Difference between revisions of "Angel Sound"
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− | {{EpicMissionArcBoilerintro}} | + | {{EpicMissionArcBoilerintro}} {{AngelEpicArcNav}} |
− | {{AngelEpicArcNav}} | ||
<blockquote> | <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."'' | ''"Normally, we would launch a whole campaign to remove CONCORD scum from our space, but my superiors want to see you handle this situation."'' | ||
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== Overview == | == 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 == | |
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− | == Starting | ||
{| class="wikitable" | {| class="wikitable" | ||
|+ Angel Sound Starting Agents | |+ Angel Sound Starting Agents | ||
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− | <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> | + | <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="LocationMinmatar">Minmatar Shipyards Beacon.</ref> | ||
<ref name="LocationAmarr">Abandoned Research Station Sigma Nine Beacon.</ref> | <ref name="LocationAmarr">Abandoned Research Station Sigma Nine Beacon.</ref> | ||
− | <ref name="LocationAngel">The Coward Ellar Stin Beacon.</ref></references></small> | + | <ref name="LocationAngel">The Coward Ellar Stin Beacon.</ref> |
− | + | </references></small> | |
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− | + | {{:Pirate epic arc advice}} | |
− | + | == 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] | ||
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[[Category:Epic Arcs]] | [[Category:Epic Arcs]] |
Latest revision as of 23:00, 4 November 2023
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Angel Sound |
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Chapter 1: Rapture |
Chapter 2a: Heaven |
Chapter 2b: Utopia |
Chapter 3: Paradise |
|
"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
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 |
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.