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Ilea Celentay
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Posted - 2006.01.26 18:55:00 -
[1]
I have just done Part one of Technological Secrets Part 1/3 Level 2
Just a first not, it says Deadspace on the Journal, but there is no Deadspace gate. - that a bug?
Secondly, it just pwnd my Jaguar...   - "We have big plans. Secret plans, but BIG!"
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Xascor
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Posted - 2006.01.26 21:31:00 -
[2]
The lack of an Accel Gate is not a bug. This and all the new "Deadspace" missions don't use one. It's a shock the first time but no big deal really.
As for you losing an AF to a level 2 mission... Every level 2 can be done in any T1 cruiser with relatively low skills (no level 5's) without much of a problem. Should be no problem at all in an AF. ------------------------------------------------------------------------------------------ Still working on  |

Active1313
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Posted - 2006.01.26 21:50:00 -
[3]
hehehe...Welcome to the club got pwnd in my Merlin and then a Kestrel in under 2 hours...gues I wasn't ready for Level 2 missosn yet :)
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Mr Crusoe
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Posted - 2006.01.26 22:50:00 -
[4]
I've found the lvl 2's dissapointingly easy in a cruiser, but a bit too tough for a frig in general.
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Pinky Denmark
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Posted - 2006.01.27 09:04:00 -
[5]
Tech Secrets seemed to be THE toughest Lv2 mission - so Don't sweat it when you loose frigs and destroyers in it...
I find all those new RMR-"DeadSpace" missions are really deadspace-entrance missions... It goes for all of them and it's weird hehe They could at least have given them a new categori...
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shadowhunter5
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Posted - 2006.01.27 20:39:00 -
[6]
new missions? the mission i do haven't changed when rmr came out but they have got more boring. um.. er... um.. er... um... hi |

Daric Lashan
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Posted - 2006.01.30 10:55:00 -
[7]
Edited by: Daric Lashan on 30/01/2006 10:55:56 Edited by: Daric Lashan on 30/01/2006 10:55:28 Edited by: Daric Lashan on 30/01/2006 10:55:04 I found the easiest way to complete Tech Secrets is to out run and out range the enemy. The Frigates you face are quite slow with a max weapons range of 30km approx. Provided you don't mind taking your time, you can kill them off by retreating from them and maintaining the range at about 40km.
The 3rd and final missions introduces cruisers, faster than the frigs with heavy missiles. I used a Caracal with AB and managed the same basic tactic of outrun and outrange. I wouldn't want to try this is a frigate though, or a crusier with a short range set up either. There are so many enemy frigates to deal with that you risk being swamped if you don't keep the range open.
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Kelador Stormwolf
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Posted - 2006.01.30 12:47:00 -
[8]
Got this mission for the first time last night - certainly a bit of a shock to see that many ships all at once :) Anyway, here's how I beat it, without too much trouble. Big spoiler coming up so don't read on if you are keen to figure it out yourself.
The trick to beating the mission is to keep out of range of their missiles, which is about 40km - at least until you have even-ed up the odds a bit. The problem is of course that the mission start warp point is right under the noses of the first wave of Thukkers and they start unloading on you right away. There are 2 ways to deal with this depending on the strength of your ship / shields and skills.
Firstly you can duke it out, which is what the mission designer probably intended: for this you will need high dps short (20km) range weapons with fast tracking, lots of spare capacitor for shield booster and active shield hardener if you have one (they seem to use Piranha missiles so an explosive hardener is handy). I also suggest you have a safe point bookmark nearby just in case.
The second option is the widely used BM (bookmark) method, which I always feel is a little bit of a cheat, but it's a much smarter tactic rather than just going for the slugging match. Not sure how effective this method is with a frigate where you need to get inside the range of the Thukker mercs to really damage them, but it's probably workable if you use hit and run tactics to pick them off a couple at a time and warp out as necessary.
Make a safepoint BM, warp into the mission area, create an initial point BM and warp straight out again before you take much damage. Recharge your capacitor and warp back to your IP BM, but use the 'Warp to... 60km' (or more) option to give you some separation from the targets. Now all you have to do is maintain your optimal range and stay out of theirs... which is why this mission is a whole lot easier in a cruiser as med turrets and heavy launchers give you that extra reach.
If you don't have ABs fitted the enemy frigs will eventually get into range - no problem, just create a second BM, warp out and repeat the above until they're all dead. Then the fun part - looting cans spread over 200km of space ;) "I can picture in my mind a world without war, a world without hate. And I can picture us attacking that world, because they'd never expect it." |

Ktor
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Posted - 2006.01.31 16:12:00 -
[9]
I've done this mission about 5 times now. The first time I had to warp out and back but after I changed a few modules on my setup I'm fine now on all stages. I am using a caracal with the following setup.
Part 1 - Kill mission High: 5 Heavy Launchers. Mixture of EM and Explosive Mids: Afterburner 2, Shield Boost Amplifier, Medium C5-L, 2x Explosive Shield Hardeners Lows: Ballistic Control Unit, Cap Relay
Part 2 - Transport Mission
Part 3 - Kill Mission Only change is to the mids. 1x EM and 1x Thermal Shield hardener instead of the explosives. I have to run the C5-L a bit more in this stage than in stage 1.
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Eotha
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Posted - 2006.01.31 16:33:00 -
[10]
If you fit a pair of Explosive hardeners to a Merlin, then part 1 isnt too hard - lots of incomming rockets - but you use the hardeners to minimise the damage from them while you fly out of range of most of the enemies.
However, part 3 in a Merlin was impossible (I think) with my skills. 2 Heat hardeners seem essential to reduce the damage from the WidowMaker heavy missiles. I managed to deal with all the targets except the two stabbers who seem to have an uncanny knack of being able to keep out of range of standard missiles/railguns even when using a AB to close in on them. Hence, I had to give up as I had no way to inflict enough damage fast enough to kill them before they crusified my Merlin (their guns hurt like hell when you get within 30km).
I also tried both parts in a Cormorant. I could clear the frigates faster with its high DPS, but I still came unstuck on the stabbers due to the range thing.
With a Caracal outfitted with Heavy Missiles, the whole series of missions becomes relatively easy.
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