Difference between revisions of "Argentavis"

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m (Overview: - Split drones into their own section and added thumbnails.)
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[[File:Argentavis.png|200px|thumb|right|The Argentavis. Its armaments are not usually disabled as they are depicted here.]]
 
[[File:Argentavis.png|200px|thumb|right|The Argentavis. Its armaments are not usually disabled as they are depicted here.]]
  
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The '''Argentavis''' is a pirate carrier that appears in the manner of a cargo ship. It is a formidable opponent, having the capability to spawn multiple distinct types of drones, but carries a substantial quantity of components should one successfully disarm and board it.
 
The '''Argentavis''' is a pirate carrier that appears in the manner of a cargo ship. It is a formidable opponent, having the capability to spawn multiple distinct types of drones, but carries a substantial quantity of components should one successfully disarm and board it.
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__TOC__
  
 
== Drones ==
 
== Drones ==
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== Strategy ==
 
== Strategy ==
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'''Entering'''
  
 
Disabling or destroying the antenna on the Argentavis' belly labelled "'''Heavy Drone Manufacturing Started'''" will prevent it from creating new Dyads; the antenna marked "'''Raid in Progress'''" underneath its cockpit controls the spawning of Barbs. Once these antennas are disabled and all existing drones have been destroyed, an engineer can approach the Argentavis from directly behind, and (being careful to stay close to the hull) gain entry safely through either side airlock, located beneath the left and right large thrusters. After gaining access to the interior, one will see a ramp that leads up to a catwalk and a floor. Walking up this ramp and onto the solid floor would allow one to disable the ship's reactor without provoking its interior turrets. Once this is accomplished, the ship's armaments can easily be disabled to allow it to be piloted to a base for refitting or destruction, or it can be refitted or dismantled on the spot if the engineer is equipped to perform these tasks.
 
Disabling or destroying the antenna on the Argentavis' belly labelled "'''Heavy Drone Manufacturing Started'''" will prevent it from creating new Dyads; the antenna marked "'''Raid in Progress'''" underneath its cockpit controls the spawning of Barbs. Once these antennas are disabled and all existing drones have been destroyed, an engineer can approach the Argentavis from directly behind, and (being careful to stay close to the hull) gain entry safely through either side airlock, located beneath the left and right large thrusters. After gaining access to the interior, one will see a ramp that leads up to a catwalk and a floor. Walking up this ramp and onto the solid floor would allow one to disable the ship's reactor without provoking its interior turrets. Once this is accomplished, the ship's armaments can easily be disabled to allow it to be piloted to a base for refitting or destruction, or it can be refitted or dismantled on the spot if the engineer is equipped to perform these tasks.
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'''Exiting'''
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If both antennas are not disabled, a situation may arise in which a drone spawns while an engineer is inside the Argentavis. If this happens, a number of steps must be taken to increase the odds of survival. Firstly, be aware that drones, while they will not fire at the Argentavis to hit you, they will do so to destroy blocks that have been repossessed; this will cause a bit of damage to the ship, and will eventually result in holes through the hull through which drones may be able to take an occasional surprise shot at the engineer. Therefore, it is advisable to grind down any repossessed blocks to prevent this from happening. After doing this:
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* Cut the power to disable the Argentavis' weapons and its spawning capabilities. This seems to require destroying the reactor and not merely disabling it.
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* Ensure that you have a clear path to the outside, such as the point through which you entered. If you closed your entry point, make another hole, but be careful '''not to exit''' yet. Additionally, be sure that you make your hole away from any drones, so that they do not shoot you as soon as you finish. Finally, be careful that the ship, if pressurized, will vent, and it is vital not to be blown out.
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* Walk as far from your exit point, inside the ship, as you can. You should see the drones moving around the Argentavis towards you. Wait for them to get as close to you as they are going to. The farther you can get them from your exit point, the better.
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* Get to your exit point, as fast as you can, and exit, keeping the Argentavis between you and the drones if at all possible.
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* Get out of weapons range (800m) of the drones as fast as you can. Voila! Safety!
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* You should probably declare a GPS point here if you plan on going somewhere to pick up reinforcements. It'd be a real shame to go to all that trouble and then lose the ship.
  
 
== Loot ==
 
== Loot ==
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[[File:ArgentavisZoomed.png|none|thumb|340px|The Argentavis, two Dyads and a Barb, viewed from a fully-zoomed camera just outside of its weapons range. Some of the image has been de-saturated to make ships more visible.]]
 
[[File:ArgentavisZoomed.png|none|thumb|340px|The Argentavis, two Dyads and a Barb, viewed from a fully-zoomed camera just outside of its weapons range. Some of the image has been de-saturated to make ships more visible.]]
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[[File:Argentavis-Pirating1.png|none|thumb|340px|The recommended entry door and the location of the Dyad-spawning antenna.]]
 
[[File:Argentavis-Pirating1.png|none|thumb|340px|The recommended entry door and the location of the Dyad-spawning antenna.]]
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[[File:Argentavis-Pirating2.png|none|thumb|340px|The interior side of the entry airlock, the turret to be wary of when boarding from this direction, and a route that allows one to gain access to the main floor without provoking said turret.]]
 
[[File:Argentavis-Pirating2.png|none|thumb|340px|The interior side of the entry airlock, the turret to be wary of when boarding from this direction, and a route that allows one to gain access to the main floor without provoking said turret.]]
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[[File:Argentavis-Pirating3.png|none|thumb|340px|Another view of the previous image, showing the entry door, suggested path, and main reactor at the top of the ramp.]]
 
[[File:Argentavis-Pirating3.png|none|thumb|340px|Another view of the previous image, showing the entry door, suggested path, and main reactor at the top of the ramp.]]

Revision as of 04:43, 18 October 2015

The Argentavis. Its armaments are not usually disabled as they are depicted here.

Overview

The Argentavis is a pirate carrier that appears in the manner of a cargo ship. It is a formidable opponent, having the capability to spawn multiple distinct types of drones, but carries a substantial quantity of components should one successfully disarm and board it.

Drones

The Argentavis has been observed to spawn the following drones:

  • Barb.png
    The Barb, a medium-sized, lightly-armed drone. These appear to be spawned by the "Raid in Progress" antenna.
  • Dyad.png
    The Dyad, a slightly larger, more heavily-armed drone. These are spawned by the "Heavy Drone Manufacturing Started" antenna.
  • WPGatling.png
    The Weapons Platform Gatling, a drone comparable to the Barb but rather smaller.
  • Additionally, the Weapons Platform Missile is theorized to exist, but has not yet been observed.

Be aware that the drones will not fire through one another or the Argentavis to hit the player.

Strategy

Entering

Disabling or destroying the antenna on the Argentavis' belly labelled "Heavy Drone Manufacturing Started" will prevent it from creating new Dyads; the antenna marked "Raid in Progress" underneath its cockpit controls the spawning of Barbs. Once these antennas are disabled and all existing drones have been destroyed, an engineer can approach the Argentavis from directly behind, and (being careful to stay close to the hull) gain entry safely through either side airlock, located beneath the left and right large thrusters. After gaining access to the interior, one will see a ramp that leads up to a catwalk and a floor. Walking up this ramp and onto the solid floor would allow one to disable the ship's reactor without provoking its interior turrets. Once this is accomplished, the ship's armaments can easily be disabled to allow it to be piloted to a base for refitting or destruction, or it can be refitted or dismantled on the spot if the engineer is equipped to perform these tasks.

Exiting If both antennas are not disabled, a situation may arise in which a drone spawns while an engineer is inside the Argentavis. If this happens, a number of steps must be taken to increase the odds of survival. Firstly, be aware that drones, while they will not fire at the Argentavis to hit you, they will do so to destroy blocks that have been repossessed; this will cause a bit of damage to the ship, and will eventually result in holes through the hull through which drones may be able to take an occasional surprise shot at the engineer. Therefore, it is advisable to grind down any repossessed blocks to prevent this from happening. After doing this:

  • Cut the power to disable the Argentavis' weapons and its spawning capabilities. This seems to require destroying the reactor and not merely disabling it.
  • Ensure that you have a clear path to the outside, such as the point through which you entered. If you closed your entry point, make another hole, but be careful not to exit yet. Additionally, be sure that you make your hole away from any drones, so that they do not shoot you as soon as you finish. Finally, be careful that the ship, if pressurized, will vent, and it is vital not to be blown out.
  • Walk as far from your exit point, inside the ship, as you can. You should see the drones moving around the Argentavis towards you. Wait for them to get as close to you as they are going to. The farther you can get them from your exit point, the better.
  • Get to your exit point, as fast as you can, and exit, keeping the Argentavis between you and the drones if at all possible.
  • Get out of weapons range (800m) of the drones as fast as you can. Voila! Safety!
  • You should probably declare a GPS point here if you plan on going somewhere to pick up reinforcements. It'd be a real shame to go to all that trouble and then lose the ship.

Loot

The large cargo container holds the following items:

Loot
Count Item
20000 Steel Plate Icon.png Steel Plate
2000 Construction Component Icon.png Construction Component
1500 Small Steel Tube Icon.png Small Steel Tube
1000 Interior Plate Icon.png Interior Plate
1000 Motor Icon.png Motor
800 Reactor Components Icon.png Reactor Components
700 Large Steel Tube Icon.png Large Steel Tube
650 Thruster Components Icon.png Thruster Components
600 Metal Grid Icon.png Metal Grid
500* 25x184mm NATO Ammo Container Icon.png 25x184mm NATO Ammo Container
500 Bulletproof Glass Icon.png Bulletproof Glass
500 Computer Icon.png Computer
400 Power Cell Icon.png Power Cell
300* 200mm Missile Container Icon.png 200mm Missile Container
300 Explosives Icon.png Explosives
200 Radio-Communication Components Icon.png Radio-Communication Components
100 5.56x45mm NATO Magazine Icon.png 5.56x45mm NATO Magazine
100 Display Icon.png Display
100 Medical Components Icon.png Medical Components
60* Uranium Ingot Icon.png Uranium Ingot
50 Detector Components Icon.png Detector Components
50 Gravity Generator Components Icon.png Gravity Generator Components
1 Hand Drill Icon.png Hand Drill
1 Grinder (Tool) Icon.png Grinder
1 Welder (Tool) Icon.png Welder

Additionally, 10K* Ice and 6 Oxygen Bottles are available from the two Oxygen Generators, and a total of 4,200* 5.56x45mm NATO Magazines are found in the five Interior Turrets.

* Depending on your engagement of the Argentavis, its stock of these items may be depleted somewhat.

Gallery

The Argentavis, two Dyads and a Barb, viewed from a fully-zoomed camera just outside of its weapons range. Some of the image has been de-saturated to make ships more visible.
The recommended entry door and the location of the Dyad-spawning antenna.
The interior side of the entry airlock, the turret to be wary of when boarding from this direction, and a route that allows one to gain access to the main floor without provoking said turret.
Another view of the previous image, showing the entry door, suggested path, and main reactor at the top of the ramp.