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4 : Worlds Collide (Angel Cartel & Ammar)
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EVEINFO.COM Forum Index » EVE-ONLINE 4 level Mission DB » 4 : Worlds Collide (Angel Cartel & Ammar)
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BarmaLINI
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Joined: 02 Mar 2006
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 Post Posted: Tue Jul 11, 2006 1:02 pm    Post subject: 4 : Worlds Collide (Angel Cartel & Ammar)
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Mission Name : Worlds Collide
Agent Level : 4
Enemy : Angel Cartel & Ammar
Mission Type : DeadSpace (combo)

Link : http://eveinfo.com/missions/291

Briefing :
Yes I have some work for you. Although the Sansha's Nation traditionally has a firm grip over ***, the Angel Cartel has been poking their ugly nose in here as of late. We were about to assemble a strike force to take care of their latest infiltration, when we noticed something highly interesting. The Cartel fleet that we had stumbled upon in *** was fighting for their lives against a combination of Imperial and
Ammatar forces!
We aren't sure where the Amarr came from or what they are doing here, but I suspect it's some of those blasted slavers who've been scouring space outside of the Amarr/Ammatar borders for more captives to satiate their people's unending hunger for slave labor. Either way, we're happy with the fact these enemies of ours are duking it out. And when they're done we'll clean up the pieces.
But what I meant to talk to you about is a covert ops mission, to destroy one of our armories in a deadspace area near here. It was caught right in the middle of the largest battle between the slavers and the Cartel. Inside are valuable military secrets which I would not want to fall into the wrong hands. The peons manning it are expendable, so don't worry about rescuing them. Just get the job done and get back here in one piece. And to make matters easier for you, the acceleration gates leading through the deadspace pockets are not locked. We built them, and I have reliable reports that our enemies have not tinkered with them ... yet. That should give you ample opportunity to avoid an unnecessary confrontation with their forces. I'm counting on you.


Please post your impressions about this mission. Also you can post (share) your views, hints, tips, tactics and etc..
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Gneiss Breaker
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Joined: 07 May 2006
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 Post Posted: Sat Nov 04, 2006 10:34 am    Post subject:
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Not sure if this is a new mission or the same one re-done post patch.

It's now Angels & Sanshas.

Deadspace, no gate, agro on warp from the angels but you land 120km so no big deal.

step 1
angels

2x arch gistii hunter
2x arch gistii impaler
1x arch gistum crusher (tough bugger)
3x gistatus primus
1x gistatus tribuni
1x gist general
1x gist warlord

sanshas
5x centatis soecter
1x centatis wraith
1x centii loyal revener
4x centii loyal scavenger
3x centus beast lord

(More later.... it's nearly DT)
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Gneiss Breaker
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 Post Posted: Sun Nov 05, 2006 11:06 am    Post subject: (continued)
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(continued)

Previous (first) section is dead easy - can do that AFK in a ferox. Be careful tho - NPCs do respawn slowly.


Next section : much harder! Initial DPS is wicked.

Sanshas Base

N1 (these 6 agro right away) (say what? Serpentis?)

5x core lord admiral
1x Sansha's overlord

N2

3x centii loyal reaver
4x centii loyal scavenger
5x centior abomination
3x centum loyal fiend
2x centum loyal hellhound
4x centus dark lord
2x centus mutant lord
2x centus slave lord

(wow, thats a shirtload of battleships....)
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Gneiss Breaker
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 Post Posted: Sun Nov 05, 2006 2:24 pm    Post subject:
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split these a different way (couple of variations as well)

N2a (Sanshas)

3x centii loyal reaver
4x centii loyal scavenger
2x centum loyal hellhound
2x centus mutant lord
2x centus slave lord

(also seen: 4x reaver, 2xscavenger)

N3
5x centior abomination
3x centum loyal fiend
4x centus dark lord

(also seen: 3x abomination, 3x loyal fiend, 2x centior monster, 4x dark lord)

step 2b (angels)

sorry didnt take that route!

Step 3 (final)

N1
1x arch gistum centurion
2x arch gistum phalanx
2x gist war general

N2
1x gist malakim
5x gistatis legionaire

N3
1x gist saint
2x gist warlord
2x gistior siezer
3x gistior trasher

N4
2x arch gistii hijacker
2x arch gistii rogue
1x gist cherubim
1x gist primus
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Futher
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 Post Posted: Fri Jan 26, 2007 5:18 am    Post subject: Can we get the main link updated?
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the mission specs are out of date, can we get it updated?
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Picman
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 Post Posted: Sat Jan 27, 2007 11:20 am    Post subject: Re: Can we get the main link updated?
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Hi Futher,

that's the updated Angel/Sansha version including screenshots (you have to scroll down a bit):

http://eveinfo.com/forum/eve-online-4-level-missed-missions-t662,start,15.html

Please notice there will come further changes with the patch on 30th January 2007.
They will remove the Serpentis BS from stage 2.
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22tcp
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 Post Posted: Wed May 09, 2007 8:33 am    Post subject: Changed with Revelations .. again
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Got a nice mix ..
angel cartel and Sanshas

--
did this a second time now some names and numbers

1st stage

left spawn angel cartel

Gist General
Gist War General
Arch Gistum Crusher
4x Gistatis Primus
Gistatis Tribuni
3x Arch Gistii Impaler
Arch Gistii Hunter

right side - Sansha
2x Centii Loyal Scavenger
3x Centii Loyal Ravener
3x Centatis Wraith
3x Centatis Specter
2x Centus Savage Lord
1x Centus Overlord

2nd stage
initial agro group
1x Sansha Overseer was not there 1st time)
3x Centus Dark Lord
2x Centus Dread Lord
2x Sansha Spys (Frigates)

inactive Spawns (from warp-in on the right side)
2x Centus Slave Lord
4x Centus Dark Lord
2x Centior Abomination
3x Centior Monster
2x Sansha Berserker
2x Centtii Scavenger
4x Centti Loyal Ravener
3x Centum Loyal Fiend (tough suckers)
2x Centum Loyal Hellhound

3rd stage.. baaah i'm getting tired.. later..


--

1st stage

both spawns can be done separately . Dont get near the other spawn while
fighting the agroing (left) one to make things easy.

2nd stage
only did the "Gate To The Sansha Base"

as posted before, do NOT shoot the sansha Spys
You need to tank 5 BS with good DPS - having not full skills yet I needed to warp off. I were not scrambled but double-webified.
One BS keeps at 17-19km range the others orbit at fourty-something
I nos'ed that one to keep cap (need to get the cap +5% skill to 5 soon)

5 BS down ? Good.

Now I did something quite lame.. but wasn't sure if my tank would keep up so I warped off and refitted with a single overdrive and AB that gives around 85 m/s under one webber of the spies. (Funny the second time I did this they failed to web at all)

I jogged..err.. crawled.. to torpedo/targeting max distance and engaged the 2nd spawn.

Then i finally killed those DAMNED spies with drones (something shot at the scout drones while outside.. from very far away, get them back in fast after doing the dirty work)

Eventuelly Killed the last spawn. Phew. REALLY NEED ADVICE
how to tank the initial agroing Group without spending 400M on some Gist B X-L ...

Okay.. now the fun part.. in the last room there are angel cartel ships.

I must admit I were absent-mindedly using the sansha fitting first *cough*

The BS and Cruisers of the intial agro group are "Arch" models. Tough shield-tanking.

Someone wrote "do not move" or it would trigger stage agro.
->Warping out does not.

Back with explo tank and bane torps I took down the 2 BS and 3-4 Cruisers - they are bastards with lowest ~72% tank at explo, took longer than the BS to take them out for me (only 1 bcs t2 at that time - my usual cap problem so I had to put in a relay module)

After killing the initial agro spawn the journal tells the work is done.
I approached the Container without problems, got the crew and
went to.. torp max range of course. Pick one of the BS and fire at will, politely, not the rest of the stage agroes with your target, only its support-group ( you can not tell them apart they lurk at the accel-gate in a furball).
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tuea
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Joined: 17 Jun 2007
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 Post Posted: Fri Jun 29, 2007 2:54 pm    Post subject:
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this mission has been changed in revelations II, all gates are now locked until you kill all baddies. Also watch your drones on all pockets, they draw agro easily.

at the time of writing there's a bug which means you have to kill both the angel and sansha spawns at the first 2 gates to unlock either gate (even though the local message says otherwise). Hopefully this will be fixed soon.

Once through the Angel gate the spawn has been nerfed but it's still dangerous if you do the wrong thing. Tips:

- Tank up primarily on explosive, secondary kinetic.
- There's 2 scrambling frigs (gistii oulaw and one of the gistii thugs). None of the BS scrambled me (unlike pre-patch).
- Make your way out of 15km range of the sentries and they stop firing.
- Agro the group north of you as you warp in, make sure you don't agro either of the other 2 groups by mistake or you'll have a v tough time.
- Take some light and heavy drones both of the explosive variety, angels are the only npc where it's worth switching from the thermal drones. Obviously use the lights on the frigs, they kill much faster than heavies do.

The last pocket is the same as before, approach the heron and only attack the npc that attack you, grab the crew and job done. The other NPC are optional kills.
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Kuentai
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 Post Posted: Sat Jun 30, 2007 12:47 pm    Post subject:
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In the last stage against angels, if you approach the heron wreck more and more of the rats agress you, originally I stayed put killed a bs and had to warp out but the second time I was killing the second bs of the ones that engage you originally while moving towards the wreck, after a tad almost all agressed me and I got scrambled. I did not have drones out.

Its not worth it now methinks without a cnr gist c-type xl fit, the mission, it takes too long to slowboat around, the original stage is bugged so you can't even use your drones when everything is flashing red because they re-agress your drones and yet you have to clear every rat in the first stage. There are no faction spawns anymore either and the last stage aggro is very tricky. Overall its a pretty buggy, awkward mess, I enjoy difficult like the blockade, but this is just awkward.
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