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Abyssal Deadspace frequently asked questions: Difference between revisions

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Sivaira Chen (talk | contribs)
Added strategy category for CONCORD/EDENCOM battleships since they are generally a consistent problem. Updated tactics for Angel/Sansha
Sivaira Chen (talk | contribs)
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=== Marshal/Thunderchild ===
=== Marshal/Thunderchild ===
<Prefix> Marshal Disparu Troop, or Thunderchild Disparu Troop. Appears by itself in T1 when first encountered, and in small groups of increasing size with frigate and cruiser support in higher tiers.
<Prefix> Marshal Disparu Troop, or Thunderchild Disparu Troop. Appears by itself in T1 when first encountered, and in small groups of increasing size with frigate and cruiser support in higher tiers.
* These rooms tend to be quite difficult to manage EWAR in since all of the EWAR types they do are quite impactful to a player. Arrester-type webbing ships should usually be prioritized over Drainer neut ships if there aren't many of them and you are active tanked. Marker-type target paints are usually lowest priority but can still be a problem in large numbers since their signature radius bloom is quite significant (30-40% increase with each target painter).
* These rooms tend to be quite difficult to manage EWAR in since all of the EWAR types they do are quite impactful to a player. Arrester-type webbing ships should usually be prioritized over Drainer neut ships if there aren't many neuting ships. Marker-type target paints are usually lowest priority but can still be a problem in large numbers since their signature radius bloom is quite significant (30-40% increase with each target painter).
* [[Missile mechanics]] are used to determine incoming damage for all CONCORD/EDENCOM ships. Above everything else, the key to surviving these spawns is to '''keep your velocity as high as possible at all times, and never stop moving, even if it is to grab loot.'''  
* [[Missile mechanics]] are used to determine incoming damage for all CONCORD/EDENCOM ships. Above everything else, the key to surviving these spawns is to '''keep your velocity as high as possible at all times, and never stop moving, even if it is to grab loot.'''  
* Unlike with other battleship rooms, spiraling in is not necessary. The damage you take will always be a constant amount relative to your signature radius and current velocity. As such, since webbing ships have the most impact on these damage calculations, they should be the highest priority targets if you can handle a decent bit of neut pressure.
* Unlike with other battleship rooms, spiraling in or maintaining transversal is not necessary. The damage you take will always be a constant amount relative to your signature radius and current velocity. As such, since webbing ships have the most impact on these damage calculations, they should be the highest priority targets if you can handle a decent bit of neut pressure.
* Keep a very close eye on your surroundings. Watch out for Tachyon and Bioluminescence Clouds at all times - Tachyons will negate a lot of incoming damage due to their speed bonuses (make sure not to slingshot out of bounds!), and Bioluminescence clouds will effectively triple the already high incoming damage and can easily be a death sentence even for small ships.  
* Keep a very close eye on your surroundings. Watch out for Tachyon and Bioluminescence Clouds at all times - Tachyons will negate a lot of incoming damage due to their speed bonuses (make sure not to slingshot out of bounds!), and Bioluminescence clouds will effectively triple the already high incoming damage and can easily be a death sentence even for small ships. Tracking Pylons/Deviant Automata Suppressors are usually not a significant variable with CONCORD/EDENCOM spawns since tracking speed has no effect on missile damage, though the short-range Suppressor may be worth avoiding since it will eat through your drones and missiles extremely quickly.
* Marshals use Caldari Navy Thermal (Explosive for Arresters) heavy missiles with the firerate of Rapid Heavy missile launchers, so their damage application is dangerously strong against cruisers. It may be a problem for smaller ships with enough application support as well.  
* Marshals use Caldari Navy Thermal (Explosive for Arresters) heavy missiles with the firerate of Rapid Heavy missile launchers, so their damage application is dangerously strong against cruisers. It may be a problem for smaller ships with enough application support as well.  
* The EDENCOM ships are not as generally impactful - in fact, the Skybreaker is more dangerous than the Stormbringer when it comes to incoming damage - they both deal the same amount of DPS with the Skybreaker dealing mostly EM and the Stormbringer dealing mostly Kinetic. As Kinetic resist tends to be higher on average with a typical Abyssal runner ship fit, and the Stormbringer's (relatively) poorer damage application, it is generally tankier and less dangerous than the Skybreaker, and should not be prioritized.
* The EDENCOM ships are not as generally impactful - in fact, the Skybreaker is more dangerous than the Stormbringer when it comes to incoming damage - they both deal the same amount of DPS with the Skybreaker dealing mostly EM and the Stormbringer dealing mostly Kinetic. As Kinetic resist tends to be higher on average with a typical Abyssal runner ship fit, and the Stormbringer's (relatively) poorer damage application, it is generally tankier and less dangerous than the Skybreaker, and should not be prioritized.