stin Beacon.</ref>
 +
</references></small>
  
You made it. Now you need to get your shinies and head home. The item rewards should have appeared in the hangars of one or two stations in Curse. Make sure you double-check that you've put them into your cargohold before you leave; it can be a fairly long trip and you probably don't want to do it twice.
+
{{:Pirate epic arc advice}}
  
Remember that this arc (like the others) can be run every three months. Subsequent runs will be faster and easier.
+
== External links ==
 +
* [http://games.chruker.dk/eve_online/mission_view.php?id=229 Games Chruker Angel Sound Guide]
 +
* [https://www.youtube.com/watch?v=OUS8EM3I9Kk Angel Cartel Epic Arc in a Malediction by Killtec]
 +
* [https://www.youtube.com/watch?v=ikOtLTBPdlM Angel Cartel Epic Arc in a Malediction by Reload]
  
[[Category:Guides]]
 
 
[[Category:Epic Arcs]]
 
[[Category:Epic Arcs]]

Latest revision as of 23:00, 4 November 2023

"Normally, we would launch a whole campaign to remove CONCORD scum from our space, but my superiors want to see you handle this situation."

Angel Sound is the Angel Cartel Epic Arc which takes place in the Angel controlled Curse Null Security Region.

Overview

You will fight:

  • Frigates
  • Destroyers
  • a few Cruisers

You will get:

  • 1x Domination Target Painter for completing Wrath of Angels
  • 1x Cynabal Blueprint Copy (one run) and +30% base Angel Cartel Faction Standing (with no derived standings) from completing the final Mission
  • ~65M ISK
  • ~15% Archangels and Dominations Corporation Standings

You will lose:

  • 2.4% Minmatar Republic Faction Standing
  • minor amount of Guristas Pirates Faction Standing

Starting Agents

Angel Sound Starting Agents
Agent[1] Corporation[1] Faction[1] System Region Mission
Aton Hordner Republic Security Service Minmatar Republic Egbinger[2] Molden Heath The Balance of Power
Arajna Ashia Amarr Navy Amarr Empire Sendaya[3] Derelik Mistaken Identity
Ellar Stin Dominations Angel Cartel Konora[4] Metropolis Headhunted
  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.
  2. ^ Minmatar Shipyards Beacon.
  3. ^ Abandoned Research Station Sigma Nine Beacon.
  4. ^ The Coward Ellar Stin Beacon.


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