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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 == | ||
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. | |||
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). | |||
== Preparations == | |||
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 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 == | |||
== | |||
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]] | ||
* | * [[Corvette]] | ||
* Interdictor | * [[Interdictor]] | ||
* Frigate | * [[Frigate]] | ||
* Shuttle | * [[Shuttle]] | ||
* Electronic Attack Ship | * [[Electronic Attack Ship]] | ||
* Covert Ops | * [[Covert Ops]] | ||
* Interceptor | * [[Interceptor]] | ||
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 | 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 | 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 | * 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 | 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 === | ||