Difference between revisions of "Angel Watch"

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Waves of frigs/destroyers with some mixed BCs, the trigger is always the named ship (Communications Officer, etc). After all waves are dead, the gate unlocks.
 
Waves of frigs/destroyers with some mixed BCs, the trigger is always the named ship (Communications Officer, etc). After all waves are dead, the gate unlocks.
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Blitz info: Very easy to blitz if you have a reasonable tank and high resists. There are 5 triggers in this pocket, each appearing after the previous trigger has been SHOT at (notice shot at, doesn't have to be destroyed)with the only exception being the last trigger (commander) who's death opens the gate to pocket 2.
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===Second pocket===
 
===Second pocket===
 
[[File:Angel_Watch_Pocket_2.jpg|400px]]
 
[[File:Angel_Watch_Pocket_2.jpg|400px]]

Revision as of 02:03, 4 July 2012

Locating & Difficulty

This is a type of hidden combat site that can be scanned down with scanner probes, and can be found in high-security systems around Aldrat. It's gate allows Battlecruisers or smaller to enter, and a Battlecruiser or HAC is my sugestion for what you should bring, although if the triggers are managed correctly it would probably be practical in an assault frigate or cruiser. Throughout this site and the further expedition, there are several messages in local. Work In Progress, contributions are welcome.

On warp in, you arrive at an acceleration gate.

First pocket

Angel Watch Pocket 1.jpg

Waves of frigs/destroyers with some mixed BCs, the trigger is always the named ship (Communications Officer, etc). After all waves are dead, the gate unlocks. Blitz info: Very easy to blitz if you have a reasonable tank and high resists. There are 5 triggers in this pocket, each appearing after the previous trigger has been SHOT at (notice shot at, doesn't have to be destroyed)with the only exception being the last trigger (commander) who's death opens the gate to pocket 2.

Second pocket

Angel Watch Pocket 2.jpg

About 10 mixed frigates/destroyers/BCs and some turrets on warp in, with 4 timed waves of additional turrets and BCs. When the area is clear (or before, if you feel the incomming damage is acceptable) you can shoot the Angel Drug Farm to spawn a wave of 1 BC (Commander) and 4 elite frigates. Killing the Commander can lead to the escalation, and can spawn a single Domination frigate. Based on the messages in Local, you may be able to stop 2 waves of reinforcements by destroying the bunkers and storage facilities. I personally would rather collect the rewards. "Gist Missile Batteries and ships have been deployed from bunkers and storage facilities nearby."

To save time and ammo you only have to shoot at Angel Drug Farm to spawn Commander, it doesn't have to be destroyed at any stage for completion or escalation. This mission is easy to blitz with a decent tank - just shoot the 5 gate guard commanders to open second pocket, warp through, shoot drug farm once, spawns militant supervisor, shoot him and hope for escalation :) = Taar Al'Hass (7.4.12)

Drug lab will drop contraband.

Angel Watch Drug Lab.jpg

Total: 5.0M (Bounties:1.7M, Loot: 0.6M, Salvage 2.7M)

Angel Watch Escallation.jpg

Nuclear Small Arms Project

This escalation has 4 stages, and the final stage is located in a low-sec system. It has a chance to drop deadspace items.

Stage 1

Nuclear Small Arms Project Step 1.jpg

On warp in, there will be a stasis tower, some turrets and several mixed ships (frigs-BCs). Incomming damage is quite manageable. (Apparently) after a timer, you will either get the next location or a dead end. Shooting people seems to be optional, but there is almost always a faction ship. For me the escallation for this and the other stages in the expedition, happened immediately after destroying the "Dominion" ship. Again a message in local, "Attacking the missile battery triggers an alarm, more ships are incoming!" There are 4 missiles batteries and each one adds more ships to the fray. Attacking each missile battery will cause 3 cruiser, 3 destroyers to spawn.

Total: 4.6M (Bounties:2.0M, Loot: 1.0M, Salvage 1.6M)

Stage 2

Nuclear Small Arms Project Step 2.jpg

On warp in, there will be debris and a single damaged Mammoth (mini industrial, large collidable object). You're prompted to 'interact' with it in some way. Shoot it. Watch the Drone Carriers warp in then leave. After you've either got the escalation or a dead end, wait for a minute and several BCs and frigates, including a faction ship, will warp in and engage.

Lots of Veldspar asteroids there.

Stage 3

Nuclear Small Arms Project Step 3.jpg

On warp in, there are several ships and turrets located ~230k away. After a few seconds, you either get the escalation or a dead end. Engaging is optional, but you can warp to the asteroids near them and kill the faction ship for the loot.

Stage 4 LOW SEC

This stage has heavy incomming damage, and webs, so a significant tank is reccomended. Also, range may be up to 40k (I honestly can't remember), so a long-range weapon is preferable. On warp in, you will be greeted by a significant number of enemy BCs and smaller along with stasis towers and missile turrets. Although it's probably possible to kill them, my strong sugestion is to imidiately target the Secret Angel Facility (tower) and destroy it. This will spawn more ships, and at this point the incomming damage can easily melt a drake's shields in 20 seconds or less. Once the tower is destroyed, the following appears (typo intentional):

It looks like you have managed to destroy a facility developing one of the hottest new commodities in the galactic underworld, the Nuclear Small Arms. As far as you know, none of these new wepons have hit the market yet, but from the look of this place, it is not long until common criminals will go nuclear. You cant help wondering what is wrong with the good old sawed off shotgun.

Bookmark the cargo container that the lab dropped, warp out, and warp back to the container. Loot, then leave. This minimizes your time in low-sec, and makes it very hard for anyone to get enough time to scan you down. Loot consists of 130 Prototype Nuclear Small Arms, worth approximately 20m ISK on contract.