The Big Sting, Level 5


Last edited by DesmontMcCallock
Sat, 14 Jul 2012 06:55 UTC


(Part 1 of 3)


Faction: Caldari
Mission type: Deadspace, no gate
Web/Scramble: All Frigates have 25-50% chance of Web and/or Scramble
Extras: (2) Caldari Energy Neutralizer Sentry IIIs, (2) ECM Jamming Cruisers
Damage dealt: Kinetic 71% / Therm 29%
Recommended damage dealing: Kinetic/Thermal
Recommended ships: Can be completed in (1) Maelstrom w/ passive tank and (1) Maelstrom w/ Shield Transporters in under 2 hours.

Direct warp into Deadspace. No gate.

Warp-In


Note: Only the Special Forces Squadron that appears at 8 minutes after warp-in needs to be destroyed to complete this mission. However, if you approach to under 10km from the Ghost Ship, it will trigger numerous additional spawns that are optional to destroy. Realize that sometimes this accidentally occurs at warp-in. The Warp-In Beacon is 12km from the Ghost Ship, and your exact warp-in spot can be + or – 2.5km from this beacon. If your warp-in does not land you within the 10km proximity, and if you don’t want to trigger these spawns, then be sure to head away from the Ghost Ship after warp-in.

Positions of all spawn groups and the Ghost Ship

Objective Group

Special Forces Squadron: spawns at 35 – 45km away at 8 minutes after warp-in:

4 x Frigates (Taibu State Nagasa/Shinai) orbits at 3k, Scramble/Web
2 x Cruisers (Taibu State Daimyo/Shugo) orbits at 18k, ECM Jammers
4 x Cruisers (Taibu State Bajo/Samurai) orbits at 33k
6 x Battleships (State Shukuro Shogun), orbits at 33k
4 x Tower Sentry Caldari III
2 x Caldari Cruise Missile Battery
2 x Caldari Energy Neutralizer Sentry III


Optional Spawns

Ghost Ship Spawn - Proximity Triggered: When you approach to under 10km from the Ghost Ship, there spawns:

6 x Frigates (Taibu State Katana/Wakizashi/Nagasa/Shinai) orbits at 3-17k, Scramble/Web, by just shooting a frigate Triggers 1a
3 x Cruisers (Taibu State Bajo/Samurai) orbits at 33k, by just shooting a cruiser Triggers 2a

Spawn 1a

6 x Battleships (State Shukuro Shogun) orbits at 33k, Trigger 1b

Spawn 1b

3 x Frigates (Taibu State Shirasaya/Suriage) orbits at 7k, Scramble/Web
3 x Battlecruisers (State Shukuro Bajo/Samurai) orbits at 23k
4 x Battleships (State Shukuro Bishamon/Shogun) orbits at 33k

Spawn 2a

3 x Battleships (State Shukuro Shogun) orbits at 33k, Trigger 2b

Spawn 2b

2 x Cruisers (Taibu State Bajo/Samurai) orbits at 33k
4 x Battlecruisers (State Shukuro Bajo/Samurai) orbits at 23k
4 x Battleships (State Shukuro Bishamon/Shogun) orbits at 33k


Tips





(Part 2 of 3)


Faction: Caldari
Mission type: Deadspace, no initial gate
Web/Scramble: All Frigates have 25-50% chance of Web and/or Scramble
Extras: ECM Jamming Cruisers
Damage dealt: Kinetic 75% / Therm 25%
Recommended damage dealing: Kinetic/Thermal
Recommended ships:

Direct warp into Deadspace. No initial gate.

Warp-In

Pocket Summary: Timed spawns of 40 ships (12 Battleships, 10 Cruisers, 3 Destroyers, 15 Frigates) - 2,418 hp/s (Kin: 72%, Therm: 28%)
Groups spawn at 2 minute intervals. Instant Aggro.

text

Group 1:

Present at Warp-in at 50k:

5 x Frigates (Taibu State Nagasa/Shinai) orbits at 3k, Scramble/Web

Group 2:

Spawns 2 minutes later at 25k:

7 x Frigates (Taibu State Nagasa/Shinai/Yari Daito/Katana/Wakizashi) orbits at 3-17k, Scramble/Web
7 x Cruisers (Taibu State Oni/Kanpaku/Bajo/Samurai) orbits at 25-45k

Group 3:

Spawns 2 minutes later at 40k:

3 x Destroyers (State Shukuro Kamikazi/Choji) orbits at 17k
7 x Battleships (State Shukuro Shogun/Bishamon/Daijo) Orbits at 33-35k

Group 4:

Spawns 2 minutes later at 55k:

3 x Frigates (Taibu State Nagasa/Shinai) orbits at 3k, Scramble/Web
3 x Cruisers (Taibu State Daimyo/Shugo) orbits at 18k, ECM Jammers
5 x Battleships (State Shukuro Shogun) orbits at 33k


Pocket 2 – Right Hand Gate

Pocket Summary: Timed spawns of 35 ships (15 Battleships, 6 Battlecruisers, 8 Cruisers, 6 Frigates) - 2,484 hp/s (Kin: 78%, Therm: 22%)

Position of Timed Spawns

Group 1:

Spawns at 2 minutes after warp-in. Instant Aggro.

2 x Frigates (Taibu State Nagasa/Shinai) orbits at 3k, Scramble/Web
2 x Cruisers (Taibu State Bajo/Samurai) orbits at 33k
5 x Battleships (State Shukuro Shogun/Bishamon/Daijo/State Zen/Oshiro) orbits at 29-35K

Group 2:

Spawns 1 minute later at 15km:

3 x Battlecruisers (State Shukuro Bajo/Samurai/Kanpaku) orbits at 23k
5 x Battleships (State Shukuro Shogun) orbits at 33k

Group 3:

Spawns 3 minutes later at 30km:

4 x Frigates (Taibu State Shirasaya/Suriage) orbits at 7k, Scramble/Web
6 x Cruisers (Taibu State Bajo/Samurai/Daimyo*/Shugo*) orbits at 18-33k, *ECM Jammers
3 x Battlecruisers (State Shukuro Bajo/Samurai) orbits at 23k

Group 4:

Spawns 1.5 minutes later at 35km:

5 x Battleships (State Shukuro Daijo/Shogun/State Zen) orbits at 33-35k

  • Retrieve 3 units of Citizens from the 3 Citizen Quarters at 30km (1000 m3/each), Objective


  • Pocket 3 - Left Hand Gate

    Pocket Summary: Average 2 minute spawns totaling 38 ships (13 Battleships, 11 Cruisers, 14 Frigates) - 2,369 hp/s (Kin: 73%, Therm: 27%)

    Position of Timed Spawns

    Group 1:

    Spawns at 2 minutes after warp-in at 10km. Instant Aggro.

    5 x Frigates (Taibu State Nagasa/Shinai) orbits at 3k, Scramble/Web
    7 x Cruisers (Taibu State Bajo/Samurai/Daimyo*/Shugo*) orbits at 18-33k, *ECM Jammers

    Group 2:

    Spawns 1 minute later at 20km:

    3 x Frigates (Taibu State Nagasa/Shinai) orbits at 3km, Scramble/Web
    2 x Cruisers (Taibu State Daimyo/Shugo) orbits at 18k, ECM Jammers
    5 x Battleships (State Shukuro Bishamon/Shogun) Orbits at 33-35k

    Group 3:

    Spawns 3 minutes later at 15km:

    6 x Battleships (State Shukuro Bishamon/Shogun) Orbits at 33-35k

    Group 4:

    Spawns 1 minute later at 35km:

    6 x Frigates (Taibu State Katana/Wakizashi) orbits at 17k, Scramble/Web
    2 x Cruisers (Taibu State Bajo/Samurai) orbits at 33k
    2 x Battleships (State Shukuro Shogun) orbits at 33k



    Tips






    (Part 3 of 3)


    Faction: Caldari
    Mission type: Encounter
    Space type: Normal Space, No Gates
    Web/Scramble: All Frigates
    Extras: NOS
    Damage dealt: Kin 75%, Therm 25%
    Recommended damage dealing: Kin/Therm
    Recommended ships: Completed in (1) Maelstrom w/ Passive Tank and (1) Maelstrom with Shield Transporters

    Warp-In

    Distances to ships depends on your selected warp distance.

    1 x Carrier (State Izanaki) NOS
    8 x Fighters (State Fighter) Fighter Group 1, orbits at 3k

    After several minutes there spawns

    14 x Frigates (Taibu State Nagasa/Shinai/Katana/Wakizashi) orbits of 3-17km, Web/Scramble
    12 x Battleships (State Shukuro Shogun/Bishamon) orbits at 33km

    Carrier (A)

    As Shields are reduced a second Carrier (B) spawns and more Fighters as follows:

    At 50% shields
    5 x Fighters (State Fighter) Fighter Group 2, orbits at 3k
    And a second Carrier (B) with its fighters
  • 1 x Carrier (B) (State Izanaki) NOS
  • 8 x Fighters (B) (State Fighter) Fighter Group 1

  • At 10% Shields
    5 x Fighters (State Fighter) Fighter Group 3

    At 10% Armor
    5 x Fighters (State Fighter) Fighter Group 4

    At 50% Structure
    5 x Fighters (State Fighter) Fighter Group 5


    Carrier (B)

    As the Second Carrier’s shields are reduced there spawns:

    At 40% Shields
    5 x Fighters (State Fighter) Fighter Group 2 (B)

    At 50% Armor
    5 x Fighters (State Fighter) Fighter Group 3 (B)

    At 10% Armor
    5 x Fighters (State Fighter) Fighter Group 4 (B)

    At 50% Structure
    5 x Fighters (State Fighter) Fighter Group 5 (B)

    Tips
    - Mission occurs in normal space, so you can always warp to distances and to bookmarks farther away from the NPCs.
    - Warping to within 100km leaves plenty of distance that spreads out the aggro
    - Carriers NOS has a range of 150km
    - Fighters will immediately attack your drones when they spawn from the Carrier, but this can be used to your advantage
    - Small Drones are invulnerable to the Fighters, as long as they are moving/attacking; and they are a great way to draw-off the Fighter's aggro.
    - Have your small drones attacking the carrier when the fighters spawn.
    - Mission is flagged complete after both Carriers are destroyed


    CategoryMissions
    CategoryLevel5
    Comments [Hide comments/form]
    Killing Special Force Squadron Officer in Big Sting part 1 have triggered a large spawn (probably listed here as Group 5), destroying all the Special Force Squadron ships triggered objective completion - at least I think that's what triggered it. No need to kill the remaining ships.
    -- GrahorTarg (2009-03-09 04:35:55)
    Regarding Sting 3/3 (Gallente version, don't have one here)

    I attempted this mission in a NH but found DPS to break the carriers tank extremely lacking (HML with scourge), so as an improvisation, I used the following setup:
    1 logi and a Blasterthon (shield tanked for max damage :) with ogres. At each new fighter spawn, immediately pull the ogres in (they take damage instantly), warp logi out, let mega get retargeted, and keep on killing.

    This mission has no gate, so logi can warp directly to mega.
    To deal with fighters...do the ol' disco. Load up 8 smartbombs, plate up your mega, warp in and let the bombs loose. Took me 2 tries due to carrier NOS, but it simply takes 2 minutes to remove 10-15 fighters from the mission. Go back to station, refit to blasters, and go back to pounding on the carrier.
    -- KzinTee (2009-10-30 18:01:14)
    R and L Electronics has a RCD710
    KENWOOD RCD710, RCD-710 , STANDALONE 1200/9600bps TNC with APRS
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