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True Power Provisional Headquarters: Difference between revisions

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[[Category:Work in progress]]
{{incursions sites}}
<div style="float:right; font-size:80%; line-height:125%; list-style-type:none; text-indent:0in; margin-left:0px; padding:0.5em;">__TOC__</div>
== Intelligence Reports ==
=Forces Required=
{{incursion sites|headquarter sites|tpph}}
* 20 - 40 pilots


=== Military Intelligence ===
{|
| [[File:incursions_sansha_transmission.png]]
| Your objective is to secure a path to True Power's Mobile HQ and then destroy it. You will need to pass through three layers of security before you will arrive at the station. Sansha commanders will attempt to reinforce the area en-masse if you give them time to, so be sure to bring pilots to breach their defenses quickly.
|}


''Preferred List''<br/>
=== Background information ===
*8-10 Logistics<br/>
True Power, the leading corporation within Sansha's Nation, has acquired the means to establish provisional headquarters in areas of their choosing. The exact nature of these operations or how such large complexes are established so quickly remains unknown. The use of mobile nano-factories is strongly suspected, and would help account for the rapidity of setup. It is also possible that rogue drone technology, or even worker drones themselves, are for some reason assisting in the rapid deployment of these battle stations, although this remains unconfirmed.
*15-20 Damage Dealers<br/>
*5-10 Snipers<br/>


The strategic value of these outposts is significant. Nation can re-equip local fighting forces at a moment's notice, transmit instructions and battle reports along secure lines, and rally retreating Nation forces that have been ejected from other strongholds, which are always in close proximity to the larger headquarters for this reason.


=Rewards=
''Synopsis from ISHAEKA-0081. DED Special Operations.''<br>''Authorized for Capsuleer dissemination.''
[[File:HQ_rpr.PNG‎|right|Full Fleet Headquarters Reward Payout Ratio]]


== Rewards ==
{| class="wikitable"
|-
! 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''


'''High Sec Payout'''
== Completion Requirements ==
* 31,500,000 ISK
Destroy the True Power Mobile Headquarters in the third room. The structure cannot be destroyed until all the rats in the third room are dead. Killing the final rats causes the Large Collidable Object that initially appears to be the structure to be replaced with a new destructible object.
* 7,000 CONCORD LP


Accessing the third room requires killing all rats in both of the previous rooms to unlock acceleration gates to the next room. The same mechanic of spawning a new usable object after the final rat dies is present for the acceleration gates in both the first and second rooms.


'''Low / Null Sec Payout'''
== Special Mechanics ==
* 45,000,000 ISK
There are no special mechanics related to site completion. In the third room the trigger for each new wave to spawn is the destruction of the final Ostingele Tectum in the previous wave. Ignoring the smaller ships while killing all battleships may lead to significant additional incoming dps.
* 10,000 CONCORD LP


== Enemies ==
Below is a list of enemies that spawn in this site. See [[Sansha's Manual]] for a full list of the incursion rats.
{{incursion rats|Start}}
{{incursion rats|Antem Neo}}
{{incursion rats|Arnon Epithalamus}}
{{incursion rats|Auga Hypophysis}}
{{incursion rats|Deltole Tegmentum}}
{{incursion rats|Eystur Rhomben}}
{{incursion rats|Intaki Colliculus}}
{{incursion rats|Mara Paleo}}
{{incursion rats|Ostingele Tectum}}
{{incursion rats|Outuni Mesen}}
{{incursion rats|Romi Thalamus}}
{{incursion rats|Schmaeel Medulla}}
{{incursion rats|Tama Cerebellum}}
{{incursion rats|Vylade Dien}}
{{incursion rats|Yulai Crus Cerebi}}
{{incursion rats|End}}


=Objectives=
== Priorities ==
After watchlist has been provided in fleet chat, the fleet will enter site. Once the Fleet enters the first pocket, the fleet will set their approach to the left of the direction where everyone landed.  There is a acceleration gate approximately 60km away in that direction.  Kill Sansha while approaching the gate in tagged order.
This is a generic kill order that works no matter what fleet you're running. Certain special doctrines or fleet compositions could change some things in order to optimize their fleet efficiency, so this isn't necessarily the only kill order, but it works.


After all Sansha are killed in the first pocket, (and cap requests have been filled if afterburners were used), anchor will activate the gate and land 60+km away from the second/final gate. Instead of the gate being to the left, this gate will be directly ahead. Follow kill order while moving forward. After all the Sansha are killed in the second pocket, (and cap requests have been filled if afterburners were used) the anchor will activate the final gate and land several kilometers away from the station.  
As a general rule of thumb, if you cannot shoot the highest priority target due to low damage projection, move on to the next target you can actually hit. Just remember to switch back to a higher priority target if it moves into range later on.
{| class="wikitable"
|- style="background-color: var(--background-color-warning-subtle);"
! colspan="2" rowspan="2" | #
! colspan="3" | Targets for the entire fleet
! style="text-align: center;" rowspan="2" nowrap | Reason
|- style="background-color: var(--background-color-warning-subtle); white-space: nowrap;"
! Regular targets<small>&nbsp;<ref>These targets are usually larger, cruisers or battleships and suitable for ships with good damage projection, lower tracking, like battleships with large guns.</ref></small>
! Sniper targets<small>&nbsp;<ref>Sniper targets are enemies that stay up to 150km away, requiring you to have increased locking range and extreme damage projection. Once you run out of sniper targets, change to short range ammo and follow regular targets.</ref></small>
! Small targets<small>&nbsp;<ref>Smaller targets, like frigates or extremely fast or small cruisers. Ideally the primary targets for '''strategic cruisers''', [[Vindicator]]s or the [[Roles in Incursions#Dronebunny|dronebunny]] as a last resort.</ref></small>
|- style="vertical-align: top;"
| 1
| style="width: 1em; background-color: Red;" |
| style="text-align: center;" colspan="2" | '''Arnon Epithalamus'''&nbsp;[[File:Icon_target_max.png|24px|link=|Jamming]]<br>'''Outuni Mesen'''<small>&nbsp;<ref>The threat of the '''Outuni''' comes from it being within neuting range. If you're confident that your fleet can take it out before it comes within neuting range, you can forego this ship in favour of other ships, as long as you make sure it's dead before it reached neuting range.</ref></small>&nbsp;[[File:icon_warp_disruptor_i.png|24px|link=|Warp disrupting]][[File:icon_energy_neutralizer_i.png|24px|link=|Energy neutralizing]][[File:icon_stasis_webifier_i.png|24px|link=|Webbing]]
| style="white-space: nowrap;" | '''Schmaeel Medulla'''&nbsp;[[File:icon_warp_disruptor_i.png|24px|link=|Warp disrupting]][[File:icon_stasis_webifier_i.png|24px|link=|Webbing]]
| The '''Arnons''' because they jam and the '''Outunis''' due to heavy neuts (also warp disrupts and web).


Three waves of Sansha will spawn in this pocket. Set "approach" or "orbit" on anchor, and follow that ship until he stops. Follow kill order. With everyone following or orbiting anchor, anchor will proceed as best as he can, to be 20km to the left of the battletower.  That position will be the best position for fleet to provide maximum DPS for third wave, as well as be near the Sansha Battletower for DPS after all Sansha ships are off the field.  Upon destruction of the three waves, commence destruction of Sansha Battletower destruction then receive payout.
The '''Schmaeels''' because they web and warp disrupts.
|- style="vertical-align: top;"
| 2
| style="background-color: OrangeRed;" |
| style="white-space: nowrap;" | '''Auga Hypophysis'''&nbsp;[[File:icon_warp_disruptor_i.png|24px|link=|Warp disrupting]][[File:icon_stasis_webifier_i.png|24px|link=|Webbing]]<br>'''Deltole Tegmentum'''&nbsp;[[File:icon_warp_disruptor_i.png|24px|link=|Warp disrupting]][[File:icon_energy_neutralizer_i.png|24px|link=|Energy neutralizing]][[File:icon_target_painter_i.png|24px|link=|Target painting]]<br>'''Vylade Dien'''<small>&nbsp;<ref>The '''Vylade''' is technically not much of a threat. The more Sansha on the grid the higher the priority to kill it, as it'll make all ships capable of taking more damage. But with less ships on grid that aspect becomes more or less trivial.</ref></small>&nbsp;[[File:Warfare-links.png|24px|link=|Siege Warfare links]]
| style="white-space: nowrap;" | '''Mara Paleo'''<small>&nbsp;<ref>The '''Mara''' can often be ignored in favour of other ships in the last room due to superior firepower of the fleet.</ref></small>&nbsp;[[File:icon_shield_transporter_i.png|24px|link=|Remote shield booster]]
| '''Tama Cerebellum'''&nbsp;[[File:icon_warp_disruptor_i.png|24px|link=|Warp disrupting]]
| '''Augas''' before '''Deltoles''' as they die rapidly and also web, then '''Vylades''' because they boost resists.


=Watchlist=
The '''Maras''' because they remote repair.


===Logistics===
'''Tamas''' due to their high damage and warp disruption.
|- style="vertical-align: top;"
| 3
| style="background-color: Green;" |
| '''Intaki Colliculus'''[[File:icon_shield_transporter_i.png|24px|link=|Remote shield booster]]<br>'''Ostingele Tectum'''<br>'''Romi Thalamus'''
| '''Yulai Crus Cerebi'''<br>'''Antem Neo'''
| '''Eystur Rhomben'''
| '''Intakis''' because they are logistics then '''Ostingeles''' before '''Romis''' as they are easier to hit and do more damage.


*Anchor
'''Yulais''' before '''Antems''' as they are easier to hit and do more damage.
*Jammer *
*Logistics Commander
*All other Logistics
*Fleet Commander


Note: It is not required to have a Jammer in a Headquarter fleet.  Jammers decrease DPS but also become aggro magnets when activating Jamming modules.
'''Eysturs''' pose no specific threat.
|}
<small><references/></small>


===Damage Dealer / Sniper / Drone Bunny===
{{Incursions sites horizontal}}


*Anchor
*Drone Bunny
*Cap Chain Partner *


Note: If you need a cap chain partner, be aware of the distance necessary to facilitate the transfer properly and co-ordinate with your partner or partners for less confusion in the battlefield.
[[Category:Incursions sites]]
 
=Pirates / Kill Order=
 
===Pocket 1===
 
'''Anchor'''
 
Set approach directly to the left of where you land and stop at the next gate
 
 
'''Full Fleet DPS (DPS and Snipers)'''
Outuni Mesen - Scrambler / Webber / Neut (Tag 0)
 
 
'''DPS Only'''
 
Auga Hypothosis - Scrambler / Webber (Tag 1-2)<br/>
Ostingele Tectums - Sansha High DPS DD (Tag 3-5)
 
 
'''Snipers Only'''
 
Vylade Dien - Sansha Booster (Tag A)
 
''After 'Vylade Dien' is down, Snipers start shooting DPS targets in numbered order''
 
 
'''Drone Bunny''' (All are going to be Sansha frigates)
 
Schmaeel Medullas - Warp Scrambler / Webber<br/>
Tama Cerebellums - Warp Scrambler<br/>
Renyn Metens - Webber
 
 
 
===Pocket 2===
 
'''Anchor'''
 
Set approach strait to forward and stop at the next gate
 
'''Full Fleet DPS (DPS and Snipers)'''
 
Mara Paleo - Sansha Logistics (Tag 0)
 
 
'''DPS Only'''
 
Deltole Tegmentum - Warp Scrambler / Neut (Tag 1)<br/>
Auga Hypothosis - Warp Scrambler / Webber (Tag 2)<br/>
Ostingele Tectums - Sansha High DPS DD (Tag 3-4)<br/>
Romi Thalamus - Sansha DD (Tag 5-6)<br/>
 
 
'''Snipers Only'''
 
Antem Neos - Sansha Sniper DD (Tag A-B)
 
''After 'Antem Neos' is down, Snipers start shooting DPS targets in numbered order''
 
 
'''Drone Bunny''' (All are going to be Sansha frigates)
 
Schmaeel medullas - Warp Scrambler / Webber<br/>
Renyn Metens - Webber
 
''After all Sansha Frigates are down, Drone Bunny can start shooting DPS targets in numbered order''
 
 
 
===Pocket 3===
 
'''Anchor'''
 
Set approach to the left of the Sansha Battletower, and stop when reaching approximately 20km from the tower.
 
 
 
 
 
====Wave 1====
 
'''Full Fleet DPS (DPS and Snipers)'''
 
Mara Paleo - Sansha Logistics (Tag 0)<br/>
Romi Thalamus - Sansha DD (Tag 1-3)<br/>
Ostingele Tectums - Sansha High DPS DD (Tag 4-6)<br/>
Ostingele Tectums - Sansha High DPS DD (Tag J) - *TRIGGER - Wave 2*<br/>
 
Note: Three of the Ostingele Tectums can be taken out first if the fleet prefer's to take them out first.  In this case, the Romi Thalamus is first due to the lesser amount of tank that the Romi's have.  Less Tank means they can get killed faster, which leads to a quicker way of having less DPS being unleashed from the Sansha. 
 
 
'''Drone Bunny''' (All are Sansha frigates)
 
Tama Cerebellums - Warp Scrambler<br/>
Eystur Rhombens - DD
 
''After all Sansha Frigates are down, Drone Bunny can start shooting DPS targets in numbered order until more frigates spawn''
 
 
===Wave 2===
 
'''Full Fleet DPS (DPS and Snipers)'''
 
Deltole Tegmentum - Warp Scrambler / Neut (Tag 0-1)<br/>
Intaki Colliculus  - Logistics / DD (Tag 2)<br/>
Romi Thalamus - Sansha DD (Tag 3-7)<br/>
Ostingele Tectums - Sansha High DPS DD (Tag 8-10)<br/>
Ostingele Tectums - Sansha High DPS DD (Tagged J) - *TRIGGER - Wave 3*<br/>
 
 
'''Drone Bunny'''
 
Schmaeel Medullas - Warp Scrambler / Webber<br/>
Tama Cerebellums - Warp Scrambler
 
''After all Sansha Frigates are down, Drone Bunny can start shooting DPS targets in numbered order''
 
 
 
===Wave 3===
''Most Difficult Wave''
 
'''Full Fleet DPS (DPS, Snipers, AND DRONE BUNNY)'''
 
Arnon Epithalamus - Jammer / Warp Scrambler (Tag 0 - all of them - Kill ASAP)<br/>
Outuni Mesen - Neut / Warp Scrambler / Webber (Tag 1-2)<br/>
Vylade Dien - Sansha Booster (Tag 3)<br/>
Antem Neos  - Sansha Sniper DD (Tag 4-6)<br/>
Yulai Crus Cerebi - Sansha DD (Tag 7-8)<br/>
Ostingele Tectums - Sansha High DPS DD (Tag 9)<br/>
Ostingele Tectums - Sansha High DPS DD (Tag J)<br/>
 
 
'''Drone Bunny''' (After the Arnon Epithalamus, everything is "business as usual")
 
Schmaeel Medullas - Warp Scrambler / Webber
 
 
===Finále===
 
Once the last Sansha ship is destroyed, the tower will de-spawn as a collidable object, and respawn into an actual object that can be shot at.  Full Fleet DPS will commence on the Sansha Battletower.  There will be no more spawns of any ships.  Payout will be received upon destruction of the Sansha Battletower. 
 
Note: No evidence has shown that the Battletower will warp off or speed away from fleet, but, just because it has not happened yet, does not mean we should not be prepared.  Activating all Warp Scramblers, Webifiers, and Target painters, will not be discouraged in an attempt to avoid such a scenario from taking place.  The logistics ships using their afterburners and bumping the station out of a possible alignment is also encouraged.