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Minmatar COSMOS: Difference between revisions

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m Decapitalized COMLPLEX, COMBAT SITEs and LANDMARKs
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Like all of the other COSMOS constellations throughout New Eden, there are beacons in each solar system where you can find so-called COSMOS agents in space. All of these beacons are landmarks in the systems that each tell a story of its own. COMSOS agents belong to a NPC corporation in a faction, like the normal agents you find in stations, and offer series 2-5 mission long one-time mission chains. The reward of the missions are often storyline blueprint copies. Every series ends with an important storyline mission that will give a nice boost to faction standings. While some of these missions are like normal encounter or courier missions, most of the missions need a special item to finish. You have to search for these items in the various complexes and landmarks in the constellation.  
Like all of the other COSMOS constellations throughout New Eden, there are beacons in each solar system where you can find so-called COSMOS agents in space. All of these beacons are landmarks in the systems that each tell a story of its own. COMSOS agents belong to a NPC corporation in a faction, like the normal agents you find in stations, and offer series 2-5 mission long one-time mission chains. The reward of the missions are often storyline blueprint copies. Every series ends with an important storyline mission that will give a nice boost to faction standings. While some of these missions are like normal encounter or courier missions, most of the missions need a special item to finish. You have to search for these items in the various complexes and landmarks in the constellation.  


The complexes and landmarks in the constellation come with different DED ratings, like other complexes throughout New Eden. This rating indicates the difficulty of the COMPLEX as well as the ships allowed by the entrance gate. All complexes in the constellation are somewhat meant to support more than one pilot at once, resulting in fast respawn rates and large pockets with a lot of NPCs. Some of the complexes, landmarks and combat sites are hidden and have to be scanned down with scan probes before they can be accessed. Furthermore, some of the complexes have special pockets with cans that need the hacking skill or the archaelogy skill to access them. While there are very few agents that demand items you can find in these cans, all of the BPCs you can get as rewards from the COSMOS agents need items out of these cans to build.
The complexes and landmarks in the constellation come with different DED ratings, like other complexes throughout New Eden. This rating indicates the difficulty of the complex as well as the ships allowed by the entrance gate. All complexes in the constellation are somewhat meant to support more than one pilot at once, resulting in fast respawn rates and large pockets with a lot of NPCs. Some of the complexes, landmarks and combat sites are hidden and have to be scanned down with scan probes before they can be accessed. Furthermore, some of the complexes have special pockets with cans that need the hacking skill or the archaelogy skill to access them. While there are very few agents that demand items you can find in these cans, all of the BPCs you can get as rewards from the COSMOS agents need items out of these cans to build.


==Why COSMOS missions?==
==Why COSMOS missions?==
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===Encounter Missions===
===Encounter Missions===


The difficulty of Encounter missions - missons that don't send you into a COMSOS COMPLEX, LANDMARK of COMBAT SITE - depends on the level of the agent. I used a Hurricane or Drake for all these missions, which usually was more than enough tank and firepower. They are, however, pretty slow ships. Some agents offer you missions where you have to travel more than 100 km to the next warpgate, sometimes more than once. The agents offering those missions will tell you to bring a fast ship, so listen to them.
The difficulty of Encounter missions - missons that don't send you into a COMSOS complex, landmark of combat site - depends on the level of the agent. I used a Hurricane or Drake for all these missions, which usually was more than enough tank and firepower. They are, however, pretty slow ships. Some agents offer you missions where you have to travel more than 100 km to the next warpgate, sometimes more than once. The agents offering those missions will tell you to bring a fast ship, so listen to them.


=== COMPLEX, LANDMARK and COMBAT SITE missions ===
=== complex, landmark and combat site missions ===


The interesting part starts once you are sent into the various complexes, landmarks and combat sites.
The interesting part starts once you are sent into the various complexes, landmarks and combat sites.


There are visible COSMOS complexes, e.g. the 4 complexes in the constellation that have a beacon and are shown on the ingame map, as well as hidden complexes you have to scan down first to warp to the entrance. landmarks, both visible and hidden, that are not shown on the ingame map (Please note: The Sispur's Estate is only a LANDMARK, even it is shown on the ingame map). And there are combat sites without any acceleration gates and without any beacons to warp to. If you need to go to a hidden location, bring a ship with a Core Probe Launcher fitted, preferably a scanning frigate like the Minmatar Probe.
There are visible COSMOS complexes, e.g. the 4 complexes in the constellation that have a beacon and are shown on the ingame map, as well as hidden complexes you have to scan down first to warp to the entrance. landmarks, both visible and hidden, that are not shown on the ingame map (Please note: The Sispur's Estate is only a landmark, even it is shown on the ingame map). And there are combat sites without any acceleration gates and without any beacons to warp to. If you need to go to a hidden location, bring a ship with a Core Probe Launcher fitted, preferably a scanning frigate like the Minmatar Probe.


Every COMPLEX and LANDMARK, hidden or not, have a DED rating that tells you what ship hulls can use the acceleration gate. As examples, the COMPLEX in Inder has a DED rating of 3, which only allows cruiser sized ships, the two visible complexes in Hjoramold and Traun have a DED 4 rating and allow up to battlecruisers and the Tvink COMPLEX (DED 5) allows battleships (Don't believe the DED ratings given in the ingame maps, they often are wrong). landmarks are generally easier to clear and thus can be done with smaller ship hulls, but for the complexes I recommend to bring a ship that matches the DED rating. The difficulty of the combat sites vary strongly, from "Easy as pie" to "It's a trap!" difficulty. Please refer to the more detailed descriptions of the various sites further down the guide.
Every complex and landmark, hidden or not, have a DED rating that tells you what ship hulls can use the acceleration gate. As examples, the complex in Inder has a DED rating of 3, which only allows cruiser sized ships, the two visible complexes in Hjoramold and Traun have a DED 4 rating and allow up to battlecruisers and the Tvink complex (DED 5) allows battleships (Don't believe the DED ratings given in the ingame maps, they often are wrong). landmarks are generally easier to clear and thus can be done with smaller ship hulls, but for the complexes I recommend to bring a ship that matches the DED rating. The difficulty of the combat sites vary strongly, from "Easy as pie" to "It's a trap!" difficulty. Please refer to the more detailed descriptions of the various sites further down the guide.


I strongly recommend that you have some experience with at least level 3 security missions before you venture into the COSMOS complexes. You also should be familiar with the concepts of aligning, kiting and drone aggro. You must be able to fit a very good tank (preferably tech II) on your ships, especially when you are alone. I can't stress this out enough. While there are large groups of NPCs in the pockets to begin with, they also have a very short respawn timer. Due to the low respawn rates I also recommend to bring tech II or high meta armaments to clear the rats fast.
I strongly recommend that you have some experience with at least level 3 security missions before you venture into the COSMOS complexes. You also should be familiar with the concepts of aligning, kiting and drone aggro. You must be able to fit a very good tank (preferably tech II) on your ships, especially when you are alone. I can't stress this out enough. While there are large groups of NPCs in the pockets to begin with, they also have a very short respawn timer. Due to the low respawn rates I also recommend to bring tech II or high meta armaments to clear the rats fast.
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While most of the NPC rats you will find in the complexes and landmarks are from the Angels faction, there are also some other factions present, even from empire factions. Please refer to the detailed site descriptions to learn about the opposing factions and try to fit your tank accordingly. However, sometimes it is not that easy to tell what exact faction you are facing and thus fitting your tank against the expected damage type can be difficult. I generally fitted armor and kinetic hardeners to my armor tanked Hurricane and Tempest (as long as the NPCs I was facing didn't use lasers against me) and two invulnerable fields II with one emp shield rig on my Drake with acceptable results.
While most of the NPC rats you will find in the complexes and landmarks are from the Angels faction, there are also some other factions present, even from empire factions. Please refer to the detailed site descriptions to learn about the opposing factions and try to fit your tank accordingly. However, sometimes it is not that easy to tell what exact faction you are facing and thus fitting your tank against the expected damage type can be difficult. I generally fitted armor and kinetic hardeners to my armor tanked Hurricane and Tempest (as long as the NPCs I was facing didn't use lasers against me) and two invulnerable fields II with one emp shield rig on my Drake with acceptable results.


As the complexes can be quite big, I recommend to bring propulsion mods on any ships you use. Preferably a MWD, as they work in all the complexes and landmarks. If you are interested in the hacking and archaelogy cans in some COMPLEX pockets you obviously have to bring a relic or data analyzer module.
As the complexes can be quite big, I recommend to bring propulsion mods on any ships you use. Preferably a MWD, as they work in all the complexes and landmarks. If you are interested in the hacking and archaelogy cans in some complex pockets you obviously have to bring a relic or data analyzer module.


It is a good idea to visit the COMPLEX or other LANDMARK location and acquire the necessary items before accepting the mission from the agent.  If you are unable to secure some of the parts in time, your mission may expire. Sometimes items can also be purchased from the market or in contracts if you are unable to secure the items and need to complete a mission.
It is a good idea to visit the complex or other landmark location and acquire the necessary items before accepting the mission from the agent.  If you are unable to secure some of the parts in time, your mission may expire. Sometimes items can also be purchased from the market or in contracts if you are unable to secure the items and need to complete a mission.


==Agents==
==Agents==
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|corp=Poksu Mineral Group
|corp=Poksu Mineral Group
|faction=Caldari State
|faction=Caldari State
|mission1=Repeateable: Aquire 2 Sleeper Foundation Blocks (Contested Minmatar Outpost COMPLEX / market)
|mission1=Repeateable: Aquire 2 Sleeper Foundation Blocks (Contested Minmatar Outpost complex / market)
|reward1=15000 Credits + 10000 Credits Bonus
|reward1=15000 Credits + 10000 Credits Bonus
|mission2=
|mission2=
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|corp=Republic Fleet
|corp=Republic Fleet
|faction=Minmatar Republic
|faction=Minmatar Republic
|mission1=Aquire 8 Hacker ID Slice (Nefantar Ruins LANDMARK, various sites)
|mission1=Aquire 8 Hacker ID Slice (Nefantar Ruins landmark, various sites)
|reward1=600000 Credits + 200000 Credits Bonus
|reward1=600000 Credits + 200000 Credits Bonus
|mission2=Courier (250 m3)
|mission2=Courier (250 m3)
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|corp=Sebiestor Tribe
|corp=Sebiestor Tribe
|faction=Minmatar Republic
|faction=Minmatar Republic
|mission1=Repeateable: Aquire 2 Angel Spatial Analyzer (Contested Minmatar Army COMPLEX, market)
|mission1=Repeateable: Aquire 2 Angel Spatial Analyzer (Contested Minmatar Army complex, market)
|reward1=45000 Credits + 20000 Credits Bonus
|reward1=45000 Credits + 20000 Credits Bonus
|mission2=
|mission2=
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==== [[Maekor's Plantation ]] (DED 5)====
==== [[Maekor's Plantation ]] (DED 5)====
----
----
This COMPLEX in the Bakrik System has to be scanned down with probes. The COMPLEX is two pockets deep and allows all ships up to battleship size to enter. However, you need to bring an Imperial Navy Captain Insignia I to use the acceleration gate to the first pocket. The insignia is consumed on entering, but they are available in the market. MWDs work in the COMPLEX. You will face Imperial Navy forces in the COMPLEX and you will get a standing hit to the Amarr empire for shooting the ships. Beside that, it's a good place to farm Imperial Navy insignias, you also should be able to find a Captain Insignia to reenter the first gate another time. Typical for the Amarr the ships use laser weapons and missiles.
This complex in the Bakrik System has to be scanned down with probes. The complex is two pockets deep and allows all ships up to battleship size to enter. However, you need to bring an Imperial Navy Captain Insignia I to use the acceleration gate to the first pocket. The insignia is consumed on entering, but they are available in the market. MWDs work in the complex. You will face Imperial Navy forces in the complex and you will get a standing hit to the Amarr empire for shooting the ships. Beside that, it's a good place to farm Imperial Navy insignias, you also should be able to find a Captain Insignia to reenter the first gate another time. Typical for the Amarr the ships use laser weapons and missiles.


'''Defensive Barrier'''
'''Defensive Barrier'''
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It's a Trap!
It's a Trap!


You have to probe this COMBAT SITE before you can warp to it. If you warp to zero you will end in the middle of a pack of Maru battleships, cruisers and frigates. The frigates web and scramble you, so you can't get out while the larger ships will put your tank to the acid test. Better warp to a distance and kill the frigates first. Shooting one NPC aggroes all the rest, so drones don't have to fear anything. The named battleship "Bazeri Palen" has a strong shield tank, while the bounty is low for a ship of that size. Only take your time to kill it if you need the item it drops.
You have to probe this combat site before you can warp to it. If you warp to zero you will end in the middle of a pack of Maru battleships, cruisers and frigates. The frigates web and scramble you, so you can't get out while the larger ships will put your tank to the acid test. Better warp to a distance and kill the frigates first. Shooting one NPC aggroes all the rest, so drones don't have to fear anything. The named battleship "Bazeri Palen" has a strong shield tank, while the bounty is low for a ship of that size. Only take your time to kill it if you need the item it drops.


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====[[Contested Minmatar Legendary Stronghold]] (DED 4)====
====[[Contested Minmatar Legendary Stronghold]] (DED 4)====
----
----
The COMPLEX has 5 pockets, 2 of them are dedicated to archaeology. You need a special item to access one of the pockets. MWDs work and the acceleration gates allow battlecruisers to enter. The opposing force is from the Angel faction mostly, so tank yourself against explosive and kinetic damage.
The complex has 5 pockets, 2 of them are dedicated to archaeology. You need a special item to access one of the pockets. MWDs work and the acceleration gates allow battlecruisers to enter. The opposing force is from the Angel faction mostly, so tank yourself against explosive and kinetic damage.


'''Harkin's Gate'''
'''Harkin's Gate'''
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====[[Jakela Plantation]] (DED 5)====
====[[Jakela Plantation]] (DED 5)====
----
----
This COMPLEX has no beacon and has to be scanned down with probes. To top it, you also need a Hacker ID Slice to use the first acceleration gate and an Imperial Navy General Insignia II to use the third gate. You will face Amarr forces with lasor guns. A reconfiguration of the hardeners to resists EM and thermal damage might be a good idea. The damage output is high, a Drake can get in trouble, at least in the second pocket. The NPCs in the COMPLEX tend to drop poor loot - only ammunition, drones and booster charges. There are some exceptions, though. Many NPCs have bountys, but not all of them. MWDs work.
This complex has no beacon and has to be scanned down with probes. To top it, you also need a Hacker ID Slice to use the first acceleration gate and an Imperial Navy General Insignia II to use the third gate. You will face Amarr forces with lasor guns. A reconfiguration of the hardeners to resists EM and thermal damage might be a good idea. The damage output is high, a Drake can get in trouble, at least in the second pocket. The NPCs in the complex tend to drop poor loot - only ammunition, drones and booster charges. There are some exceptions, though. Many NPCs have bountys, but not all of them. MWDs work.


'''Rekker's Security Station'''
'''Rekker's Security Station'''
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====[[Contested Minmatar Military Depot]] (DED 3)====
====[[Contested Minmatar Military Depot]] (DED 3)====
----
----
The Contested Minmatar Outpost COMPLEX is 3 pockets deep with an additional pocket reachable from the first pocket. The gates can only be activated with cruiser hulls and below, but no keycards are needed for any of the gates. You mostly have to deal with angel forces in the COMPLEX. There are no warp scrambling frigates in the COMPLEX.
The Contested Minmatar Outpost complex is 3 pockets deep with an additional pocket reachable from the first pocket. The gates can only be activated with cruiser hulls and below, but no keycards are needed for any of the gates. You mostly have to deal with angel forces in the complex. There are no warp scrambling frigates in the complex.


'''Security Blockade'''
'''Security Blockade'''


The first pocket in the COMPLEX. The gate to the bonus room "Ancient Wreckage" is nearby your landing point, the second gate deeper into the COMPLEX is around 60 km away. Beside some sentry guns, you will have to face frigates and cruisers in this pocket. Some of the NPCs will use target painters. If the whole room is aggroed, the damage is not be underestimated. The only special NPC in the pocket is Nanom Bassket in a frigate, who will web you if you are too close.
The first pocket in the complex. The gate to the bonus room "Ancient Wreckage" is nearby your landing point, the second gate deeper into the complex is around 60 km away. Beside some sentry guns, you will have to face frigates and cruisers in this pocket. Some of the NPCs will use target painters. If the whole room is aggroed, the damage is not be underestimated. The only special NPC in the pocket is Nanom Bassket in a frigate, who will web you if you are too close.


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'''Seized Supply Depot'''
'''Seized Supply Depot'''


A rather uninteresting pocket of the COMPLEX. Angel frigates and cruisers, some of which target paint again. Beside that nothing interesting, one might as well go directly for the last pocket. The acceleration gate is 38 km away from the entrance point.
A rather uninteresting pocket of the complex. Angel frigates and cruisers, some of which target paint again. Beside that nothing interesting, one might as well go directly for the last pocket. The acceleration gate is 38 km away from the entrance point.


'''Overrun Headquarters'''
'''Overrun Headquarters'''
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====[[Contested Minmatar Army Complex]] (DED 4)====
====[[Contested Minmatar Army Complex]] (DED 4)====
----
----
The acceleration gates allow battlecruisers and below to enter the COMPLEX. Mainly Angel Forces to fight, explosive resistance is a must. Microwarpdrives work in the COMPLEX. The last pocket needs a keycard to access. The keycard can be aquired from two different COSMOS agents: Bukar Robaerger and Poreg Murchor.
The acceleration gates allow battlecruisers and below to enter the complex. Mainly Angel Forces to fight, explosive resistance is a must. Microwarpdrives work in the complex. The last pocket needs a keycard to access. The keycard can be aquired from two different COSMOS agents: Bukar Robaerger and Poreg Murchor.


'''First Corridor'''
'''First Corridor'''
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====[[Contested Minmatar Guerilla Base]] (DED 5)====
====[[Contested Minmatar Guerilla Base]] (DED 5)====
----
----
This COMPLEX is 3 pockets deep, with an additional pocket reachable from the second room. The gates allow battleships and below to enter. MWDs work in this COMPLEX. Mainly angel forces with some Minmatar narcotics officers. Damage type to resist is explosive, both projectile and missile weapons will be used against you. Bring a ship (preferably a battleship) with a strong tank. As the Angels tend so swarm you short range weapons with good tracking is recommended on battleships, smaller ships should kite. Teaming up is even better.
This complex is 3 pockets deep, with an additional pocket reachable from the second room. The gates allow battleships and below to enter. MWDs work in this complex. Mainly angel forces with some Minmatar narcotics officers. Damage type to resist is explosive, both projectile and missile weapons will be used against you. Bring a ship (preferably a battleship) with a strong tank. As the Angels tend so swarm you short range weapons with good tracking is recommended on battleships, smaller ships should kite. Teaming up is even better.


'''Contested Security Post'''
'''Contested Security Post'''


A bunch of Angel frigates and cruisers sit in the midth of the pocket, accompanied with some sentry guns. The difficulty of fighting them is relatively low compared to the packs deeper in the COMPLEX. They tend to aggro all together. The fastest way to the acceleration gate, which is 46 km from the entrance, leads right through them. There are 2 camps of Minmatar Republic Narcotics NPCs 50 km and 100 km from the entrance point, that can be fought seperately from the angel forces. These camps also have at least one battleship in their midth, but are rather easy to fight. No deadspace structures or Named NPCs in this pocket, although some NPCs drop some special Tags. The pocket is very big, but you can grid warp in here.
A bunch of Angel frigates and cruisers sit in the midth of the pocket, accompanied with some sentry guns. The difficulty of fighting them is relatively low compared to the packs deeper in the complex. They tend to aggro all together. The fastest way to the acceleration gate, which is 46 km from the entrance, leads right through them. There are 2 camps of Minmatar Republic Narcotics NPCs 50 km and 100 km from the entrance point, that can be fought seperately from the angel forces. These camps also have at least one battleship in their midth, but are rather easy to fight. No deadspace structures or Named NPCs in this pocket, although some NPCs drop some special Tags. The pocket is very big, but you can grid warp in here.


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'''Angel Information Center'''
'''Angel Information Center'''


Two angel forces packs on both sides of the entrance point consisting of frigates, cruisers and battleships. Drones have a much larger aggro range than yourself, so watch out for them. The frigates scram and web your ship if they get close and the cruisers and battleships deal a dangerous amount of damage. To top it, they even tank better than any other ships in this COMPLEX. The respawn time in this pocket is again very low. You have to bring a ship with a good tank and which is able to deal a lot of damage. The loot from the wrecks is poor, only ammunition, drones and booster charges. The Deadspace structure in the pocket has a lot of hitpoints and drops nothing, so ignore it.
Two angel forces packs on both sides of the entrance point consisting of frigates, cruisers and battleships. Drones have a much larger aggro range than yourself, so watch out for them. The frigates scram and web your ship if they get close and the cruisers and battleships deal a dangerous amount of damage. To top it, they even tank better than any other ships in this complex. The respawn time in this pocket is again very low. You have to bring a ship with a good tank and which is able to deal a lot of damage. The loot from the wrecks is poor, only ammunition, drones and booster charges. The Deadspace structure in the pocket has a lot of hitpoints and drops nothing, so ignore it.


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