Difference between revisions of "User:Paxte Eriker/incursions/True Creations Research Center"
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After the tower has exploded the fleet will kill all remaining enemies that can warp disrupt before leaving the site. Leaving the site is normally done in two stages to prevent anyone being left behind and dying to the significant amount of dps from the rats still left alive. The first stage will usually involve all everyone except for the FC and logistics warping out, while the FC and logistics align to their destination, usually the next site. After the FC has confirmed that only they and the logistics are left in the TCRC the FC will warp all remaining ships as a group. | After the tower has exploded the fleet will kill all remaining enemies that can warp disrupt before leaving the site. Leaving the site is normally done in two stages to prevent anyone being left behind and dying to the significant amount of dps from the rats still left alive. The first stage will usually involve all everyone except for the FC and logistics warping out, while the FC and logistics align to their destination, usually the next site. After the FC has confirmed that only they and the logistics are left in the TCRC the FC will warp all remaining ships as a group. | ||
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{{Incursions sites horizontal}} | {{Incursions sites horizontal}} | ||
[[Category:Incursions sites]] | [[Category:Incursions sites]] |
Revision as of 10:25, 23 July 2023
Incursion sites |
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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 |
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 (using a jetcan to hold the MTACs) moving MTACs from the factory to the Shield Transfer Control Tower to prevent the target station from repairing itself.
- 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 time the drop's of the MTAC's properly.
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.
Name | Sig [1] | Speed [2] | Orbit / Speed [3] | Damage / Volley [4] | Range [5] | Effective HP [6] | |
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325 m | 1,100 m/s | 170 m/s | 6 km2,400 hp | 480 dps12 - 20 km | 52k ehp | ||
540 m | 850 m/s | 118 m/s | 12 km4,500 hp | 818 dps< 45 km | 179k ehp | ||
320 m | 980 m/s | 140 m/s | 50 km2,256 hp | 282 dps< 148 km | 316k ehp | ||
65 m | 2,050 m/s | 310 m/s | 60 km(no weapons) | (no weapons) | 30k ehp | ||
53 m | 2,760 m/s | 405 m/s | 15 km(no weapons) | (no weapons) | 4k ehp | ||
Ostingele Tectum |
530 m | 850 m/s | 118 m/s | 40 km2,640 hp | 528 dps45 - 65 km | 290k ehp | |
400 m | 790 m/s | 110 m/s | 18 km1,760 hp | 352 dps45 - 65 km | 215k ehp | ||
Romi Thalamus |
200 m | 1,520 m/s | 205 m/s | 18 km1,600 hp | 320 dps23 - 33 km | 106k ehp | |
36 m | 4,000 m/s | 640 m/s | 12 km252 hp | 50 dps12 - 20 km | 9k ehp | ||
Yulai Crus Cerebi [8] |
400 m | 800 m/s | 118 m/s | 60 km1,984 hp | 397 dps160 - 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.
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.
Enemy Respawns
Enemies in this site will not warp out after the battle tower is destroyed and the site is completed.
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 the respawn timers for frigate and cruisers are very fast.
As these respawns include both Augas and Schmaeels that can warp disrupt it is very important to ensure that any last second respawns are killed before the fleet leaves the site. Most fleets will specifically tag the respawning Augas and Schmaeels so that they can be shot after the site is completed and will no longer respawn. Identifying the Auga is simple as there will only be one on grid, identifying the two Schmaeels that will respawn is simple if the rats have not started moving from their initial spawn positions, as the two respawning Schmaeels will be next to the Concord MTAC Factory, all other Schmaeels not near that tower will not respawn.
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.
Entering the Site
Unlike most incursion sites a freshly spawned TCRC does not immediately have all the rats present on grid. A significant number of the rats only spawn in after someone warps into the site for the first time. After someone has warped in the remaining rats spawn in groups over time, taking approximately one minute for all rats to spawn. Because of this a common tactic is to have a scout or alt warp into the site before the fleet wants to run the site in order to spawn all the rats (aka preload). Once someone has warped into the site the rats will spawn on their set timers even if the person immediately warps out of the site.
Having all the rats spawned before the fleet enters the site is significantly safer as it allows the meatshield to enter first and have all the rats attack them instead of having each spawn group potentially target a different ship.
Upon first entering a TCRC there will be no rats nearby the beacon and no Deltoles on grid, in this state the site is usually called as being in "Normal" state. The Deltoles are in the first group to spawn and a site that only has Deltoles within approx. 40km of the beacon is usually called as "Deltoles" state. The second group of ships to spawn near to the beacon will all be frigates, and if they are present the site will usually be called as "Frigates" state. The final group to spawn includes Outinis and a site with them present will be usually called as "Full" state.
Completing the Site
The meatshield is always the first person to enter the site under normal circumstances. Upon loading grid they will inform the FC about the state of the site. The FC will then determine when the rest of the fleet should enter. If the site is called as "Normal" this may include having the meathshield warp out and wait for the spawns to finish appearing before entering the site again. After the entire fleet has entered the site the MTAC will immediately move to the Concord MTAC factory to begin collecting and dropping MTACs. The remainder of the fleet will move to the tower to start bombarding it, this may include killing some of the rats (especially Deltoles and Outinis) along the way.
While the fleet is bombarding the tower the Drone Bunny will be clearing out the Niarjas and all non-respawning frigates.
After the tower has exploded the fleet will kill all remaining enemies that can warp disrupt before leaving the site. Leaving the site is normally done in two stages to prevent anyone being left behind and dying to the significant amount of dps from the rats still left alive. The first stage will usually involve all everyone except for the FC and logistics warping out, while the FC and logistics align to their destination, usually the next site. After the FC has confirmed that only they and the logistics are left in the TCRC the FC will warp all remaining ships as a group.
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