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Stovetop Cookie
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Posted - 2007.11.18 16:35:00 -
[1]
Anyone know how to beat this one? I can't get through the gate with my Caracal otherwise I would own this one. Instead I take my destroyer but there are just too many enemies to fend off at once. Last night I finished in a fleet with someone else's help (they had a Tech II Frigate), but I hear this mission is supposed to be doable witha Tech I ship and I would really like to finish it. I reached the wreck but it says I cannot get the crew out while it is guarded. I can keep warping out and return to pick one enemy off at a time, but there has to be a better way. Is there any strategy I am overlooking here? Thanks in advance for any help.
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Kadoes Khan
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Posted - 2007.11.18 20:36:00 -
[2]
Sounds like you need a better fitting on your ships, what are you using right now? -=^=- "Someday the world will recognize the genius in my insanity." |
Ragnar Darkmane
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Posted - 2007.11.18 22:28:00 -
[3]
Edited by: Ragnar Darkmane on 18/11/2007 22:28:49 The trick is to not fight. Warp into the mission and you can either clear the NPCs, or not, depending on what you feel like doing. Then take one of the gates to the 2nd area and INSTANTLY fly to the gate to the 3rd room.
Just tank the 8k or so you have to travel in the 2nd room and kill the hanful of small npcs around the wrecked heron in the 3rd room. Take the contents of the heron and go visit your agent.
Mission done
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Tortun Nahme
Minmatar Heimatar Services Conglomerate
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Posted - 2007.11.18 22:50:00 -
[4]
Edited by: Tortun Nahme on 18/11/2007 22:51:24 switch to artillery and kill those frigs while they are out of range
edit: er and by artillery i mean whatever long range weapon your race uses, but projectiles are still a good choice
Originally by: Cecil Montague They should change that warning on entering low sec to:
"Go read Crime and Punishment for a few days then come back."
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Kaya Divine
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Posted - 2007.11.18 22:58:00 -
[5]
When you are warped in first pocket don't attack, just go to nearest acceleration gate and use it. In Second pocket...also don't attack... use acceleration gate...In 3rd and final pocket when you are there you have about 5-10sec before npc. start to targeting you..click on empty space use afterburners and move away...kite them and kill first group...repair dmg, and attack.
You can`t loot wreck if there are any pirates near....
I never started fight in second pocket because I am long range fighter and for me to be so close to pirates is *eeek*
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syphurous
Gallente Center for Advanced Studies
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Posted - 2007.11.19 00:47:00 -
[6]
Just a note, there are 2 versions within the few pirate faction versions of this mission.
One has all the spawns from the begining, the other brings them in on waves ( the waves one being the one with the Overseerer in the hard room ).
For the full spawn one I suggest an afterburner and not shooting anyone. Once you get to the Heron room, you can happily fly straight ahead to your maximun locking range and take a pot shot at a frigate closest to the Heron. You should aggro, 3 or 4 frigates, which when dispatched will allow you to loot the Heron and warp out. ___
All Ur Salvage R Belong 2 Me ! |
Helen Hunts
Gallente Red Dragon Mining inc
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Posted - 2007.11.19 18:24:00 -
[7]
Or there's the "Take a few friends in good combat frigs and destroyers and clean house" method. Or warp out a few times when you find you can't stand the heat. Only 3-4 frigs in the last room are manditory kills.
Personally, I prefer to let no rat go un-salvaged. _______________________________
Mine da rocks, make more ships. Pop da rats, make more rigs. Sell da gear, make more money.
Any Questions? |
Ancy Denaries
Caldari Isseras Manufacture
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Posted - 2007.11.20 10:00:00 -
[8]
The so called "second room" (the one you enter after first gate) is generally meant to be flown thru. If you kill the destroyers in there, you're in for trouble if you're in anything less than a heavily tanked cruiser (for lvl 1/2).
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Obidom Jax
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Posted - 2007.11.20 13:02:00 -
[9]
I havent noticed any problems with this mission i can easily solo it in Cormorant with Named AB, Shields, 7 Railguns and some small extenders and target painter Jump into first area, fly to gate take out frigs then jump to next area, when tehy lock on take them out, 1 volley generally take out a frig (just remember to amend option in game so when rats lock on to you you will auto target them, set to 1 on default i know have mine set to match my max target level) then jump to next room rinse and repeat if necessary AB away from them Having said that the range on my Rails is around 25KM to 35KM so i tend to pop them long before coming into range myself
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Shaithis Avargon
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Posted - 2007.11.20 17:38:00 -
[10]
I had no problems in my kestrel. I loaded it up with 4 standard missile launchers and a shield booster I. I used appropriate missile types for either guristas or angels.
The first room is easy; pick a pack of reds and set a course towards them but away from the other pack (anotherwards, don't fly straight between them). Once you get within 30 km, do a 180 degree turn and start firing. I had missile bombardment V at the time so my range was ~29km; you may need to be closer to do damage.
For the guristas and angel rooms (yes, I cleared both), fly in, and immediately do a 180 degree turn. Unload all four launchers on one target, and be ready to warp out if you get to 50% shields and no cap left; you can always warp back in. Try to lead them away from the accel gate though.
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