User:Paxte Eriker/incursions/True Creations Research Center

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Intelligence Reports

Headquarter sites Fleet of 40 pilots (up to 60 in low/null)
6 - 10 logistics needed (5+ utility cap needed)
10 - 15 snipers needed
Sites take about 10 - 20 minutes

Special roles

  • 1 MTAC Pilot - Ship fitted with a tractor beam that upon entering the site will immediately go to the Concord MTAC Factory and start moving MTACs from the factory to the Shield Transfer Control Tower to prevent the target station from repairing itself. MTACs are too large to fit in a battleship cargohold so they must be moved in a jetcan.
  • 1 Meatshield - Heavily tanked ship that will enter the site in advance of the fleet to consolidate initial aggro on a single target.
  • 1 Drone Bunny - Responsible for killing all non-respawning frigates and all Niarjas.

Note: It is highly advisable for the MTAC Pilot to have a timer of some sort to ensure that MTACs are dropped at the appropriate pace.

Military Intelligence

Your objectives are to re-secure the area around the True Creations Research Center and then destroy the station itself. To do this you will first need to make use of a local CONCORD MTAC factory that has been commandeered by Nation forces. Take control of the facility and transport the MTACs to the shield transfer control tower. Once inside, they can recapture the station controls and power down the shields, leaving the research center vulnerable.

Background Intelligence

True Creations is suspected to be chiefly responsible for the re-cloning and implantation of abducted planetside civilians. In addition to this role they spearhead the development and application of new technologies. DED surveillance teams have noted, on repeated occasions now, that True Creations is now deploying mobile research centers directly to the field of battle.

Normally choosing to hide these sorts of centers well from view, this move of theirs is not fully understood. Current research is investigating the potential role these supposedly "observatory" facilities are playing in the larger battle. The proximity of these research centers to the front lines is something that will take some time to fully investigate and understand.

Synopsis from ISHAEKA-0083. DED Special Operations.
Authorized for Capsuleer dissemination.

Enemies

Below is a list of enemies that spawn in this site. See Sansha's Manual for a full list of the incursion rats.

NameSig [1]Speed [2]Orbit / Speed [3]Damage / Volley [4]Range [5]Effective HP [6]
3 Icon red cruiser.png Auga Hypophysis
Auga Hypophysis Warp disruption - 2 strength at 9 km rangeWebbing - 60% speed reduction at 10 km range
325 Signature 325 m 1100 Velocity 1,100 m/s 6000 6 km Orbit 170 m/s 480 480 dps Turret damage 2,400 hp 20000 12 - 20 km Effective range (from optimal up to double falloff) 51597 52k ehp 51,597 effective hit points (31,185 raw hit points)
5 Icon red battleship.png Deltole Tegmentum
Deltole Tegmentum Warp disruption - 1 strength at 20 km rangeEnergy neutralizing - 360 GJ every 12 seconds at 12 km rangeTarget painting - 37,5% strength at 45+90 km range
540 Signature 540 m 850 Velocity 850 m/s 12000 12 km Orbit 118 m/s 818 818 dps Torpedo damage 4,500 hp 45000 < 45 km Effective range 179075 179k ehp 179,075 effective hit points (73,150 raw hit points)
5 Icon red battleship.png Intaki Colliculus
Intaki Colliculus Remote Shield Booster - 380 hp every 5 sec for up to 3 targets at 25 km range
320 Signature 320 m 980 Velocity 980 m/s 50000 50 km Orbit 140 m/s 282 282 dps Torpedo damage 2,256 hp 148050 < 148 km Effective range 315598 316k ehp 315,598 effective hit points (138,600 raw hit points)
3 Icon red cruiser.png Mara Paleo
Mara Paleo Remote Shield Booster - 700 hp every 5 sec for up to 3 targets at 70 km range
65 Signature 65 m 2050 Velocity 2,050 m/s 60000 60 km Orbit 310 m/s -1 (no weapons) -1 (no weapons) 29505 30k ehp 29,505 effective hit points (8,085 raw hit points)
1 Icon red frigate.png Niarja Myelen
Niarja Myelen Jamming - 6 strength at 32+36 km rangeEnergy neutralizing - 450 GJ every 10 seconds at 18 km range
53 Signature 53 m 2760 Velocity 2,760 m/s 15000 15 km Orbit 405 m/s -1 (no weapons) -1 (no weapons) 3786 4k ehp 3,786 effective hit points (2,575 raw hit points)
5 Icon red battleship.png Ostingele Tectum
Ostingele Tectum
530 Signature 530 m 850 Velocity 850 m/s 40000 40 km Orbit 118 m/s 528 528 dps Turret damage 2,640 hp 65000 45 - 65 km Effective range (from optimal up to double falloff) 289853 290k ehp 289,853 effective hit points (105,000 raw hit points)
5 Icon red battleship.png Outuni Mesen
Outuni Mesen [7] Warp disruption - 1 strength at 24 km rangeEnergy neutralizing - 3,000 GJ every 24 seconds at 25 km rangeWebbing - 60% speed reduction at 20 km range
400 Signature 400 m 790 Velocity 790 m/s 18000 18 km Orbit 110 m/s 352 352 dps Turret damage 1,760 hp 65000 45 - 65 km Effective range (from optimal up to double falloff) 215104 215k ehp 215,104 effective hit points (92,400 raw hit points)
3 Icon red cruiser.png Romi Thalamus
Romi Thalamus
200 Signature 200 m 1520 Velocity 1,520 m/s 18000 18 km Orbit 205 m/s 320 320 dps Turret damage 1,600 hp 33000 23 - 33 km Effective range (from optimal up to double falloff) 105551 106k ehp 105,551 effective hit points (43,750 raw hit points)
1 Icon red frigate.png Schmaeel Medulla
Schmaeel Medulla Warp disruption - 1 strength at 30 km rangeWebbing - 60% speed reduction at 15 km range
36 Signature 36 m 4000 Velocity 4,000 m/s 12000 12 km Orbit 640 m/s 50 50 dps Turret damage 252 hp 20000 12 - 20 km Effective range (from optimal up to double falloff) 9234 9k ehp 9,234 effective hit points (5,775 raw hit points)
5 Icon red battleship.png Yulai Crus Cerebi
Yulai Crus Cerebi [8]
400 Signature 400 m 800 Velocity 800 m/s 60000 60 km Orbit 118 m/s 397 397 dps Turret damage 1,984 hp 210000 160 - 210 km Effective range (from optimal up to double falloff) 117850 118k ehp 117,850 effective hit points (57,750 raw hit points)
  1. ^ While using their propulsion module, they suffer the same signature bloom as players.
  2. ^ This is the speed of the ship while they try to get within orbit or as they try to chase after you, suffering the same signature bloom as players do with the propulsion module on. They will turn off any propulsion modules once they get close to their preferred orbit.
  3. ^ Preferred orbit range and regular speed while orbiting, which is their regular speed without the propulsion module turned on.
  4. ^ Damage per second as well as damage per volley. Unless stated otherwise, turrets do an equal amount of EM and thermal damage while torpedoes do an equal amount of kinetic and explosive damage.
  5. ^ This is the effective range of this ship, presented with two values for turrets, optimal and optimal + double falloff, as well as a single range for torpedoes.
  6. ^ This is the amount of damage this ship can take, taking into account their resists. All ships, except the Lirsautton Parichaya have omni tanks. Hover over the icon for information about raw hitpoints.
  7. ^ The Outuni Mesen does 82% EM and 18% thermal damage with its turrets.
  8. ^ The Yulai Crus Cerebi does 63% EM and 38% thermal damage with its turrets.

Special Mechanics

This site has two special mechanics that must be understood in order to complete the site and then exit without losing any ships.

Delayed Initial Spawns

When the TCRC site spanws only a small number of rats are present. The spawning of the remainder of the rats is triggered by an uncloaked ship warping into the site. Once triggered the remaining rats spawn in over three waves. It takes ~90 seconds from the time the remaining spawns are triggered for the final wave to spawn.

Because of the long timer for the final wave to spawn it is possible to warp into the site partway through the spawn process. If this happens it is easy to check for the presence of specific rats to determine how far through the spawn process the site is.

  • If there are no rats at all within 40km of the beacon then none of the additional waves have spawned. In this state the site is usually called "Normal".
  • If there are Deltoles wihtin 40km of the beacon then the first of the additional waves has spawned. In this state the site is usually called "Deltoles".
  • If there are both Deltoles and frigates within 40km of the beacon then two of the additional waves have spawned. In this state the site is usually called "Frigates".
  • If there are Outunis present in the site then all the additional waves have spawned. In this state the site is usually called "Full".

MTAC

The shield transfer arrays next to the Sansha battle tower are capable of repairing the tower from near dead to full HP in a matter of seconds. Destroying the tower before the repairs start is not possible so the repairs must be disabled in order to complete the site.

Further to the left of the shield arrays are two additional structures; a Concord MTAC Factory and a Shield Transfer Control Tower. Taking a MTAC from the factory and placing it in the control tower will prevent the battle tower from being repaired for a short period of time.

MTACs are too large to fit into the cargo hold of any battleship, including marauders, and must be moved from the factory to the control tower by using a jetcan. MTACs will respawn in the factory at a fast enough rate that it is possible to permanently stop the repairs after the first MTAC is dropped.

Enemy Respawns

Many of the enemies in this site will respawn on timers after they are initially destroyed. The respawn timers for battleships are longer than an average fleet should take to complete the site but the respawn timers for frigate and cruisers are very fast. These fast respawning frigates and cruisers include warp disrupting ships in the form of Schmaeels and Augas.

While there are several Schmaeels initially present in the site only two of them are respawning. The two that will respawn can be identified by their initial spawn location close to the Shield Transfer Control Tower.


Entering the Site

The unique spawn mechanics of TCRCs make it unadvisable to simply have the entire fleet warp into the site at the same time because the spawn of each wave is so spread out. Entering all at once into a fresh site makes it very likely that each wave will pick a different friendly ship to shoot, significantly increasing the workload for logi. The safest way to enter the site is to have someone (often an alt) warp into the site well before the fleet wants to run it in order to trigger the spawns. This should be done in either a disposable corvette or a fast aligning ship that can get out of the site before the rats can shoot it.

Once the fleet arrives at the gate the meatshield will go in first to both check the status of the site and make sure that all the aggro from the rats is on one target. After the meatshield enters and confirms that all rats have spawned the remainder of the fleet can then safely enter the site.

Completing the Site

Getting payout for the site only requires that the fleet destroy the sansha battletower that is ~100km from the beacon. In order to successfully destroy the battletower it is necessary to disable the shield transfer arrays using the MTAC mechanic.

Safely completing the site is not simply a matter of destroying the battletower, getting paid, and then warping to the next site. This is because the rats do not despawn after the battletower is destroyed. In order to for the entire fleet to safely leave the site all remaining warp-disrupting rats need to be killed.

Ensuring a safe exit is usually accomplished by killing all warp disrupting ships, except for the respawning Schmaeel and Auga, before the tower is destroyed. After the tower is destroyed the respanwing of rats after they are killed stops. The previously respawning Schmaeel and Auga can then be killed and the fleet can then leave the site. It is very important to note that the destruction of the battletower stops more respawn timers from being triggered, it does not stop any in progress respawn timers. This means that if a Schmaeel or Auga is killed immediately befoe the battletower is destroyed then it could potentially still respawn. If this happens then it is important to wait long enough to be certain if the Schmaeel or Auga is going to respawn before having the fleet warp out.

The actual warpout is usually done in two stages with all dps ships individually warping off first, and the logi warping off as a group after confirming that all non-logi have left the site. The logi being the last to leave is done because there will still be a significant amount of rat dps left on field so a ship that is slow to warp or gets stuck on an object could easily die.