Difference between revisions of "The Hard Way"

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m (Reverted edits by Rayanth (talk) to last revision by Felyza)
m (Correct links to "Location Location (Amarr) and "Prison Burst")
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====Part 2 of 5====
 
====Part 2 of 5====
(Part 1 covered here: [[LocationLocation5am Location, Location]])<br>
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(Part 1 covered here: [[Location Location (Amarr)]])<br>
 
Space type: Deadspace with Gate<br>
 
Space type: Deadspace with Gate<br>
 
**Mission requires the player to be able to use a Codebreaker module for hacking**
 
**Mission requires the player to be able to use a Codebreaker module for hacking**
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- Maximum damage dealing of initial group if it gets into range is 2790 hp/s (EM 56%, Therm 44%)<br>
 
- Maximum damage dealing of initial group if it gets into range is 2790 hp/s (EM 56%, Therm 44%)<br>
 
====Part 3 of 5====
 
====Part 3 of 5====
See [[PrisonBust5 Prison Bust (3 of 5)]]
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See [[Prison Bust]]
 
{{Missionrelated}}
 
{{Missionrelated}}
 
[[Category:Mission reports]]
 
[[Category:Mission reports]]

Revision as of 10:28, 15 August 2021

Template:Survival copy


The Hard Way, Level 5
Type Encounter
Faction Amarr
Best damage to deal EM/Therm
Damage to resist EM 56% / Therm 44%
Warp disruption All Frigates
Ship suggestion (1) Maelstrom w/ Passive Tank and (1) Maelstrom w/ Shield Transporters but recommend more DPS
Extra Amarr Energy Neutralizer Sentry IIIs, NOS, Tracking Disrupter


Part 2 of 5

(Part 1 covered here: Location Location (Amarr))
Space type: Deadspace with Gate

    • Mission requires the player to be able to use a Codebreaker module for hacking**

Acceleration Gate into Deadspace

Single Pocket

Initial Group:
Ships 25-80km away [1]
3 x Frigates (Divine Imperial Napat) orbits at 10km, Web/Scramble, 30% Tracking Disrupter 3 x Battlecruisers (Imperial Templar Phalanx) orbits at 22km 11 x Battleships (Imperial Templar Dominator/Judgment^^/Martyr/Ultara*) orbits of 17-49km, *Trigger 1, ^^Trigger 2 4 x Amarr Cruise Missile Batteries 1 x Amarr Energy Neutralizers II 2 x Amarr Energy Neutralizer Sentry IIIs - Spawn 1:

6 x Cruisers (Divine Imperial Champion/Justicar) orbits at 14-32km - Spawn 2:

4 x Battleships (Imperial Templar Diviner) orbits at 21km, NOS, 10% Tracking Disrupter, -Trigger 3- - Spawn 3:

6 x Battleships (Imperial Templar Martyr) orbits at 49km Variation Spawn:
On occasion, additional ships spawn after smaller ships destroyed 4 x Frigates (Divine Imperial Bahir) 5 x Destroyers (Imperial Templar Caius/Crusader) 2 x Battlecruisers (Imperial Templar Seer) 5 x Battlecruisers (Imperial Templar Justicar/Champion) - Amarr Relay Station Spawns:

(150,000 hp)

    • When the station is reduced to 70% Shields, there spawns**

6 x Battlecruisers (Imperial Templar Phalanx) orbits at 22km

    • When the station is reduced to 50% Armor, there spawns**

6 x Battleships (Imperial Dominator/Martyr) orbits of 17-44km, NOS

    • When the station is reduced to 90% Structure, there spawns**

6 x Cruisers (Divine Imperial Ambrose/Basil) orbits at 7-19km, NOS

    • When the station is reduced to 10% Structure, there spawns**

6 x Frigates (Divine Imperial Napat) orbits at 10km, Web/Scramble, 30% Tracking Disrupter 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 of 5

See Prison Bust