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Location Location (Amarr) — Turn Wiki

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Location Location (Amarr) is a Level 5 mission consisting of five sub-missions. It involves combat with the Amarr Empire.

Part 1 (Location Location)

Level5
TypeEncounter
FactionAmarr Empire
Best damage to dealElectromagnetic damage EMThermal damage Th
Damage to resistElectromagnetic damage EMThermal damage Th
Warp disruptionElite Frigates (Web, Scram)
EWARDivine Imperial Bahir (Tracking Disrupt), Imperial Templar Diviner (Neut, Tracking Disrupt), Divine Imperial Ambrose/Basil/Neutralizer Sentry (Neut)
Ship suggestionPassive Battleship + Logistics


Single Pocket

Contact's ship is present 15km away. 20 seconds later, you're notified in local that it's a trap.
The Contact's ship vanishes and an Amarrian fleet uncloaks.

Warning: Do not shoot Missile Batteries first, unless you can tank over 4000 hp/s!


Enemy Group, 25-40km
WD EWAR L


Sentry 5 x Sentry Amarr Cruise Missile Battery Each battery is a trigger Battery Reinforcement
Sentry 1 x Sentry Amarr Stasis Tower Stasis Webifier
Sentry 3 x Sentry Amarr Energy Neutralizer Sentry III Energy Neutralizer
Elite Frigate 3 x Elite Frigate Divine Imperial Bahir 1st Reinforcement Warp Scrambler Tracking Disruptor Stasis Webifier
Elite Cruiser 3 x Elite Cruiser Divine Imperial Ambrose/Basil Energy Neutralizer
Battleship 12 x Battleship Imperial Templar Dominator/Torah/Martyr Dominator triggers 2nd Reinforcement, Martyr triggers 3rd Reinforcement


1st Reinforcement
WD EWAR L


Elite Frigate 3 x Elite Frigate Divine Imperial Imran Warp Scrambler Stasis Webifier


2nd Reinforcement
WD EWAR L


Battleship 2 x Battleship Imperial Templar Dominator/Martyr


3rd Reinforcement
WD EWAR L


Battleship 3 x Battleship Imperial Templar Martyr

View of batteries from warp-in.


Battery Reinforcement
WD EWAR L
Battery 1 (Top)
Elite Frigate 3 x Elite Frigate Divine Imperial Imran Warp Scrambler Stasis Webifier
Battery 2 (Left)
Battleship 3 x Battleship Imperial Templar Judgment Battery 2A
Battery 2A
Battlecruiser 6 x Battlecruiser Imperial Templar Phalanx Battery 2B
Battery 2B
Battleship 3 x Battleship Imperial Templar Diviner Mission objective Energy Neutralizer Tracking Disruptor
Battery 3 (Middle)
Battleship 3 x Battleship Imperial Templar Diviner Energy Neutralizer Tracking Disruptor
Battery 4 (Right)
Battlecruiser 5 x Battlecruiser Imperial Champion/Templar Justicar
Battery 5 (Bottom)
Battlecruiser 5 x Battlecruiser Imperial Equalizer/Avenger


Notes

  • Use a passive tank or plan a capacitor that receives an additional 120 units/s
  • Maximum damage of initial group is 1814 hp/s (58% EM, 42% Therm)
  • Mission flagged complete when all Battery 2 (Left) spawns are destroyed
  • Orbit distances
    • Frigates: 4km
    • Cruisers: 7-19km
    • Battlecruisers: 9-22km
    • Battleships: 17-49km



Part 2 (The Hard Way)

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The Hard Way, Level 5
TypeEncounter
FactionAmarr
Best damage to dealEM/Therm
Damage to resistEM 56% / Therm 44%
Warp disruptionAll Frigates
Ship suggestion(1) Maelstrom w/ Passive Tank and (1) Maelstrom w/ Shield Transporters but recommend more DPS
ExtraAmarr Energy Neutralizer Sentry IIIs, NOS, Tracking Disrupter


Part 2 of 5

(Part 1 covered here: Location Location (Amarr))
Space type: Deadspace with Gate

    • Mission requires the player to be able to use a Codebreaker module for hacking**

Acceleration Gate into Deadspace

Single Pocket

Initial Group:
Ships 25-80km away [1]
3 x Frigates (Divine Imperial Napat) orbits at 10km, Web/Scramble, 30% Tracking Disrupter 3 x Battlecruisers (Imperial Templar Phalanx) orbits at 22km 11 x Battleships (Imperial Templar Dominator/Judgment^^/Martyr/Ultara*) orbits of 17-49km, *Trigger 1, ^^Trigger 2 4 x Amarr Cruise Missile Batteries 1 x Amarr Energy Neutralizers II 2 x Amarr Energy Neutralizer Sentry IIIs - Spawn 1:

6 x Cruisers (Divine Imperial Champion/Justicar) orbits at 14-32km - Spawn 2:

4 x Battleships (Imperial Templar Diviner) orbits at 21km, NOS, 10% Tracking Disrupter, -Trigger 3- - Spawn 3:

6 x Battleships (Imperial Templar Martyr) orbits at 49km Variation Spawn:
On occasion, additional ships spawn after smaller ships destroyed 4 x Frigates (Divine Imperial Bahir) 5 x Destroyers (Imperial Templar Caius/Crusader) 2 x Battlecruisers (Imperial Templar Seer) 5 x Battlecruisers (Imperial Templar Justicar/Champion) - Amarr Relay Station Spawns:

(150,000 hp)

    • When the station is reduced to 70% Shields, there spawns**

6 x Battlecruisers (Imperial Templar Phalanx) orbits at 22km

    • When the station is reduced to 50% Armor, there spawns**

6 x Battleships (Imperial Dominator/Martyr) orbits of 17-44km, NOS

    • When the station is reduced to 90% Structure, there spawns**

6 x Cruisers (Divine Imperial Ambrose/Basil) orbits at 7-19km, NOS

    • When the station is reduced to 10% Structure, there spawns**

6 x Frigates (Divine Imperial Napat) orbits at 10km, Web/Scramble, 30% Tracking Disrupter Hack the Communications Hub with a Codebreaker I module to retrieve the objective Tips:
- Use a Passive Tank or plan a capacitor that receives an additional 100 units/s
- Maximum damage dealing of initial group if it gets into range is 2790 hp/s (EM 56%, Therm 44%)

Part 3 of 5

See Prison Bust


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Mission reports - COSMOS - Epic arcs - Faction warfare missions
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Part 3 (Prison Bust)

Level5
TypeEncounter
FactionAmarr Empire
Best damage to dealElectromagnetic damage EMThermal damage Th
Damage to resistElectromagnetic damage EMThermal damage Th
EWARDivine Imperial Ambrose/Basil (Neut), Imperial Templar Seer/Diviner (Neut, Tracking Disrupt)
Ship suggestionPassive Battleship + Logistics Battleship


1st Pocket

Destroy the 6 forcefields to access to gate to the 2nd pocket.


Initial Group
WD EWAR L


Tower 6 x Powerful EM Forcefield 6,000 HP each


2nd Pocket

Some ships will trigger reinforcements upon shooting and upon destruction.
Reinforcements that are triggered upon shooting will be referred to as Hair-Trigger.
Set your drones to passive if you don't want the Hair-Trigger reinforcements, immediately.


Initial Ship Group, 2-80km
WD EWAR L


Elite Cruiser 5 x Elite Cruiser Divine Imperial Ambrose/Basil 1A Reinforcement(Hair-Trigger), 2nd Reinforcement Energy Neutralizer
Battlecruiser 5 x Battlecruiser Imperial Templar Champion/Justicar
Battleship 10 x Battleship Imperial Templar Dominator/Judgment/Martyr 3rd Reinforcement (Hair-Trigger)


Initial Sentry Group, 100-115km
WD EWAR L


Sentry 5 x Sentry Amarr Cruise Missile Battery
Sentry 2 x Sentry Amarr Energy Neutralizer Sentry III Energy Neutralizer


1A Reinforcement (Hair-Trigger)
WD EWAR L


Cruiser 6 x Cruiser Imperial Templar Donus/Tamir 1B Reinforcement


1B Reinforcement
WD EWAR L


Battlecruiser 5 x Battlecruiser Imperial Champion/Templar Justicar


2nd Reinforcement
WD EWAR L


Battlecruiser 4 x Battlecruiser Imperial Templar Seer Energy Neutralizer Tracking Disruptor


3rd Reinforcement
WD EWAR L


Battleship 5 x Battleship Imperial Templar Dominator/Ultara 4A Reinforcement (Hair-Trigger)


4A Reinforcement (Hair-Trigger)
WD EWAR L


Battleship 5 x Battleship Imperial Templar Martyr 4B Reinforcement (Hair-Trigger)


4B Reinforcement (Hair-Trigger)
WD EWAR L


Battleship 6 x Battleship Imperial Templar Diviner/Judgment Energy Neutralizer Tracking Disruptor


Amarr Prison Facility
WD EWAR L


Structure 1 x Amarr Prison Facility 1x Spy (Mission Objective)
Upon shooting the structure
Battleship 3 x Battleship Imperial Templar Judgment


Notes

  • Use a passive tank or plan a capacitor that receives an additional 200 units/s.
  • Maximum damage dealing of initial group, if it gets into range, is 2,423 hp/s (58% EM, 42% Therm)


Part 4 (Informed Attack)

Informed Attack (4 of 5)

Part 5 (Dirty Job)


Missions
Mission reports - COSMOS - Epic arcs - Faction warfare missions
Blitzing - Loyalty Points
General PvE info
Factions - NPC damage types - NPC naming conventions - Fitting ships
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