The Big Sting (Caldari State)

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Template:Survival copy


Level 5
Type Encounter
Faction Caldari State
Best damage to deal Kinetic damage KinThermal damage Th
Damage to resist Kinetic damage KinThermal damage Th
Ship suggestion Maelstrom w/ passive tank and (1) Maelstrom w/ Shield Transporters
Mission briefing
Funny you should ask: I was just about to contact you. Since you're about our best independent capsuleer, I think we need you on this one.

We've been picking up strange distress signals coming from the site of an old starship battle in <mission system>, dating back about 8 years or so, where several of our ships were lost. Now, it's possible, though unlikely, that there were some survivors aboard one of those wrecked ships and that they've just recently been able to repair their communications systems enough to send out distress signals. I say it's possible.

What's more likely, though, is that some explorers or salvage workers got trapped out there, or maybe even that some pirates have set up this phony distress call to lure unsuspecting rescuers out to their doom. In any case, I want it checked out, just in case there are actually some of our people still out there. Because of the potential danger, though, I'm only willing to send one of our best, most capable pilots out there. And that means you.

Go on out there and see what's causing this signal. You'll be well rewarded, as always.

Tips:

- Special Forces Squadron deals 1301hp/s (Kin: 71%, Therm: 29%)

- If triggered, initial Ghost Ship spawns will deal an additional 1390 hp/s (Kin: 73%, Therm: 27%)

- Have the “Types” column available in your overview if you want to separately identify each Special Forces tower type and ship

(Part 1 of 3)

Direct warp into Deadspace. No gate.

Warp-In

    • Note:** Only the Special Forces Squadron that appears at 8 minutes after warp-in needs to be destroyed to complete this mission. However, if you approach to under 10km from the Ghost Ship, it will trigger numerous additional spawns that are optional to destroy. Realize that sometimes this accidentally occurs at warp-in. The Warp-In Beacon is 12km from the Ghost Ship, and your exact warp-in spot can be + or – 2.5km from this beacon. If your warp-in does not land you within the 10km proximity, and if you don’t want to trigger these spawns, then be sure to head away from the Ghost Ship after warp-in.

Objective Group:

    • Special Forces Squadron:** spawns at 35 – 45km away at 8 minutes after warp-in:
WD EWAR L


Frigate 4 x Frigate Taibu State Nagasa/Shinai Warp Disruptor Stasis Webifier
Cruiser 2 x Cruiser Taibu State Daimyo/Shugo Target Jammer
Cruiser 4 x Cruiser Taibu State Bajo/Samurai
Battleship 6 x Battleship State Shukuro Shogun
Sentry 4 x Sentry Tower Sentry Caldari III
Sentry 2 x Sentry Caldari Cruise Missile Battery
Sentry 2 x Sentry Caldari Energy Neutralizer Sentry III Energy Neutralizer

Optional Spawns:

    • Ghost Ship Spawn **- Proximity Triggered: When you approach to under 10km from the Ghost Ship, there spawns:
WD EWAR L


Frigate 6 x Frigate Taibu State Katana/Wakizashi/Nagasa/Shinai shooting a frigate triggers Spawn 1a Warp Disruptor Stasis Webifier
Cruiser 3 x Cruiser Taibu State Bajo/Samurai shooting a cruiser triggers Spawn 2a
Spawn 1a
WD EWAR L


Battleship 6 x Battleship State Shukuro Shogun Spawn 1b
Spawn 1b:
WD EWAR L


Frigate 3 x Frigate Taibu State Shirasaya/Suriage Warp Disruptor Stasis Webifier
Battlecruiser 3 x Battlecruiser State Shukuro Bajo/Samurai
Battleship 4 x Battleship State Shukuro Bishamon/Shogun
Spawn 2a:
WD EWAR L


Battleship 3 x Battleship State Shukuro Shogun Spawn 2b
Spawn 2b:
WD EWAR L


Cruiser 2 x Cruiser Taibu State Bajo/Samurai
Battlecruiser 4 x Battlecruiser State Shukuro Bajo/Samurai
Battleship 4 x Battleship State Shukuro Bishamon/Shogun


(Part 2 of 3)

Faction: Caldari
Mission type: Deadspace, no initial gate
Web/Scramble: All Frigates have 25-50% chance of Web and/or Scramble
Extras: ECM Jamming Cruisers
Damage dealt: Kinetic 75% / Therm 25%
Recommended damage dealing: Kinetic/Thermal
Recommended ships:

Direct warp into Deadspace. No initial gate.

Warp-In

    • //Pocket Summary://** Timed spawns of 40 ships (12 Battleships, 10 Cruisers, 3 Destroyers, 15 Frigates) - 2,418 hp/s (Kin: 72%, Therm: 28%)

Groups spawn at 2 minute intervals. Instant Aggro.

Warp-in spawns at 2 minute intervals

Group 1:

Present at Warp-in at 50k:

5 x Frigates (Taibu State Nagasa/Shinai) orbits at 3k, Scramble/Web

Group 2:

Spawns 2 minutes later at 25k:

7 x Frigates (Taibu State Nagasa/Shinai/Yari Daito/Katana/Wakizashi) orbits at 3-17k, Scramble/Web 7 x Cruisers (Taibu State Oni/Kanpaku/Bajo/Samurai) orbits at 25-45k

Group 3:

Spawns 2 minutes later at 40k:

3 x Destroyers (State Shukuro Kamikazi/Choji) orbits at 17k 7 x Battleships (State Shukuro Shogun/Bishamon/Daijo) Orbits at 33-35k

Group 4:

Spawns 2 minutes later at 55k:

3 x Frigates (Taibu State Nagasa/Shinai) orbits at 3k, Scramble/Web 3 x Cruisers (Taibu State Daimyo/Shugo) orbits at 18k, ECM Jammers 5 x Battleships (State Shukuro Shogun) orbits at 33k

Pocket 2 – Right Hand Gate

    • //Pocket Summary://** Timed spawns of 35 ships (15 Battleships, 6 Battlecruisers, 8 Cruisers, 6 Frigates) - 2,484 hp/s (Kin: 78%, Therm: 22%)

Position of Timed Spawns

Group 1::

Spawns at 2 minutes after warp-in. Instant Aggro.

2 x Frigates (Taibu State Nagasa/Shinai) orbits at 3k, Scramble/Web 2 x Cruisers (Taibu State Bajo/Samurai) orbits at 33k 5 x Battleships (State Shukuro Shogun/Bishamon/Daijo/State Zen/Oshiro) orbits at 29-35K

Group 2:

Spawns 1 minute later at 15km:

3 x Battlecruisers (State Shukuro Bajo/Samurai/Kanpaku) orbits at 23k 5 x Battleships (State Shukuro Shogun) orbits at 33k

Group 3:

Spawns 3 minutes later at 30km:

4 x Frigates (Taibu State Shirasaya/Suriage) orbits at 7k, Scramble/Web 6 x Cruisers (Taibu State Bajo/Samurai/Daimyo*/Shugo*) orbits at 18-33k, *ECM Jammers 3 x Battlecruisers (State Shukuro Bajo/Samurai) orbits at 23k

Group 4:

Spawns 1.5 minutes later at 35km:

5 x Battleships (State Shukuro Daijo/Shogun/State Zen) orbits at 33-35k

- Retrieve 3 units of Citizens from the 3 Citizen Quarters at 30km (1000 m3/each), //Objective//

Pocket 3 - Left Hand Gate

    • //Pocket Summary://** Average 2 minute spawns totaling 38 ships (13 Battleships, 11 Cruisers, 14 Frigates) - 2,369 hp/s (Kin: 73%, Therm: 27%)

Position of Timed Spawns

Group 1::

Spawns at 2 minutes after warp-in at 10km. Instant Aggro.

5 x Frigates (Taibu State Nagasa/Shinai) orbits at 3k, Scramble/Web 7 x Cruisers (Taibu State Bajo/Samurai/Daimyo*/Shugo*) orbits at 18-33k, *ECM Jammers

Group 2:

Spawns 1 minute later at 20km:

3 x Frigates (Taibu State Nagasa/Shinai) orbits at 3km, Scramble/Web 2 x Cruisers (Taibu State Daimyo/Shugo) orbits at 18k, ECM Jammers 5 x Battleships (State Shukuro Bishamon/Shogun) Orbits at 33-35k

Group 3:

Spawns 3 minutes later at 15km:

6 x Battleships (State Shukuro Bishamon/Shogun) Orbits at 33-35k

Group 4:

Spawns 1 minute later at 35km:

6 x Frigates (Taibu State Katana/Wakizashi) orbits at 17k, Scramble/Web 2 x Cruisers (Taibu State Bajo/Samurai) orbits at 33k 2 x Battleships (State Shukuro Shogun) orbits at 33k

- Retrieve 3 units of Citizens from the 3 Citizen Quarters at 25km (1000 m3/each), //Objective//

Tips:

- No Energy Neutralizer Towers means this mission is Active Tank friendly
- Timed Spawns more often than not seem to aggro secondary teammates and drones
- Consider FoF missiles and setting drones to “Aggressive” for when you are unable to target because of Jammers
- Each pocket’s final spawn of Jammers + Scramblers can trap one in prolonged HEAVY damage
- Pocket 1’s max damage dealing of all ships: 2,418 hp/s (Kin: 72%, Therm: 28%)

- Pocket 2’s max damage dealing of all ships: 2,484 hp/s (Kin: 78%, Therm: 22%)

- Pocket 3's max damage dealing of all ships: 2,369 hp/s (Kin: 73%, Therm: 27%)

(Part 3 of 3)

Faction: Caldari
Mission type: Encounter
Space type: Normal Space, No Gates
Web/Scramble: All Frigates
Extras: NOS
Damage dealt: Kin 75%, Therm 25%
Recommended damage dealing: Kin/Therm
Recommended ships: Completed in (1) Maelstrom w/ Passive Tank and (1) Maelstrom with Shield Transporters

Warp-In

Distances to ships depends on your selected warp distance.

1 x Carrier (State Izanaki) NOS 8 x Fighters (State Fighter) Fighter Group 1, orbits at 3k

    • After several minutes there spawns**

14 x Frigates (Taibu State Nagasa/Shinai/Katana/Wakizashi) orbits of 3-17km, Web/Scramble 12 x Battleships (State Shukuro Shogun/Bishamon) orbits at 33km

Carrier (A):
As Shields are reduced a second Carrier (B) spawns and more Fighters as follows:

    • At 50% shields**

5 x Fighters (State Fighter) Fighter Group 2, orbits at 3k And a second Carrier (B) with its fighters - 1 x Carrier (B) (State Izanaki) NOS
- 8 x Fighters (B) (State Fighter) Fighter Group 1

    • At 10% Shields**

5 x Fighters (State Fighter) Fighter Group 3

    • At 10% Armor**

5 x Fighters (State Fighter) Fighter Group 4

    • At 50% Structure**

5 x Fighters (State Fighter) Fighter Group 5

Carrier (B):
As the Second Carrier’s shields are reduced there spawns:

    • At 40% Shields**

5 x Fighters (State Fighter) Fighter Group 2 (B)

    • At 50% Armor**

5 x Fighters (State Fighter) Fighter Group 3 (B)

    • At 10% Armor**

5 x Fighters (State Fighter) Fighter Group 4 (B)

    • At 50% Structure**

5 x Fighters (State Fighter) Fighter Group 5 (B)

Tips:
- Mission occurs in normal space, so you can always warp to distances and to bookmarks farther away from the NPCs.
- Warping to within 100km leaves plenty of distance that spreads out the aggro
- Carriers NOS has a range of 150km
- Fighters will immediately attack your drones when they spawn from the Carrier, but this can be used to your advantage
- Small Drones are invulnerable to the Fighters, as long as they are moving/attacking; and they are a great way to draw-off the Fighter's aggro.
- Have your small drones attacking the carrier when the fighters spawn.
- Mission is flagged complete after both Carriers are destroyed