Difference between revisions of "Pirate epic arc advice"

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<noinclude>The contents here are transcluded on [[Angel Sound]] and [[Smash and Grab]]</noinclude>
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<noinclude>This article is transcluded on [[Angel Sound]] and [[Smash and Grab]].</noinclude><!--
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== General Advice ==
  
The gated pirate epic arc missions have special ship restrictions. On paper, any T1/T2 frigate or T1/T2/T3 destroyer will meet the mission restrictions.
+
Pirate Epic Arcs take place in Null Security Regions. This means:
 +
* [[Tackling#Warp_disruption_fields|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.
  
An interceptor is a popular choice due to its immunity to warp bubbles.  A destroyer has superior firepower and tank however, those setups placed a much greater demand on the pilot, and are inherently riskier to fly.
+
== Preparation - fitting your ship ==
  
Many of the NPCs hit hard and move fast, so ships will need a decent tank, good propulsion, and perhaps a web -- the last item is especially important if you're flying a close-range setup such as hybrid blasters.
+
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.
  
{{ShipFitting
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Consider the following:
| ship=Thrasher
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* An [[Interceptor]] can be fit to ignore [[Tackling#Warp_disruption_fields|Warp Disruption Fields]]. Having this ability will grant you a major advantage.
| shipTypeID=16242
+
* 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.
| fitName=Pirate Arc Thrasher, Artillery ancillary Tank
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* You will not be able to fight your way out of a gate camp. Focus on being hard to catch, consider using a [[Propulsion_equipment#Afterburner_and_microwarpdrive|Microwarpdrive]] and getting your align time as low as possible.
| fitID=Pirate-arc-thrasher
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* 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.
| low1name=Gyrostabilizer II
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* If you have the [[Skills:Engineering#Thermodynamics|Thermodynamics]] skill trained, bring Nanite Repair Paste to repair heat damage.
| low1typeID=519
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* 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.
| low2name=Gyrostabilizer II
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* Don't fly what you can't afford to lose.
| low2typeID=519
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* 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.
| mid1name=Medium Ancillary Shield Booster, Cap Booster 50
+
* '''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.
| mid1typeID=32772
+
* '''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.
| charge1name=Cap Booster 50 x1
 
| charge1typeID=264
 
| mid2name=Optical Compact Tracking Computer, Tracking Speed Script
 
| mid2typeID=6173
 
| charge2name=Tracking Speed Script x2
 
| charge2typeID=29001
 
| mid3name=5MN Y-T8 Compact Microwarpdrive
 
| mid3typeID=5973
 
| high1name=250mm Light 'Scout' Artillery I, Phased Plasma S
 
| high1typeID=8903
 
| charge3name=Phased Plasma S x2
 
| charge3typeID=184
 
| high2name=250mm Light 'Scout' Artillery I, Phased Plasma S
 
| high2typeID=8903
 
| high3name=250mm Light 'Scout' Artillery I, Phased Plasma S
 
| high3typeID=8903
 
| high4name=250mm Light 'Scout' Artillery I, Phased Plasma S
 
| high4typeID=8903
 
| high5name=250mm Light 'Scout' Artillery I, Phased Plasma S
 
| high5typeID=8903
 
| high6name=250mm Light 'Scout' Artillery I, Phased Plasma S
 
| high6typeID=8903
 
| high7name=250mm Light 'Scout' Artillery I, Phased Plasma S
 
| high7typeID=8903
 
| rig1name=Small Projectile Burst Aerator I
 
| rig1typeID=31668
 
| rig2name=Small Projectile Metastasis Adjuster I
 
| rig2typeID=31704
 
| rig3name=Small Projectile Locus Coordinator I
 
| rig3typeID=31692
 
| charge4name=Optimal Range Script x1
 
| charge4typeID=28999
 
| high8name=open
 
| charge5name=open
 
| skills=
 
| showSKILLS=N
 
| notes=Use MWD to crash gate if you jump into a camp.</li><li>MWD will also help to burn long distances in missions.</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>Downgrade gyrostabilizers to compact if CPU doesn't fit. Swap rigs for CPU rigs if it still won't fit.</li><li>Bring full set of different range ammo so you can kite in missions that have high dps.
 
| showNOTES=N
 
| difficulty=1
 
| warsop=A
 
| warsopReason=
 
| version=2018.10.6
 
| showTOC=Y
 
| shipDNA=16242:519;2:32772;1:264;1:6173;1:29001;2:5973;1:8903;7:184;2:31668;1:31704;1:31692;1:28999;1::
 
| fleetup=
 
| alphacanuse=N
 
}}{{ShipFitting
 
        | ship=Thrasher
 
        | shipTypeID=16242
 
        | fitName=Pirate 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 in Angel Cartel epic arc, 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><li>Bring full set of different range ammo so you can kite in missions that have high dps.
 
        | 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:
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== Execution - maneuvers on grid ==
* 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 Guristas arc a 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 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.'''
+
* 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|zkillboard]], [https://eve-gatecheck.space/eve/ EVE Gatecheck] and [[Third-party_tools#Dotlan|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.
 +
 
 +
<noinclude>
 +
[[Category:Epic Arcs]]
 +
</noinclude>

Latest revision as of 20:18, 9 November 2023

This article is transcluded on Angel Sound and Smash and Grab.

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.