Difference between revisions of "Location Location (Amarr)"
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− | + | {{NPCTableCSS}}'''Location Location (Amarr)''' is a Level 5 mission consisting of five sub-missions. It involves combat with the [[Amarr Empire]]. | |
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− | ==== | + | ==Part 1 (Location Location)== |
+ | {{:Location Location (Amarr) (1 of 5)}} | ||
− | + | ==Part 2 (The Hard Way)== | |
− | + | {{:The Hard Way}} | |
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− | + | ==Part 3 (Prison Bust)== | |
+ | {{:Prison Bust}} | ||
− | == | + | ==Part 4 (Informed Attack)== |
+ | {{:Informed Attack (4 of 5)}} | ||
− | + | ==Part 5 (Dirty Job)== | |
− | + | {{:Dirty Job}} | |
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+ | {{Missionrelated}} | ||
[[Category:Mission reports]] | [[Category:Mission reports]] |
Revision as of 12:14, 1 May 2019
Location Location (Amarr) is a Level 5 mission consisting of five sub-missions. It involves combat with the Amarr Empire.
Part 1 (Location Location)
Single Pocket
Contact's ship is present 15km away. 20 seconds later, you're notified in local that it's a trap.
The Contact's ship vanishes and an Amarrian fleet uncloaks.
Warning: Do not shoot Missile Batteries first, unless you can tank over 4000 hp/s!
WD | EWAR | L
| ||
---|---|---|---|---|
3 x Elite Frigate Divine Imperial Imran |
WD | EWAR | L
| ||
---|---|---|---|---|
2 x Battleship Imperial Templar Dominator/Martyr |
WD | EWAR | L
| ||
---|---|---|---|---|
3 x Battleship Imperial Templar Martyr |
View of batteries from warp-in.
Notes
- Use a passive tank or plan a capacitor that receives an additional 120 units/s
- Maximum damage of initial group is 1814 hp/s (58% EM, 42% Therm)
- Mission flagged complete when all Battery 2 (Left) spawns are destroyed
- Orbit distances
- Frigates: 4km
- Cruisers: 7-19km
- Battlecruisers: 9-22km
- Battleships: 17-49km
Part 2 (The Hard Way)
Space type: Deadspace with Gate
Acceleration Gate into Deadspace
Single Pocket
WD | EWAR | L
| ||
---|---|---|---|---|
6 x Elite Cruiser Divine Imperial Champion/Justicar |
WD | EWAR | L
| ||
---|---|---|---|---|
4 x Battleship Imperial Templar Diviner |
WD | EWAR | L
| ||
---|---|---|---|---|
6 x Battleship Imperial Templar Martyr |
On occasion, additional ships spawn after smaller ships destroyed
WD | EWAR | L
| ||
---|---|---|---|---|
4 x Frigate Divine Imperial Bahir | ||||
5 x Destroyer Imperial Templar Caius/Crusader | ||||
7 x Battlecruiser Imperial Templar Seer/Justicar/Champion |
Hack the Communications Hub with a Codebreaker I module to retrieve the objective
Tips:
- Use a Passive Tank or plan a capacitor that receives an additional 100 units/s
- Maximum damage dealing of initial group if it gets into range is 2790 hp/s (EM 56%, Therm 44%)
Part 3 (Prison Bust)
1st Pocket
Destroy the 6 forcefields to access to gate to the 2nd pocket.
WD | EWAR | L
| ||
---|---|---|---|---|
6 x Powerful EM Forcefield |
2nd Pocket
Some ships will trigger reinforcements upon shooting and upon destruction.
Reinforcements that are triggered upon shooting will be referred to as Hair-Trigger.
Set your drones to passive if you don't want the Hair-Trigger reinforcements, immediately.
WD | EWAR | L
| ||
---|---|---|---|---|
5 x Elite Cruiser Divine Imperial Ambrose/Basil | ||||
5 x Battlecruiser Imperial Templar Champion/Justicar | ||||
10 x Battleship Imperial Templar Dominator/Judgment/Martyr |
WD | EWAR | L
| ||
---|---|---|---|---|
5 x Sentry Amarr Cruise Missile Battery | ||||
2 x Sentry Amarr Energy Neutralizer Sentry III |
WD | EWAR | L
| ||
---|---|---|---|---|
6 x Cruiser Imperial Templar Donus/Tamir |
WD | EWAR | L
| ||
---|---|---|---|---|
5 x Battlecruiser Imperial Champion/Templar Justicar |
WD | EWAR | L
| ||
---|---|---|---|---|
4 x Battlecruiser Imperial Templar Seer |
WD | EWAR | L
| ||
---|---|---|---|---|
5 x Battleship Imperial Templar Dominator/Ultara |
WD | EWAR | L
| ||
---|---|---|---|---|
5 x Battleship Imperial Templar Martyr |
WD | EWAR | L
| ||
---|---|---|---|---|
6 x Battleship Imperial Templar Diviner/Judgment |
WD | EWAR | L
| ||
---|---|---|---|---|
1 x Amarr Prison Facility | ||||
Upon shooting the structure | ||||
3 x Battleship Imperial Templar Judgment |
Notes
- Use a passive tank or plan a capacitor that receives an additional 200 units/s.
- Maximum damage dealing of initial group, if it gets into range, is 2,423 hp/s (58% EM, 42% Therm)
Part 4 (Informed Attack)
Blitz: Destroy the Extremely Powerful EM Forcefield, then the Amarr Bio Weapons Facility.
Single Pocket
Ships are split into 4 groups.
WD | EWAR | L
| ||
---|---|---|---|---|
3-5 x Elite Cruiser Divine Imperial Ambrose/Basil |
WD | EWAR | L
| ||
---|---|---|---|---|
2-3 x Battleship Imperial Templar Judgment |
Notes
- Use a passive tank or plan a capacitor that receives an additional 90+ units/s.
- Maximum damage dealing of initial group, if it gets into range, is 1,956 hp/s (EM 68%, Therm 32%)
- No gates exist, so using a Carrier or HAW Dreadnought is possible
Part 5 (Dirty Job)
Warp-In
WD | EWAR | L
| ||
---|---|---|---|---|
5-40 x Fighter Republic Fighter |
WD | EWAR | L | ||
---|---|---|---|---|
Reinforcement 2a | ||||
3 x Frigate Mercenary Elite Fighter | ||||
7 x Cruiser Mercenary Commander | ||||
Reinforcement 2b | ||||
2 x Cruiser Mercenary Corporal | ||||
1 x Battleship Mercenary Overlord |
WD | EWAR | L | ||
---|---|---|---|---|
Reinforcement 3a | ||||
3 x Frigate Mercenary Elite Fighter | ||||
7 x Cruiser Mercenary Commander | ||||
Reinforcement 3b | ||||
3 x Cruiser Mercenary Corporal | ||||
1 x Battleship Mercenary Overlord |
WD | EWAR | L | ||
---|---|---|---|---|
Reinforcement 4a | ||||
3 x Frigate Mercenary Elite Fighter | ||||
7 x Cruiser Mercenary Commander | ||||
Reinforcement 4b | ||||
2 x Cruiser Mercenary Corporal | ||||
1 x Battleship Mercenary Overlord |
WD | EWAR | L | ||
---|---|---|---|---|
Reinforcement 5a | ||||
4 x Frigate Mercenary Elite Fighter | ||||
7 x Cruiser Mercenary Commander | ||||
Reinforcement 5b | ||||
5 x Cruiser Mercenary Corporal | ||||
1 x Battleship Mercenary Overlord |
WD | EWAR | L | ||
---|---|---|---|---|
Reinforcement 6a | ||||
4 x Frigate Mercenary Elite Fighter | ||||
3 x Cruiser Mercenary Commander | ||||
Reinforcement 6b | ||||
3 x Cruiser Mercenary Corporal | ||||
3 x Battleship Mercenary Overlord |
Notes
- Neut counters:
- Use a Passive tank
- Get the carrier's neut on your drones
- Plan a capacitor that receives an extra 40 units/s
- Orbit ranges:
- Fighters: 3km
- Frigates: 8km
- Cruisers: 15-17km
- Battleships: 4km
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