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Missions & Complexes

 
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Worlds Collide (Angel/Sansha) with Maelstrom

Author
Kolmogorow
Freedom Resources
#1 - 2013-11-03 01:00:04 UTC
I have a Maelstrom - since one hour. The first mission I got from a L4 agent is Worlds Collide, Angel/Sansha version and I took a break after clearing pocket 2 (Angel pocket) since I have problems and I feel I shouldn't have problems with pocket 2 before I jump into pocket 3.

Basically two problems occured in pocket 2:


  • There is an auto-aggroing group with two webbing Angel Spy frigates. The problem is that trying to kill those frigs with Warrior or Valkyrie drones causes frigs from the other three groups in the pocket to attack the drones immediately. I lost three Warriors and two Valkyries and it was a time consuming pain to take the two webbers down - release drones, let them shoot 2 or 3 rounds, pull them back into drone bay, repeat that, etc., etc.

  • I've got the feeling that 1400mm artillery is not optimal, at least not optimal for this mission because the groups are all close to warp-in point (and from what I'v read the groups in pocket 3 are even closer) and I wasn't really impressed by my turret tracking (I've fitted one tracking enhancer II and a tracking rig) and the awful long cycle time for an arty reload. Below a certain threshold of around 15km distance the guns did almost nothing on cruisers.


What's the right strategy for this mission in a Mael (Angel pocket 2 and pocket 3)? Should I better switch to 800mm Autocannons? And how do I deal with those two annoying frigs in pocket 2? My theory is that I should just ignore them until all other groups - especially the frigs from the other groups - are killed and then attack them with drones when there is no other frig anymore that could shoot the drones. Since I would be webbed the whole time I had to sit where I warped in and take the groups down from this point. I'm not sure if that's going to work.
Crash Lander
Imperial Academy
Amarr Empire
#2 - 2013-11-03 01:31:05 UTC  |  Edited by: Crash Lander
I'm sure there are a many ways to do this is what I do:
- Ignore the close frigates and kill the destroyers, then all the battleships.
- Once those are dealt with let your drones kill the frigs.

The cons of the above approach: If you miscalculate and you have to leave the pocket and the frigs have you scrammed you are going to lose your ship, but with experience that won't happen.
Maxxor Brutor
Borderline Procurements
#3 - 2013-11-03 03:28:54 UTC
Arty mael with MJD should do it. Are you using AB or MWD now?
Goldiiee
Bureau of Astronomical Anomalies
#4 - 2013-11-03 05:38:30 UTC
One more thing to add, a Web and Auto-cannons will help shorten the time the frigs have to kill your drones.

Things that keep me up at night;  Why do we use a voice communication device to send telegraphs? Moore's Law should state, Once you have paid off the last PC upgrade you will need another.

Kolmogorow
Freedom Resources
#5 - 2013-11-03 13:58:12 UTC
Maxxor Brutor wrote:
Arty mael with MJD should do it. Are you using AB or MWD now?


AB. Yes, I think a MJD would work for pocket 2 because the two frigs do only web. However pocket 3 has some scrambler that attack directly after warp-in (according to eve-survival). I believe a MJD won't work then. Arties could really be a problem in pocket 3.
Laiannah Sahireen
Republic Military School
Minmatar Republic
#6 - 2013-11-03 14:33:27 UTC
Kolmogorow wrote:
Maxxor Brutor wrote:
Arty mael with MJD should do it. Are you using AB or MWD now?


AB. Yes, I think a MJD would work for pocket 2 because the two frigs do only web. However pocket 3 has some scrambler that attack directly after warp-in (according to eve-survival). I believe a MJD won't work then. Arties could really be a problem in pocket 3.


I don't think there are any npcs in the game that scramble (as opposed to disrupt) you, so you should still be able to use your MJD. Also, they don't insta-lock and point you at the moment you land, if memory serves they take a few seconds to even spawn in that last pocket. You should be fine.
Kolmogorow
Freedom Resources
#7 - 2013-11-03 14:49:34 UTC  |  Edited by: Kolmogorow
Laiannah Sahireen wrote:
I don't think there are any npcs in the game that scramble (as opposed to disrupt) you, so you should still be able to use your MJD. Also, they don't insta-lock and point you at the moment you land, if memory serves they take a few seconds to even spawn in that last pocket. You should be fine.


Now I'm confused. Isn't the only difference between a warp scrambler and a warp disruptor range and warp scramble strength (2 for the scrambler, 1 for the disruptor)? Or are you saying that a MJD needs to be scrambled at least by strength 2 to be disabled?

Does the MJD work at once when I click it or after the activation time has elapsed? That would be 12 horrible seconds... (I didn't use a MJD until now, even don't have the skill)
Anamari Martinozzi
Astral Result
#8 - 2013-11-03 15:34:54 UTC
Kolmogorow wrote:
Now I'm confused. Isn't the only difference between a warp scrambler and a warp disruptor range and warp scramble strength (2 for the scrambler, 1 for the disruptor)? Or are you saying that a MJD needs to be scrambled at least by strength 2 to be disabled?

Does the MJD work at once when I click it or after the activation time has elapsed? That would be 12 horrible seconds... (I didn't use a MJD until now, even don't have the skill)


The MJD is only stopped by Warp Scramblers, and NPCs (in missions atleast, I'm not sure about other forms of PvE) only use Warp Disruptors. So an MJD will almost always be able to save you from tackle frigates if everything goes wrong.

And the MJD works at the end of the cycle. The time can be reduced to 9 seconds iirc with Micro Jump Drive Operation to V.
Kolmogorow
Freedom Resources
#9 - 2013-11-03 21:58:12 UTC
Anamari Martinozzi wrote:
The MJD is only stopped by Warp Scramblers, and NPCs (in missions atleast, I'm not sure about other forms of PvE) only use Warp Disruptors. So an MJD will almost always be able to save you from tackle frigates if everything goes wrong.

And the MJD works at the end of the cycle. The time can be reduced to 9 seconds iirc with Micro Jump Drive Operation to V.


OK, thanks for the info, will keep that in mind!

I've completed the mission now with 800mm Autocannons which are perfectly suited for pocket 2 and especially pocket 3 where all rats are in a circle of 10km around warp-in point. Strategy was just to sit and don't move at all. In pocket 2 I left the webbing frigs until the end and in pocket 3 I picked one group after the other. Drones can be safely deployed in pocket 3. For pocket 1: MWD to get close to the far Angel base and back to the warp gate.
Julius Priscus
#10 - 2013-11-03 22:30:37 UTC
watch out for pocket 3, if you land in the large group you are gonna regret it.. full room agro is a pain in the ass.
Caleidascope
Republic Military School
Minmatar Republic
#11 - 2013-11-04 04:39:57 UTC
If you keep arti, use LMJD.

Life is short and dinner time is chancy

Eat dessert first!

Estella Osoka
Cranky Bitches Who PMS
#12 - 2013-11-04 18:19:45 UTC
Use MJD and get range is using arty. Snipe the frigs first.

If using Autocannons and you have high dps, kill cruisers, then BS, then destroyers, and leave frigs for last. The quicker you get the high enemy dps off the field, the better your tank will hold.