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highest possible dps from a level 4 mission?

Author
Dren Nas
I N E X T R E M I S
Tactical Narcotics Team
#1 - 2012-10-23 22:40:37 UTC  |  Edited by: Dren Nas
Anyone have any idea what the most possible dps you can have from a level 4 mission spawn is?
Rita May
State War Academy
Caldari State
#2 - 2012-10-24 00:08:13 UTC
AFAIK still the bonus room of
Angel Extravaganza

cu
Hakaimono
Native Freshfood
Minmatar Republic
#3 - 2012-10-24 01:55:54 UTC
Rita May wrote:
AFAIK still the bonus room of
Angel Extravaganza

cu


I second this. Its was the only thing that forced me warp out and back in the Vargur before it hit armor. First time only of course.
Dren Nas
I N E X T R E M I S
Tactical Narcotics Team
#4 - 2012-10-24 02:29:20 UTC
Hakaimono wrote:
Rita May wrote:
AFAIK still the bonus room of
Angel Extravaganza

cu


I second this. Its was the only thing that forced me warp out and back in the Vargur before it hit armor. First time only of course.


Did you screw up and pop a spawn trigger too early?
Iam a Spy2
solo and loveing it
#5 - 2012-10-24 06:28:50 UTC
Angel Extravaganza 6th room is my best bet.
Daniel Plain
Doomheim
#6 - 2012-10-24 08:38:59 UTC
i never did the bonus room in AE but if you try to blitz the blockade, especially gurista or BR, it may also get pretty nasty.

I should buy an Ishtar.

TriadSte
The Scope
Gallente Federation
#7 - 2012-10-24 09:32:26 UTC
I personally think that Smash The Supplier can be tricky especially if you annoy them lot of them.
Marc Callan
Lucifer's Hammer
A Band Apart.
#8 - 2012-10-24 10:33:08 UTC
Enemies Abound, Part V is also up there. If your tank breaks and you have to warp out, you've basically lost the mission, because the spawns operate on timers, not triggers.

"We are what we pretend to be, so we must be careful about what we pretend to be." - Kurt Vonnegurt

Dautrin Maize
Peirmont Industries
#9 - 2012-10-24 11:43:45 UTC
There's a mission that I don't recall the name of...but the objective is to destroy some base in like the 3rd pocket. There are triggered spawn waves, and the last spawn you get are two BS's at about 100km out. They have names like 'Shonikenen' or something like that. Their dps is pretty sick, even from 100km. The two ships, by themselves, could break my tank in like 15 seconds even if I fitted the proper specific resists. I later read comments on Eve Survival that stated the best way to do the mission was not to kill the last trigger ship until you'd blown up the base, then warp away. I had to abandon the mission. No matter what I did, I just couldn't deal with the two BS's.

I'm sure the DPS was not as massive as, say, a full-aggro Blockade or Extravaganza bonus room, but it's surprising...and surprises are bad. If I had been careless and spawned those two BS's before clearing everything else, I would've surely been popped.

Every now and then you just stumble across some NPC's that can really dish it out. Another surprising amount of damage comes from those Elite bs-sized drones in that mission that drops all the 'Drone AI' items. Sorry, can't remember the name of that mission either :P
Frank Pannon
DEFCON.
The Initiative.
#10 - 2012-10-24 14:23:26 UTC
Scraping my memory, I found this the most challenging: Evolution storyline mission bonus room. The Rogue Drone battleships made me warp out in structure very quick.

http://eve-survival.org/wikka.php?wakka=Evolution4

Grombutz
The Scope
Gallente Federation
#11 - 2012-10-24 20:28:08 UTC
Enemies Abound 5/5, fully triggered = ~ 3000 dps --> your ship goes poof What?
0303456
School of Applied Knowledge
Caldari State
#12 - 2012-10-25 06:45:08 UTC  |  Edited by: 0303456
Frank Pannon wrote:
Scraping my memory, I found this the most challenging: Evolution storyline mission bonus room. The Rogue Drone battleships made me warp out in structure very quick.

http://eve-survival.org/wikka.php?wakka=Evolution4


Agree with this one. Had a Rattlesnake with a significantly better omnitank fit that the time I used it for Angel Extravaganza Bonus Pocket and yet still had to warp out twice. All the ships were there as soon as I entered the pocket at optimal range (No waves as stated in EveSurvival), while on Angel Extravaganza there are many short range ships that has to travel 20-30 KM to get into optimal before you start to take full damage.


I think there are many, many missions that could requiere very big tanks if you consider full pocket aggro or where you can accidentaly aggro another group due to warp-in proximity or whatever. Another possibility is when the trigger is not clear enough (Many ships with the same name in a group with no precise pattern to discover what one is the trigger), you may blow up the trigger very early and you may have to tank almost the entire first group and the reinforcement wave.
Sobaan Tali
Caldari Quick Reaction Force
#13 - 2012-10-26 08:55:13 UTC
Grombutz wrote:
Enemies Abound 5/5, fully triggered = ~ 3000 dps --> your ship goes poof What?


To be fair, that's assuming you don't kill anything in the 20+ minutes it takes for all spawns to arive. That said, this and bonus room AE are my picks. I would mention a blood raider mission that gave me issues, but I was flying a tengu in that one.

"Tomahawks?"

"----in' A, right?"

"Trouble is, those things cost like a million and a half each."

"----, you pay me half that and I'll hump in some c4 and blow the ---- out of it my own damn self."

Lo Jac
Polaris Cynon
#14 - 2012-10-26 13:07:41 UTC
Marc Callan wrote:
Enemies Abound, Part V is also up there. If your tank breaks and you have to warp out, you've basically lost the mission, because the spawns operate on timers, not triggers.


This...QFT...It can be done after all spawns are done just a lot of warp outs...
Dorian Wylde
Imperial Academy
Amarr Empire
#15 - 2012-10-26 18:10:29 UTC
Isn't there a mission where you destroy a shipyard, and new ships keep spawning the entire time, and you're not actually supposed to kill anything because there's too many?
Caellach Marellus
Stormcrows
#16 - 2012-10-26 20:00:32 UTC
We including epic arcs?

Because Studio One and Showtime are pretty painful.

When your gut instincts tell you something is wrong, trust them. When your heart tells you something is right, ignore it, check with your brain first. Accept nothing, challenge everything.

Hakaimono
Native Freshfood
Minmatar Republic
#17 - 2012-10-26 22:21:15 UTC
Dren Nas wrote:
Hakaimono wrote:
Rita May wrote:
AFAIK still the bonus room of
Angel Extravaganza

cu


I second this. Its was the only thing that forced me warp out and back in the Vargur before it hit armor. First time only of course.


Did you screw up and pop a spawn trigger too early?


No, I screwed up by not making the cruise and sentry towers the priority. Next time around, taking them out first made it much easier.
Lyrrashae
Sebiestor Tribe
Minmatar Republic
#18 - 2012-10-29 02:35:06 UTC  |  Edited by: Lyrrashae
Full aggro in the first pocket of any of the "Vengeance" missions will hurt a lot. They're triggered by both proximity and direct-aggro.

As well, popping the spawn-trigger in "Stop the Thief" (merc/Mission-Generics) too soon can get hairy, as the re-spawn comes in almost on top of you.

Only time I've ever had to warp out in my mission-Gu. (Mercs are weak, so I could pop the pointers quickly, else I would have likely gotten my ISK 1.6Bn Tengu urp-sploded. That's why you fit a Damage Control to high-value PvE ships when you're first learning how to fly them!)

E:

Or is that "Silence the Informant?" The one where the named NPC "Shadow" is the spawn-trigger, and the objective, IIRC.

Ni.

Karn Dulake
Doomheim
#19 - 2012-10-29 14:04:29 UTC
Worlds collide final room sansha/Angels.

If you hit the gate badly in the final room everything aggros.


Webbed and scrammed lots of DPS


I had a duel large Imperial repper setup and i still could not tank it.


Nothing else like it in level 4 missions and the number one cause of mission boat loss in the amarr region
I dont normally troll, but when i do i do it on General Discussion.
Charles Burger
Reckless Abandon
#20 - 2012-10-29 16:35:27 UTC
I just got a Smash The Supplier, and it had stupid high DPS. Officer XL boosted Mach with 4 hardeners couldn't tank it, not by a long way. Luckily the scramblers can be popped at range, and it's just one pocket, so hit and fade tactics worked in the end. But it took a long time... kill one dude, warp out, rinse and repeat. It's a long time since I've had to do that...
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