More actions
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[[File:Homefronts Raid Map.png|thumb]] | [[File:Homefronts Raid Map.png|thumb]] | ||
==== General ==== | |||
Pack some Nanite Paste, especially if you are flying one of the Caracals. Overheat damage on your modules can be repaired with the paste between sites, by right-clicking the damaged module and selecting Repair. Be careful not to "burn out" your modules by letting the heat damage build up to 100%. Heat only when needed (see below). If you are targeted and shot at within the site, you should announce so by using the Broadcast: Need Shield command from the Fleet menu, or by saying out loud on comms. | |||
==== Entering the site ==== | ==== Entering the site ==== | ||
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 | 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 together first - the Badger hauler counts to ten and then joins them. | ||
==== Caracal's task ==== | ==== Caracal's task ==== | ||
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. | 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. No other enemies need to be targeted or killed. | ||
==== Badger's task ==== | ==== Badger's task ==== | ||
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==== Scythe's task ==== | ==== Scythe's task ==== | ||
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 | Once inside, the Scythe should immediately begin to orbit the beacon in the middle of the site and lock up all fleet members. 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 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 remember broadcast for shield and/or announce on voice comms when they are taking damage. | ||