Difference between revisions of "The Mouthy Merc"

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{{NPCTableCSS}}{{MissionLinks}}__NOTOC__
  
{{Missiondetails}}name=The Mouthy Merc,Level 4 (Storyline Mission)
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{{Missiondetails
 
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|Level= 4 Storyline
Faction:Minmatar & Mercenary<br>
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|Type= Encounter
Mission type: Encounter<br>
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|Objective= Find and kill the mercenary.
Space type: Deadspace<br>
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|Faction1= Minmatar
Damage dealt: Heavy Explosive / kinetic and thermal<br>
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|DamageToDeal1= {{Damagetype|Ex|Ki}}
Web/Scramble: None (needs Verification)<br>
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|DamageToResist1= {{Damagetype|Ex|Ki|Th|Em}}
Recommended damage dealing: Explosive for the Republic Fleet ships /(Kinetic for the Mercenary)<br>
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|Faction2= Mercenary
Recommended ship classes: Battleship, Command Ship, HAC<br>
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|DamageToDeal2= {{Damagetype|Ki|Th}}
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|DamageToResist2= {{Damagetype|Ki|Th}}
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|ShipSuggestion=
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|DamageToDeal=
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|DamageToResist=
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|StandingLoss= -0.002 towards Minmatar for destroying ships. Further through derived standings.
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}}
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{{MissionBriefing|A confidential informant has warned us of an impending kidnapping attempt on a young noble by a notorious Minmatar mercenary. One of my associates, who owes me a lifetime worth of favors, discovered the plot during a card game. The merc's mouth and ego are both the size of New Eden itself. He talked openly about his plan without a second thought. We need your help in stopping him before he can carry out his plans.
  
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His staging ground is at <mission location>. Find and kill him with any and all means at your disposal. He's a crafty SOB, so expect not just a fight, but some unorthodox challenges when he realizes you're on to him. He's especially fond of drawing pursuers into hazardous clouds. Odds are good he'll have some ex-Navy Minnies flying back-up. He might be a braggart, but he's still a paranoid merc. Be careful.}}
 
Video: [https://youtu.be/3MiIVkfF0KU Sentry Dominix]
 
Video: [https://youtu.be/3MiIVkfF0KU Sentry Dominix]
  
Initial warp in to within 30 km of an Acceleration Gate, no NPC's; use gate to enter Pocket 1.
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'''Blitz:''' Clear the battleships in the first room, loot the key, and take the acceleration gate. In the second room, clear again battleships until The Mercenary spawns, after you kill him the mission is marked finished.
 
 
==== Pocket 1 ====
 
Initially there are
 
5x Container ('Amarr Battleship Wreckage') - Each contains one 'Metal Scraps' and tractor beams do not work on them<br>
 
 
 
=== Group 1 (Aggro) ===
 
4x Frigates (Republic Takan / Republic Baldur)<br>
 
3x Battleships (Republic Tribal Ymir)<br>
 
 
 
Spawn:<br>
 
Triggered by destruction of the last ship of Group 1
 
 
 
4x Battlecruisers (Republic Venis)<br>
 
4x Battleships (Republic Tribal Ymir / Republic Tribal Sigur)<br>
 
 
 
Destruction of Spawn triggers the appearance of a 6th Container, this one called also 'Amarr Battleship Wreckage', but with a different type 'Amarrian Battleship Wreck'. Either use the type or just ignore the other containers to find that 6th container which holds the gate key (an 'Acceleration Gate Authentication Matrix') needed to get to Pocket 2.
 
 
 
=== Group 1 ===
 
3x Frigates (Republic Takan / Republic Baldur)<br>
 
3x Battleships (Republic Tribal Jarl)<br>
 
 
 
Spawn 1:<br>
 
Triggered by destruction of last battleship in Group 1, appearing at close range
 
 
 
3x Battlecruisers (Republic Tribal Venis)<br>
 
3x Battleships (Republic Tribal Jarl / Republic Tribal Jotun)<br>
 
 
 
Spawn 2:<br>
 
Triggered by destruction of last battleship in Spawn 1, appearing at 30k
 
 
 
4x Battlecruisers (Republic Tribal Norn / Republic Tribal Nutia)<br>
 
3x Battleships (Republic Tribal Jotun / Republic Tribal Sigur)<br>
 
 
 
Spawn 3:<br>
 
Triggered by '''shooting''' any of the battleships of Spawn 2
 
In contrast to other spawns agresses drones
 
 
 
1x Battleship ' The Mercenary' (Mordus Mammoth)<br>
 
 
 
Killing the Mercenaries completes the mission.
 
  
=== Blitz ===
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'''Notes''': The initial warp in is about 25 km from the acceleration gate to the first pocket. So best fit a [[Propulsion equipment|propulsion module]]. The acceleration gate in the first pocket requires a gate key which you obtain in that pocket.
Pocket 1 can not be blitzed as the container with the key is triggered by the last ship's destruction. (Key to enter the second pocket is also consumed on use, and allies cannot follow you into the pocket, although if you need to leave the pocket you can return)
 
Pocket 2 can hardly be blitzed as you have to remove two spawns to be able to trigger the mission objective.
 
  
See my comments for further info (below).
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=== Pocket 1 ===
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{{NPCTableHead|}}
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{{NPCTableSeparator|Initial Spawn (38-45 km)}}
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{{NPCTableRow|Frigate|4|Republic Takan / Republic Baldur}}
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{{NPCTableRow|Battleship|3|Republic Tribal Ymir/ Republic Tribal Sigur|trigger=last triggers the next wave}}
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{{NPCTableRow|Container |5|Amarr Battleship Wreckage}}
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{{NPCTableSeparator|Second wave (42-47 km)}}
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{{NPCTableRow|Battlecruiser|4|Republic Venis / Republic Norn}}
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{{NPCTableRow|Battleship|4|Republic Tribal Ymir / Republic Tribal Sigur|trigger=last triggers the container to spawn}}
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{{NPCTableSeparator|Container spawn (35 km)}}
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{{NPCTableRow|Container |1|Amarr Battleship Wreckage|cargo = Acceleration Gate Authentication Matrix|note = the type is ''Amarrian'' Battleship Wreck instead of ''Amarr'' Battleship Wreck}}
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|}
  
__Tags to be looted__
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=== Pocket 2 ===
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{{NPCTableHead|}}
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{{NPCTableSeparator|Initial Spawn (37-43 km)}}
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{{NPCTableRow|Frigate|3|Republic Takan / Republic Baldur}}
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{{NPCTableRow|Battleship|3|Republic Tribal Jarl / Republic Tribal Jotun|trigger=triggers next wave}}
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{{NPCTableSeparator|Second wave (19-23 km)}}
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{{NPCTableRow|Battlecruiser|3|Republic Tribal Venis / Republic Tribal Norn}}
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{{NPCTableRow|Battleship|3|Republic Tribal Jarl / Republic Tribal Jotun|trigger=triggers next wave}}
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{{NPCTableSeparator|Third wave (28-33 km):}}
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{{NPCTableRow|Battlecruiser|4|Republic Tribal Norn / Republic Tribal Nutia}}
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{{NPCTableRow|Battleship|3|Republic Tribal Jotun / Republic Tribal Sigur|trigger=triggers next wave on aggression}}
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{{NPCTableSeparator|Fourth wave (13 km):}}
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{{NPCTableRow|Battleship|1|'The Mercenary' (Mordus Mammoth)|trigger=mission is finished when destroyed}}
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|}
  
7x Republic Fleet Captain I<br>
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=== Tags to be looted ===
26x Republic Fleet Commander II<br>
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7x Republic Fleet Captain I
15x Republic Fleet High Captain I<br>
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26x Republic Fleet Commander II
6x Republic Fleet Midshipman II<br>
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15x Republic Fleet High Captain I
1x Republic Fleet Midshipman III<br>
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6x Republic Fleet Midshipman II
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1x Republic Fleet Midshipman III
  
 
{{Missionrelated}}
 
{{Missionrelated}}

Revision as of 13:43, 11 October 2022


Level 4 Storyline
Type Encounter
Objective Find and kill the mercenary.
Factions MinmatarMercenary
Best damage to deal Explosive damage ExKinetic damage KinKinetic damage KinThermal damage Th
Damage to resist Explosive damage ExKinetic damage KinThermal damage ThElectromagnetic damage EMKinetic damage KinThermal damage Th
Standing loss -0.002 towards Minmatar for destroying ships. Further through derived standings.
Mission briefing
A confidential informant has warned us of an impending kidnapping attempt on a young noble by a notorious Minmatar mercenary. One of my associates, who owes me a lifetime worth of favors, discovered the plot during a card game. The merc's mouth and ego are both the size of New Eden itself. He talked openly about his plan without a second thought. We need your help in stopping him before he can carry out his plans.

His staging ground is at <mission location>. Find and kill him with any and all means at your disposal. He's a crafty SOB, so expect not just a fight, but some unorthodox challenges when he realizes you're on to him. He's especially fond of drawing pursuers into hazardous clouds. Odds are good he'll have some ex-Navy Minnies flying back-up. He might be a braggart, but he's still a paranoid merc. Be careful.

Video: Sentry Dominix

Blitz: Clear the battleships in the first room, loot the key, and take the acceleration gate. In the second room, clear again battleships until The Mercenary spawns, after you kill him the mission is marked finished.

Notes: The initial warp in is about 25 km from the acceleration gate to the first pocket. So best fit a propulsion module. The acceleration gate in the first pocket requires a gate key which you obtain in that pocket.

Pocket 1

WD EWAR L
Initial Spawn (38-45 km)
Frigate 4 x Frigate Republic Takan / Republic Baldur
Battleship 3 x Battleship Republic Tribal Ymir/ Republic Tribal Sigur last triggers the next wave
Container 5 x Amarr Battleship Wreckage
Second wave (42-47 km)
Battlecruiser 4 x Battlecruiser Republic Venis / Republic Norn
Battleship 4 x Battleship Republic Tribal Ymir / Republic Tribal Sigur last triggers the container to spawn
Container spawn (35 km)
Container 1 x Amarr Battleship Wreckage the type is Amarrian Battleship Wreck instead of Amarr Battleship Wreck Acceleration Gate Authentication Matrix

Pocket 2

WD EWAR L
Initial Spawn (37-43 km)
Frigate 3 x Frigate Republic Takan / Republic Baldur
Battleship 3 x Battleship Republic Tribal Jarl / Republic Tribal Jotun triggers next wave
Second wave (19-23 km)
Battlecruiser 3 x Battlecruiser Republic Tribal Venis / Republic Tribal Norn
Battleship 3 x Battleship Republic Tribal Jarl / Republic Tribal Jotun triggers next wave
Third wave (28-33 km):
Battlecruiser 4 x Battlecruiser Republic Tribal Norn / Republic Tribal Nutia
Battleship 3 x Battleship Republic Tribal Jotun / Republic Tribal Sigur triggers next wave on aggression
Fourth wave (13 km):
Battleship 1 x Battleship 'The Mercenary' (Mordus Mammoth) mission is finished when destroyed

Tags to be looted

7x Republic Fleet Captain I
26x Republic Fleet Commander II
15x Republic Fleet High Captain I
6x Republic Fleet Midshipman II
1x Republic Fleet Midshipman III