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Lady Loom
Red Mercury Industries
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Posted - 2006.12.09 16:41:00 -
[1]
for bounties and even loot/salvage, the mission is ok, although it didn't seem that way when I did it for almost three hours, and another half to loot - that is with warping out twice because I ran out of ammo;
if you've got a long range setup on your ship just stay away from the pack, doesn't even matter how many waves you spawn as long as you're moving away from the warp in point. The "T2" enemies suck though, so missiles do have a slight advantage as you can hit their resistance hole. Then again I'm glad I refitted my Ferox to use missiles just before this mission (Blood Raiders version). The fact that you can warp freely in and out (and to the "base" once I got hundreds of km away from them) also helps a lot
[power corrupts, absolute power is kind of neat] |

Lady Loom
Red Mercury Industries
|
Posted - 2006.12.10 12:02:00 -
[2]
the Mach(ariel?) is a battleship, aye? it's easily doable with a BC in sniping setup, with higher skills/better mods I can even imagine doing it in certain cruisers (avoiding the bulk of their damage didn't seem too hard to me) so I would be surprised if people actually lost a BS to this mission (although I know people who lost - badly fitted - BCs to the L2 version)
[power corrupts, absolute power is kind of neat] |

Lady Loom
Red Mercury Industries
|
Posted - 2006.12.10 22:58:00 -
[3]
Originally by: AP0110 Does anyone know if there is a Level 2 version of this mission??! Could be I just got a bug but I got given this mission by a level 2 agent. Lost 3 Caracals doin it *ouch* but did it in the end!! (obviously wasnt worth the cost but it was a pride thing!)
there's definitely a L2 version of it (with adjusted spawns of course) and considering a corp-mate lost a Prophecy to it I guess the L2 version is also quite hard. I can't imagine how one loses 3 ships on the mission, tho 
[power corrupts, absolute power is kind of neat] |

Lady Loom
Red Mercury Industries
|
Posted - 2006.12.11 08:10:00 -
[4]
Originally by: Anaalys Fluuterby Caracal can't tank well, so you *have* to use your range. Hard when they start shooting at you at 80-90KM even in teh level 2.
Tougher closer range ships like the Moa or Ferox can tank the level 2 version with T1 equipment and less than 1.5M skills. Main thing in the level 2 is the same as the rest; be careful to not wake the next wave 
I understand - and I noticed in another L3 mission I recently did where NPCs hit out to 60km (my heavies' max range on my missile Ferox) with even light missiles which I find extremely ridiculous (300% missile speed or flight time bonus? c'mon...), I guess the best way to do The Blockade is to do them against the right faction eg. Blood Raiders seemed easy as they didn't use any EW on me nor did the bulk of them ever reach me spamming missiles at them from 40-60km away, all it was for me was a huge time sink thanks to the AF/HAC resists on some of their ships, but I admit it would be a lot harder if I had to fight enemies dampening me down to a range where I have to get in close, or where even at 80km away they would deal their damage... (and take a lot longer if I couldn't just reload different missiles to hit their resist hole)
[power corrupts, absolute power is kind of neat] |

Lady Loom
Red Mercury Industries
|
Posted - 2006.12.14 15:21:00 -
[5]
Originally by: Paranoxis (tried using EM missiles to lower his shields faster, couldn't tell any difference from widowmakers)
be aware that NPC resists don't work like player resists, they often (always?) have the same resists on shields and armor, ie. all you need to know is what their least tanked damage type is and spam this damage until they're down [power corrupts, absolute power is kind of neat] |

Lady Loom
Red Mercury Industries
|
Posted - 2006.12.16 21:56:00 -
[6]
Originally by: Kate Nexus i havent done it yet
but with heavy missiles shouldn it be easy? 60-65 km range, so you go to the location, bookmark, warp out, warp in at 75km target, move to range and pick them off while moving away. second spawn should spawn at the original place if you trigger it. Even moving only 120 speed and a decent tank with resists it should be enough
Unless someone specifically skilled for missile combat they won't have 60-65km range on heavies, rather 50-60 but yeah range is certainly > all in this mission, as long as the rats let you keep it
which the jamming, the sensor-dampening and the longrange-missile-spamming (lights from 50km? heavies from 90?) kind of them won't. With a decent tank you don't even need to warp out and back in for that range, in the initial phase it's easy enough to get some space between your ship and the rats. If you're stuck in close combat for some reason (setup, dampened) and trigger reinforcements too early I see how people get into troubles there, tho
[[ power corrupts, absolute power is kind of neat ]] |

Lady Loom
Red Mercury Industries
|
Posted - 2006.12.16 22:02:00 -
[7]
Originally by: Slayton Ford Did this the other night in a drake and "pulled a Wilson" by killing the renegade first (btw, i was doing this in .4 sec w/ a -9.5sec pirate in system...). It took me some time to get some bookmarks set up at 2-300km out from the spawn and to haf the HACs on the far end of the spawn, but once I got going, it was hard. Just did a lot of 150-180km warps. Only problem I did is I went fully set for kinetic damage (1 kin amp, 2 named t1 harderners, 1 named t1 invul) and the HACs spam thermal so those hurt. As to killing a HACs, It took 7-8 volleys of Scourge heavy missles to take them out.
IMO that's a good thing, makes people have to reconsider their setups instead of going in with omni-tanks and just one set of missiles. For turret ships of course this sucks, but I liked that for the first time I had to refit my ship because my kinetic missiles didn't do jack **** for damage
[[ power corrupts, absolute power is kind of neat ]] |
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