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Humpalot
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Posted - 2007.03.25 06:27:00 -
[1]
I was trolling the Help Channel and some guy was asking for someone to come aid him finishing the Damsel in Distress mission. I was close and wanted to check it out so offered my help.
He was in a Drake and had cleared all NPCs but could not take down the two Pleasure Gardens on his own. I thought that odd since I never had trouble with structures and figured the two of us would make short work of it.
Boy was I wrong. The shields on the Pleasure Gardens were impossible to take down. I was in an Absolution using Heavy Pulse-II w/Multis and 2xTS Heatsinks. My damage multiplier of 7.5 may not be leet but pretty good. I do not know what the Drake's skills/fittings were.
The only way we took it down was bleed through damage and it took the two of us bloody forever. We never got the shields of that thing down...were lucky to have it hover at 20%.
Is this how this mission is supposed to be or are those structures tweaked a tad high?
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Mastin Dragonfly
Amarr Navy Runners
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Posted - 2007.03.25 07:37:00 -
[2]
The shield won't go under a certain percentage. The thing exploded while the shield was still at 30% or so. And I had no trouble taking it down in my Nightmare, takes a few mins but that's it.
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Tyler Lowe
Minmatar DROW Org
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Posted - 2007.03.25 08:01:00 -
[3]
These are actually surprisingly tough. I think it took 3 reloads on my 1200mm II's to pop each one.
I think this is purely an intentional time sink. The newer missions all seem to feature long treks to stage gates, or something like this. TBH, I prefer annoyingly tough to kill mission objectives over 10 minute trips to a warp gate. At least I feel as though I'm doing *something*, even if the end result is similar.
Conatus Quod Virtus Es Non Satis Absentis Propositum Quod Discessio
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Dynast
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Posted - 2007.03.25 09:04:00 -
[4]
Do structures like this ever actually drop anything worth looting? I've never had much luck with them myself.
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Hayward Cyprus
Caldari Exiled.
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Posted - 2007.03.25 11:11:00 -
[5]
Yes they are pretty hard to take down, but ok for a lvl 4 mission imho.
And yes they drop something worthwhile ... in the case of damsels distress it's the item (the damsel) needed to finish the mission :-).
You need only destroy the one that calls for reinforcements tho, and it is random which one that would be. So if you got one down into hull and nothing happened yet, switch to the other.
Hayward Cyprus
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Venkul Mul
Gallente
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Posted - 2007.03.25 11:31:00 -
[6]
Edited by: Venkul Mul on 25/03/2007 11:31:39 A bit thoug? Used some thousand cruise missiles doing 450+ point of damage each (interestlying damage tipe was not relevant) and some thousand AM large ammunition to destroy the 2 structures. So it is in the 1 million hp level at least. Simply a time sink.
And when the right structure is destroyed it blow for 1200 hp of damage. Nothing great, but I am questioning if it blow some of the wrecks/loot I have produced.
Ah, yes, it make the mission less profitable too: AM large is at about 100 isk each, most cruise at 70 isk, so those ammunition are 3-400K down the drain.
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Mastin Dragonfly
Amarr Navy Runners
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Posted - 2007.03.25 11:34:00 -
[7]
Originally by: Venkul Mul (interestlying damage tipe was not relecant)
Structures generally don't have any resists.
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Venkul Mul
Gallente
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Posted - 2007.03.25 11:37:00 -
[8]
Edited by: Venkul Mul on 25/03/2007 11:33:19
Originally by: Mastin Dragonfly
Originally by: Venkul Mul (interestlying damage tipe was not relevant)
Structures generally don't have any resists.
Good to have it confirmed. As different missiles have different prices, it is then better to use the chepest.
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Filatov Teg
Rebirth Inc. Tau Ceti Federation
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Posted - 2007.03.25 12:51:00 -
[9]
It's a pain to finish thses structure !!
Ammo eater, time sinker...
-------------------------------------- Ride on Shooting staaaaaaaarrrrrrrr!!!
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Naran Darkmood
Gallente
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Posted - 2007.03.25 15:46:00 -
[10]
Originally by: Filatov Teg
Result : 4 warden destruct.
Learn something today
just stay close to your sentries, so you can pick them up. BTW, it's better to loose the sentries and being able to deploy other drones to finish of the tackler, then being finished of by the mobs...
Originally by: Marcus TheMartin I thought there would be american isk farmers over on eve china to be honest 
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Humpalot
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Posted - 2007.03.25 15:57:00 -
[11]
Originally by: Mastin Dragonfly The shield won't go under a certain percentage. The thing exploded while the shield was still at 30% or so. And I had no trouble taking it down in my Nightmare, takes a few mins but that's it.
Few minutes in a Nightmare? Didn't know anyone flew those .
Still, A Drake and an Absolution should approach the DPS of the Nightmare and even if a bit worse it took us maybe 20 minutes (maybe a bit more...didn;t think to check the time before I started) to drop both structures.
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Nymos
Fimbulvintr
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Posted - 2007.03.25 18:03:00 -
[12]
Edited by: Nymos on 25/03/2007 18:00:37 rage torpedoes 4tw :) they cost the same as regular torps, inferno rage torps are even cheaper. i think the hitpoints are the same as for example the station in angel extravaganza. there it is just a bonus objective, yea. might be a bit tuff for a main objective, but the pleasure garden pops reasonably fast imo. dont know the dmg output of an absolution, but a battleship should have no trouble killing the structure fast.
edit: typo --
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Hockston Axe
Amarr
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Posted - 2007.03.25 18:33:00 -
[13]
If these are the same as the Utopia Gardens in lvl3 Massive Attack they never lose all shields, and always die from bleed-through damage. It takes 5 minutes for me to pop one in a geddon w/all heatsinks and 5 ogres. (I come back after all the NPC's are dead) It takes twice as long to pop them with a normal setup in my Apoc.
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Venkul Mul
Gallente
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Posted - 2007.03.25 18:52:00 -
[14]
Edited by: Venkul Mul on 25/03/2007 18:53:23 1000 cruise missiles, with a rof of 1 every 10 seconds x6 launchers = 1666,67 second so more than 27 minutes. And I used much more than 1.000 missiles.
That is "no problem for a BS"?
Edito: looked my wallet: last mercenary died 19.59; first of the wave from the collapsing pleasure garden died: 20.39.
So 40 minutes killing the first garden and damaging the second enough for the reinforcement to spawn, then another 5 minutes to finish it after killing Zor and company.
An average of more than 20 minutes each with 2 BS! 
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Nymos
Fimbulvintr
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Posted - 2007.03.25 19:22:00 -
[15]
Edited by: Nymos on 25/03/2007 19:20:53
Originally by: Venkul Mul Edited by: Venkul Mul on 25/03/2007 18:53:23 1000 cruise missiles, with a rof of 1 every 10 seconds x6 launchers = 1666,67 second so more than 27 minutes. And I used much more than 1.000 missiles.
That is "no problem for a BS"?
Edito: looked my wallet: last mercenary died 19.59; first of the wave from the collapsing pleasure garden died: 20.39.
So 40 minutes killing the first garden and damaging the second enough for the reinforcement to spawn, then another 5 minutes to finish it after killing Zor and company.
An average of more than 20 minutes each with 2 BS! 
just finished it. started: 18:52, finished: 19:18. most of that time was shooting npcs, not the garden.
well, cruise missiles suck. for pvp and pve i prefer torps (target painter 4tw). it took me 270 rage torpedoes to blow it up with a rof of 10.02s. (edit: i didn't even use drones on the garden)
btw, try the structure below you first. for me it always was that one. --
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Shanara Starseeker
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Posted - 2007.03.25 19:50:00 -
[16]
I took approximately 3 hours for this mission over 1.5 of which was having my drones shoot at structures. (not having done it before I killed about all structures.)
The hitpoints of the structures are FAR too high for droneboats. I used some heavy drones t2 with good skills so that can't be the problem.
Think this should be checked. Until the mission gets changed it's on aute-decline for me. Sad but 3 hours is too much.
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Ruhige Schmerz
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Posted - 2007.03.25 20:25:00 -
[17]
I did this mission today (Level 2) in a drake (5 light drones, 3 heavy assault launchers, 2 heavy launchers) and I have just two things to add..
First, the two slave pits don't need to be taken down, and there's only one 'pleasure palace' structure -- which is the one that has the 'damsel' you need to get. The shields and armor on the pits went pretty fast for me, structure took an entire full missile loadout (50x3 heavy assault + 35x2 heavy).
Second, the 'pleasure palace' -- which is the mission objective and drops the cargo container with the damsel, went down remarkably fast.
I think the issue so far is just people shooting at the wrong structure. :)
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Venkul Mul
Gallente
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Posted - 2007.03.25 21:06:00 -
[18]
Possible, I distintly recall "pleasure garden" as my assigned target, but I can have misread.
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Nymos
Fimbulvintr
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Posted - 2007.03.25 21:34:00 -
[19]
Originally by: Ruhige Schmerz I did this mission today (Level 2) in a drake (5 light drones, 3 heavy assault launchers, 2 heavy launchers) and I have just two things to add..
First, the two slave pits don't need to be taken down, and there's only one 'pleasure palace' structure -- which is the one that has the 'damsel' you need to get. The shields and armor on the pits went pretty fast for me, structure took an entire full missile loadout (50x3 heavy assault + 35x2 heavy).
Second, the 'pleasure palace' -- which is the mission objective and drops the cargo container with the damsel, went down remarkably fast.
I think the issue so far is just people shooting at the wrong structure. :)
you're referring to the lvl2 version. my logs show "Kruul's Pleasure Gardens". the lvl4 version has 2 of the same structures.
btw, the roden's shipyard station in enemies abound 4/5 takes more than twice as long to pop and in that case it is a primary mission objective. i don't see why this building is too hard to take down. as said, it's a station after all. --
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Smagd
Encina Technologies Namtz'aar k'in
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Posted - 2007.03.25 22:36:00 -
[20]
Originally by: Ruhige Schmerz I did this mission today (Level 2) in a drake (5 light drones, 3 heavy assault launchers, 2 heavy launchers) and I have just two things to add..
[...]
I think the issue so far is just people shooting at the wrong structure. :)
Nah, it's people talking about the wrong level :)
Incidentally, I went at it in a Drake myself, though with 7 XR-3200s + 2 BCUs II, and 5 Acolytes II.
I later checked the combat logs: The "Kruul's Pleasure Gardens" structure listed 2464 Scourge missiles shot at it over almost 60 minutes, at 251.4 damage each. Accounting for drones, that's over 620k HP. I didn't count time spent on respawns.
If the first of two gardens goes into structure without more Pleasure Sentinels warping in, you've got the wrong one - switch the the other one.
Pull your drones in once it hits 5% hull to save them, and get some distance (55kms were enough).
Family Tahar, of Clan Hadar, of Caravan of Namtz'Aar K'in |
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Jaeuhl
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Posted - 2007.03.26 08:33:00 -
[21]
Drake > Geddon > Drake > Geddon > Drake > Looter Saved a bunch on missiles (grins)
Next time, I'm just going to bring a friend or two.
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Andrue
Amarr
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Posted - 2007.03.26 10:42:00 -
[22]
I just did the L3 version of this message and the Pleasure Garden popped in two salvos of my cruise launcher. One of the weaker structures. -- (Battle hardened industrialist)
[Brackley, UK]
Please don't read this signature. |
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Zrakor

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Posted - 2007.03.26 12:47:00 -
[23]
This will be fixed in the next patch. The rechargerate of the shield on this structure was way too high.
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Smagd
Encina Technologies Namtz'aar k'in
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Posted - 2007.03.27 12:24:00 -
[24]
Originally by: Zrakor This will be fixed in the next patch. The rechargerate of the shield on this structure was way too high.
Thanks.
Incidentally, that's probably exactly what Zor thought about my Drake.
Family Tahar, of Clan Hadar, of Caravan of Namtz'Aar K'in |

RahSun
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Posted - 2007.03.27 16:01:00 -
[25]
Wow, this was as fun as solo repping a large POS out of reinforced with a single osprey. Could we have that as a mission objective? Takes about as long as killing both gardens. Sarcasm aside, I understand some need to have time sinks in missions, but would the game designers be willing to consider less boring/time intensive sinks. Think of the Kittens.
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ElweSingollo
The Vanyar
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Posted - 2007.04.08 01:29:00 -
[26]
Originally by: Smagd
Originally by: Zrakor This will be fixed in the next patch. The rechargerate of the shield on this structure was way too high.
Thanks.
Incidentally, that's probably exactly what Zor thought about my Drake.
Lol to the first and too the second too....
But yeah a fix soon tm would be nice.
CCP and Eve Online... It's not a bug, it's a feature
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KillmAll187
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Posted - 2007.04.08 18:23:00 -
[27]
Edited by: KillmAll187 on 08/04/2007 18:20:24 Any possibility of looking into Cargo Delivery? I mean, exactly how are you supposed to finish a mission with 0 cap. Even Nos Dominix's cannot shutoff my hardeners. And yet these NPC's can? Not sure what the goal of this mission is, but cmon. It kind of ****es me off that missions make it out of the drawing room like this. TEST THE MISSIONS BEFORE THEY GO LIVE CCP!
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Joshua Deakin
Gallente Aliastra
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Posted - 2007.04.08 20:31:00 -
[28]
Originally by: KillmAll187 Edited by: KillmAll187 on 08/04/2007 18:20:24 Any possibility of looking into Cargo Delivery? I mean, exactly how are you supposed to finish a mission with 0 cap. Even Nos Dominix's cannot shutoff my hardeners. And yet these NPC's can? Not sure what the goal of this mission is, but cmon. It kind of ****es me off that missions make it out of the drawing room like this. TEST THE MISSIONS BEFORE THEY GO LIVE CCP!
Maybe it's their idea of needing to adapt? I.e. pick a ship that keeps it's distance and snipes? Then again, I always turn this mission down until it's patched ;) 40km NOS is bad m'kay?
I wonder if a totally passive shield tank on a BC Myrmidon would be able to tank it? With T1 Purger rigs, T2 extenders, T2 Power relays, T2 EM amplifier with lvl4 skills, it could tank aprox. 902 EM / 620 THE -------------------------------------------------
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KillmAll187
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Posted - 2007.04.08 22:35:00 -
[29]
Originally by: Joshua Deakin
Originally by: KillmAll187 Edited by: KillmAll187 on 08/04/2007 18:20:24 Any possibility of looking into Cargo Delivery? I mean, exactly how are you supposed to finish a mission with 0 cap. Even Nos Dominix's cannot shutoff my hardeners. And yet these NPC's can? Not sure what the goal of this mission is, but cmon. It kind of ****es me off that missions make it out of the drawing room like this. TEST THE MISSIONS BEFORE THEY GO LIVE CCP!
Maybe it's their idea of needing to adapt? I.e. pick a ship that keeps it's distance and snipes? Then again, I always turn this mission down until it's patched ;) 40km NOS is bad m'kay?
I wonder if a totally passive shield tank on a BC Myrmidon would be able to tank it? With T1 Purger rigs, T2 extenders, T2 Power relays, T2 EM amplifier with lvl4 skills, it could tank aprox. 902 EM / 620 THE
Well, you can just AB to the can and get the contents and warp out. But what fun is that? You can't very well snipe because you have to get near the can in order for the spawn to appear.
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Daedalus Serf
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Posted - 2007.04.09 17:09:00 -
[30]
Either I got lucky or this issue has been fixed.
5 Ogres took the building down fairly quickly (although the building did still explode at about 5% shields).
The first reinforcements showed up at 75% armor and Zor spawned when structure was almost completely gone.
Serf
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