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Barebones guide for the Raid: Narcotics Lab site. |
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[[File:Homefronts Raid Map.png|thumb]] | [[File:Homefronts Raid Map.png|thumb]] | ||
Assemble the fleet on the Acceleration Gate into the site. Use your Directional Scanner on 1AU range to ensure no one else is in the site (site is "clean"). The Scythe logi and Caracal damage dealers will take the acceleration gate first - the Badger hauler counts to ten and then joins them. Once inside, the Scythe should immediately begin to orbit the beacon in the middle of the site and lock up all fleet members. Their shield boosters will go on whoever is presently taking aggression in the room, which should be communicated either through checking the watchlist for flashing, or by the fleet member in question using Broadcast:Need Shield. | Assemble the fleet on the Acceleration Gate into the site. Use your Directional Scanner on 1AU range to ensure no one else is in the site (site is "clean"). Activate all Shield Hardeners and other "spinnies". The Scythe logi and Caracal damage dealers will take the acceleration gate first - the Badger hauler counts to ten and then joins them. Once inside, the Scythe should immediately begin to orbit the beacon in the middle of the site and lock up all fleet members. Their shield boosters will go on whoever is presently taking aggression in the room, which should be communicated either through checking the watchlist for flashing, or by the fleet member in question using Broadcast:Need Shield. If the Scythe has aggro themselves, they can use their local shield booster as needed to stay topped up. For capacitor purposes, do not repair someone while repairing yourself, and vice versa - only repair the fleet member that presently has aggro. | ||
The Caracals should pre-overheat their Microwarpdrives and upon landing, immediately burn towards point A (see image). Along the way, they lock up the Nereus Mule that spawns there and overheat their Warp Disruptor. Immediately upon entering range, the Caracals should attempt to point the Nereus Mule to prevent it from warping off, and start applying damage. Failing to catch the first Nereus Mule is not a problem, it only increases site completion time by a good 1-2 minutes. Once the Nereus Mule has died or warped off, a new one will spawn shortly after. Again, the Caracals should immediately lock up, point, and kill this Nereus. Rinse and repeat until three Nereus Mules have been killed. | The Caracals should pre-overheat their Microwarpdrives and upon landing, immediately burn towards point A (see image). Along the way, they lock up the Nereus Mule that spawns there and overheat their Warp Disruptor. Immediately upon entering range, the Caracals should attempt to point the Nereus Mule to prevent it from warping off, and start applying damage. Failing to catch the first Nereus Mule is not a problem, it only increases site completion time by a good 1-2 minutes. When the first Mule has been disposed or the Caracals are within 20 km of it, they can stop overheating their modules to prevent too much heat damage. Once the Nereus Mule has died or warped off, a new one will spawn shortly after. Again, the Caracals should immediately lock up, point (no overheat), and kill this Nereus. Rinse and repeat until three Nereus Mules have been killed. | ||
Immediately upon landing, the Badger hauler should begin to move in the direction of the Caracals with | Immediately upon landing, the Badger hauler should begin to move in the direction of the Caracals with Microwarpdrive turned on (point A, see image). As your hauler should be capacitor stable, it is okay and even somewhat mandatory to leave the Microwarpdrive running for the whole site's duration. With every Nereus Mule that is killed, the Badger should approach its wreck (make sure your Overview filter shows wrecks) and loot the contents. Once three Nereus Mules have been killed and the Badger has picked up three packages, the Badger should move to the Impound Obelisk at the edge of the site with Microwarpdrive turned on (point B, see image). There, the Badger deposits the packages into the Obelisk and the site is completed. Payout is given to all fleet members, and the remaining enemies warp off. | ||
The Scythe logi should be able to cope with all incoming damage and the Caracals are not required to shoot anything except the Nereus Mules. The logi pilot should remember to keep an eye on their watchlist, and the other pilots should broadcast for shield and/or announce on voice comms when they are taking damage. | The Scythe logi should be able to cope with all incoming damage and the Caracals are not required to shoot anything except the Nereus Mules. The logi pilot should remember to keep an eye on their watchlist, and the other pilots should broadcast for shield and/or announce on voice comms when they are taking damage. Overheat damage on any ship can be repaired inbetween sites with the Nanite Paste in cargo. | ||