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Angel Sound: Difference between revisions

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'''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.
=== OVERVIEW ===


==== What It Is ====
== Overview ==


The Angel Cartel Epic Arc differs from most of the the other epics in two major ways:
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.
# It takes place almost entirely in 0.0 space (nullsec).
# It can be completed solo in a small, fast ship in a single afternoon.


==== Why You Should Do It ====
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 slight standing loss with the Minmatar Republic (usually no more than .25).


First and foremost, the arc is fun. If you're looking for a break from the monotony of clunking around empire space in a giant battleship, this is the ticket. You'll face frigate-class NPCs (a couple of which are a real challenge) that offer fights not dissimilar to PVP.
== Preparations ==


You'll also make a bucket of isk. As of summer 2016, the monetary and item rewards (including a Cynabal BPC and a faction target) can add up to about 350 million isk for half a day's work.
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.


You probably don't care about your Angel Cartel standings, but you can improve them by several full points. You may also lose a small chunk of standing (about .25) with the Minmatar Republic.
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 interceptors, 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 ==
=== PREPARATIONS ===
 
As mentioned above, you will spend most of this arc in the Curse region (0.0 space), and you'll want to plan accordingly.
 
The one bright side to operating in Curse is that the space is controlled by the Angel Cartel NPCs, so you WILL be able to dock up in systems that have stations. You'll also more than likely be flying an interceptor (more on that below), which makes you super agile and impervious to warp disruption bubbles. (However, you should still be familiar with how they work and how they affect both your inbound and outbound warps.)
 
That being said, don't sleep on the fact that you're still in 0.0. Many of the systems in Curse will seem quiet, but there are most certainly pirates around. They know the mission paths and where to set traps; you'll see the remnants of gate camps along your route. Although you'll be in an interceptor, you can still get trapped. You should be using your D-scan, insta-undocks, gate perches, MWD-cloak trick, and so on. You should also remember how to create a safe spot on the fly in case someone tries to chase you down.
 
You may lose your ship, and you may get podded. As with any activity in EVE, don't fly what you can't afford to lose.
 
 
=== SHIPS AND FITS ===


On paper, any of the following frigate-class ships will meet the mission restrictions:
On paper, any of the following frigate-class ships will meet the mission restrictions:
* Stealth Bomber
* [[Stealth Bomber]]
* Assault Ship
* [[Assault Ship]]
* Destroyer
* [[Destroyer]]
* Rookie Ship
* [[Corvette]]
* Interdictor
* [[Interdictor]]
* Frigate
* [[Frigate]]
* Shuttle
* [[Shuttle]]
* Electronic Attack Ship
* [[Electronic Attack Ship]]
* Covert Ops
* [[Covert Ops]]
* Interceptor
* [[Interceptor]]


Since the warp-bubble immunity role bonus that arrived with Rubicon, an interceptor is the stand-out choice. ''(Note: Prior to 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.)''
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.


Many of the NPCs hit hard and move fast, so you'll 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.
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.


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Regardless of your chosen ship and fitting, you should carry the following items in your cargo hold:
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 your fit uses them)
* Nanite Repair Paste or Cap Booster chargers (if the fit requires them)
* Nanofibers
* Nanofibers
* Warp Core Stabilizers
* Warp Core Stabilizers
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* Warp Disruptor/Scrambler
* Warp Disruptor/Scrambler


For some missions you may feel the need to swap out agility for tank, or vice versa. While traveling home with your precious loot, you might want to fit stabs for a little peace of mind. If you are supremely confident in your piloting skills and don't mind the risk, there are fights to be had in Curse, so you may want to bring a point. ''(Note: PVP is strongly discouraged during this arc. Losing a mission item will result in failure, and you'll have to wait three months to start the arc over again.)''
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 ===
=== GENERAL TACTICS ===