User:Paxte Eriker/incursions/True Creations Research Center
![]() |
Incursion sites |
---|
Click the title for a summary, or return to Incursions for general information. |
Staging sites |
Vanguard sites |
Assault sites |
Headquarter sites |
Mothership sites |
Intelligence Reports
![]() |
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 |
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.
Rewards
High Sec Payout | Low / Null Sec Payout |
---|---|
31,500,000 ISK | 45,000,000 ISK |
7,000 CONCORD LP | 10,000 CONCORD LP |
For 20-40 pilots | For 30-60 pilots |
Rewards decrease significantly for fleet sizes outside of these ranges
Completion Requirements
Destroy the Sansha Battletower, killing the rats is not required for completion of the site.
Special Mechanics
This site has several special mechanics that are all important to be aware of for a safe and successful site completion.
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 being in 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 and deposited in 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. If you are the pilot moving the MTACs then be careful to not shoot your jetcan. The full length of the timer to create a new jetcan is longer than the duration that a deposited MTAC is effective for
Enemy Respawns
Many of the enemy groups in this site will respawn on timers after their entire group is 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.
Enemies
Below is a list of enemies that spawn in this site. See Sansha's Manual for a full list of the incursion rats.
Name | Sig [1] | Speed [2] | Orbit / Speed [3] | Damage / Volley [4] | Range [5] | Effective HP [6] | |
---|---|---|---|---|---|---|---|
![]() |
![]() |
![]() |
![]() |
6 km ![]() |
480 dps ![]() |
12 - 20 km ![]() |
52k ehp |
![]() |
![]() |
![]() |
![]() |
12 km ![]() |
818 dps ![]() |
< 45 km ![]() |
179k ehp |
![]() |
![]() |
![]() |
![]() |
50 km ![]() |
282 dps ![]() |
< 148 km ![]() |
316k ehp |
![]() |
![]() |
![]() |
![]() |
60 km (no weapons) | (no weapons) | ![]() |
30k ehp |
![]() |
![]() |
![]() |
![]() |
15 km (no weapons) | (no weapons) | ![]() |
4k ehp |
![]() |
Ostingele Tectum |
![]() |
![]() |
![]() |
40 km ![]() |
528 dps ![]() |
45 - 65 km ![]() |
290k ehp
![]() |
![]() |
![]() |
![]() |
18 km ![]() |
352 dps ![]() |
45 - 65 km ![]() |
215k ehp |
![]() |
Romi Thalamus |
![]() |
![]() |
![]() |
18 km ![]() |
320 dps ![]() |
23 - 33 km ![]() |
106k ehp
![]() |
![]() |
![]() |
![]() |
12 km ![]() |
50 dps ![]() |
12 - 20 km ![]() |
9k ehp |
![]() |
Yulai Crus Cerebi [8] |
![]() |
![]() |
![]() |
60 km ![]() |
397 dps ![]() |
160 - 210 km ![]() |
118k ehp
- ^ While using their propulsion module, they suffer the same signature bloom as players.
- ^ 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.
- ^ Preferred orbit range and regular speed while orbiting, which is their regular speed without the propulsion module turned on.
- ^ 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.
- ^ 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.
- ^ 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.
- ^ The Outuni Mesen does 82% EM and 18% thermal damage with its turrets.
- ^ The Yulai Crus Cerebi does 63% EM and 38% thermal damage with its turrets.
|