Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Besieged Covert Research Facility: Difference between revisions

From EVE University Wiki
Arin Mara (talk | contribs)
Explosion alert at the top, renamed ships to their in-game name, condensed tips
Arin Mara (talk | contribs)
Restored original names, deleted incorrect tip, condensed info, omitted needless words
Line 37: Line 37:


Tips:
Tips:
* There are three kinds of Mordu's ships, but they are all called Mordu's Legion Battleship regardless of type or size
* '''All ships are called Mordu's Legion Battleship''' even the Cruisers
* One Battleship sized ship type Warp Scrambles at 36 km and Webs at 22 km and the other type doesn't
* All ships fly up to 380m/s
* Cruisers Warp Scramble at 36 km and Webs at 10 km
* All ships use shield boosters
* Both Battleships and Cruiser fly up to 380m/s
* Resist Kinetic and deal Kinetic damage
* Don't use Heavy or Sentry Drones as they will be shot


The rats will deal all damage types, however they deal mostly Kinetic and minimal Explosive.
You should resist Kinetic damage because:
* The "Mordu's Legion Battleship" has a set of Thermal-Kinetic-EM turrets which '''''never miss''''' ''at any range'' and always deal exactly 350 damage/shot<ref>Stat sheets show that the ship's turrets have a range of 30 km and a falloff of 1 m. However, these numbers are ignored, because the turrets have a Tracking value of '''''0''''', which causes them to ignore the normal accuracy formula and always deal fixed damage with perfect accuracy.</ref>; and its cruise missiles ignore target speed and signature and always deal exactly 900 Kinetic damage/shot.
* The Cruiser's missiles deal Kinetic damage
* The "Mordu's Legion Commander" has long-range turrets that deal omni damage (but have very poor tracking), and fires high-damage Kinetic torpedoes; however these torpedoes only fly about 54km and have poor application, and thus can be comfortably tanked by a cruiser.
* The Battleship's perfect accuracy and infinite range Thermal/Kinetic/EM turrets deal 350 damage per shot while their missiles deal 900 Kinetic damage per shot
* The "Mordu's Legion Cruiser" has no turrets, and its missiles deal minimal Kinetic damage.
* The Commander's turrets deal all damage types, but have poor tracking and their 54 km range missiles deal Kinetic damage
All ships will target Large Drones, and will likely shoot them down (but will not target smaller drones).


You should deal Kinetic damage because:
* The Cruiser is weak to EM, but have low HP
* The Battleship's shields are weak to EM and armor is weak to Explosive, but the lowest average resistance is Thermal
* The Commander is weak to Kinetic, but has high HP


As far the best damage type to deal, it's a mixed bag. However it's worth noting that all 3 ships have active shield reps.
The Site is empty at first. The First Wave spawns 15 seconds after you warp in.
* The Mordu's Legion Cruiser's shields are weak to EM, and while its armor somewhat resists EM its total HP is low enough that this isn't much of an issue.
* The Mordu's Legion Battleship's shields are also weak to EM, however its armor is strong against EM so if it's possible to swap damage types quickly, swap to Explosive when its shields break. Alternatively, to avoid reloading, the Battleship's lowest average resistance is Thermal.
* The Mordu's Legion Commander is much more durable than the other two ships both in resistances and raw HP, however it is surprisingly weak against Kinetic damage (both shields and armor).
 
As the Commanders are the most durable ships on field, if forced to bring only a single damage type (or single drone type), the best single damage type to bring is '''Kinetic'''. If using Projectile Turrets, the best shells to use are EMP for the Cruisers, Phased Plasma for the Battleships; and either EMP for the Commander's shields and Fusion for the Commander's armor or any T2 shells for both.


{{NPCTableHead|First Wave (total 3 ships)}}
{{NPCTableRow|Cruiser|0-3|Mordu's Legion Cruiser|ewar = Web|point=yes|note=Warp Scramble at 36 km and Webs at 10 km}}
{{NPCTableRow|Battleship|0-3|Mordu's Legion Battleship<ref name="Tracking"></ref>|ewar = Web|point=yes|note=Warp Scrambles at 36 km and Webs at 22 km}}
{{NPCTableRow|Battleship|0-3|Mordu's Legion Commander}}
|}


After all ships are destroyed you can safely loot the two structures. The structures can be destroyed and looted before all ships are destroyed, but it may be preferred to focus all damage on the ships as their tackle can make it difficult both to get to the lab and to get out alive.
There is no trigger ship. The Second Wave will warp in about a minute after the first wave.


{{NPCTableHead|Initial defenders (total 3 ships)}}
{{NPCTableHead|Second Wave (total 5 ships)}}
{{NPCTableRow|Cruiser|0-3|Mordu's Legion Battleship|ewar = Web|point=yes}}
{{NPCTableRow|Cruiser|0-5|Mordu's Legion Cruiser|ewar = Web|point=yes|note=Warp Scramble at 36 km and Webs at 10 km}}
{{NPCTableRow|Battleship|0-3|Mordu's Legion Battleship|ewar = Web|point=yes}}
{{NPCTableRow|Battleship|0-5|Mordu's Legion Battleship<ref name="Tracking"></ref>|ewar = Web|point=yes|note=Warp Scrambles at 36 km and Webs at 22 km}}
{{NPCTableRow|Battleship|0-3|Mordu's Legion Battleship}}
{{NPCTableRow|Battleship|0-5|Mordu's Legion Commander}}
|}
|}


The second wave will warp in about a minute after the first wave. There is no trigger ship for the second wave.
<small><references><ref name="Tracking">Tracking value of turrets is 0. Normal accuracy rules are ignored. Ships always deal the full amount of damage.</ref></references></small>
 
{{NPCTableHead|Reinforcements  (total 5 ships)}}
{{NPCTableRow|Cruiser|0-5|Mordu's Legion Battleship|ewar = Web|point=yes}}
{{NPCTableRow|Battleship|0-5|Mordu's Legion Battleship|ewar = Web|point=yes}}
{{NPCTableRow|Battleship|0-5|Mordu's Legion Battleship}}
|}


{{NPCTableHead|Structures}}
{{NPCTableHead|Structures}}