Difference between revisions of "Provisional Serpentis Outpost"
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{{quote|To your dismay, the main computers of this station took a direct hit during your assault and any information that might have been there is gone up in smoke. However, your instruments ran through the data from the fleeing ships and have come up with this location as a suggestion to where they might have warped.}} | {{quote|To your dismay, the main computers of this station took a direct hit during your assault and any information that might have been there is gone up in smoke. However, your instruments ran through the data from the fleeing ships and have come up with this location as a suggestion to where they might have warped.}} | ||
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+ | Warp is is 3 destroyers, 4 battlecruisers, and a Shadow Serpentis Chief Defender. Killing the faction ship triggers the next step in the escalation. It's the same story in the room through the gate. 1 group warps off leaving you with 6 battlecruisers and 2 destroyers to kill (or not kill - depending on your mood). The structure drops nothing. | ||
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+ | {{quote|The station databanks contain information on the local Guardian Angel security network and among it; a location of yet another station similar to this one. That is your best clue as to where the ships that fled as you entered have gone.}} | ||
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+ | Warp in is eight medium sized ships, six destroyers, and a Shadow Serpentis rat. Killing the faction rat gives the next escalation. Going through the gate, you'll only see one ship warp off, leaving five behind. However, on approaching those five, six more will spawn. After killing a few, a new spawn of five small ships will appear at 50km. | ||
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+ | {{quote|It looks like a Serpentis excecutive vessel the angels were escorting got away during the fight. Luckily for you though, one of its communication devices seems to be malfunctioning and is for no apparent reason sending out a constant stream of sentimental and dreamy meditation muzak. Your instruments have no problems tracing where it is coming from. This wailing extremely irritating. Aggrivating too. The muzak of doom.}} | ||
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+ | No ships are present on warp in. Upon approaching the structure, Jeroon, a small fleet of 10 ships spawns. Jeroon strikes for large amounts of smartbomb-like damage when you or your drones approach too close to it. Upon attacking Jeroon, 6 Serpentis Heavy Missile Batteries spawn. Upon attacking the sentries, a large fleet of around 40 ships spawn. At this point, it is wise to keep a comfortable distance. This is quite a difficult fight, as the rats web, scram, and sensor dampen. |
Revision as of 20:59, 19 January 2011
Provisional Serpentis Outpost | |
Signature Strength | ??? |
Type | {{{type}}} |
DED rating | unrated |
Security | Lowsec |
Known Regions | |
Pirate type | Serpentis |
A lowsec complex, similar to Serpentis Hideout.
Room 1
On warp-in, you appear at approximately 50km away from the next jump gate, into a few spawns of cruisers and frigates. Killing some of them can spawn another wave of 3 to 5 frigates, or 2 to 4 cruisers.
Additionally, there's a wave containing 2 to 3 cruisers that spawns as soon as you get within 10km.
Room 2
You warp into a wave of 3 elite frigates. Killing those spawns a wave of 2 to 3 battlecruisers and 1 to 2 frigates. Attacking this spawn will spawn an additional 4 to 5 frigates.
Attacking the armory will spawn a wave of 3 frigates and 3 cruisers approximately 100 km away from it. To receive an escalation a Shadow Serpentis cruiser must spawn. When you destroy it the site will possibly escalate.
Escalation - Guardian Angels Surveilance Squad
Warp in consists of a group of 3 battlecruisers and 4 destroyers. Taking the acceleration gate leads to a room of approximately 20-25 battlecruisers, cruisers, and tier 2 cruisers, and 10 frigates (making up 2 groups) One of the groups disappears shortly after warp-in.
Warp in is 4 destroyers, 3 battlecruisers, and a Shadow Serpentis Chief Defender. Killing the faction ship triggers the next step in the escalation. A gate leads to a similar room as before. 2 large groups of ships are there at first, but after 30 seconds or so the larger group disappears. The structures drop no loot.
Warp is is 3 destroyers, 4 battlecruisers, and a Shadow Serpentis Chief Defender. Killing the faction ship triggers the next step in the escalation. It's the same story in the room through the gate. 1 group warps off leaving you with 6 battlecruisers and 2 destroyers to kill (or not kill - depending on your mood). The structure drops nothing.
Warp in is eight medium sized ships, six destroyers, and a Shadow Serpentis rat. Killing the faction rat gives the next escalation. Going through the gate, you'll only see one ship warp off, leaving five behind. However, on approaching those five, six more will spawn. After killing a few, a new spawn of five small ships will appear at 50km.
No ships are present on warp in. Upon approaching the structure, Jeroon, a small fleet of 10 ships spawns. Jeroon strikes for large amounts of smartbomb-like damage when you or your drones approach too close to it. Upon attacking Jeroon, 6 Serpentis Heavy Missile Batteries spawn. Upon attacking the sentries, a large fleet of around 40 ships spawn. At this point, it is wise to keep a comfortable distance. This is quite a difficult fight, as the rats web, scram, and sensor dampen.