Difference between revisions of "User:Cassiel Seraphim/Sandbox3"
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+ | {{incursions_sites}} | ||
+ | = Objectives = | ||
+ | ===== Force required ===== | ||
+ | {{incursion sites|assaults}} | ||
+ | ===== Military information ===== | ||
+ | {| | ||
+ | | valign="middle" | [[image:incursions_sansha_transmission.png]] | ||
+ | | valign="middle" | ... | ||
+ | |} | ||
+ | ===== Background information ===== | ||
... | ... | ||
+ | |||
+ | ''Synopsis from XXX. DED Special Operations.''<br>''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. | ||
+ | {{incursion rats|Start}} | ||
+ | {{incursion rats|Antem Neo}} | ||
+ | {{incursion rats|Arnon Epithalamus}} | ||
+ | {{incursion rats|Auga Hypophysis}} | ||
+ | {{incursion rats|Deltole Tegmentum}} | ||
+ | {{incursion rats|Eyster Rhomben}} | ||
+ | {{incursion rats|Mara Paleo}} | ||
+ | {{incursion rats|Niarja Myelen}} | ||
+ | {{incursion rats|Ostingele Tectum}} | ||
+ | {{incursion rats|Outuni Mesen}} | ||
+ | {{incursion rats|Renyn Meten}} | ||
+ | {{incursion rats|Romi Thalamus}} | ||
+ | {{incursion rats|Schmaeel Medulla}} | ||
+ | {{incursion rats|Tama Cerebellum}} | ||
+ | {{incursion rats|Vylade Dien}} | ||
+ | {{incursion rats|Yulai Crus Cerebi}} | ||
+ | {{incursion rats|End}} | ||
+ | == Priorities == | ||
+ | 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. | ||
+ | |||
+ | 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="font-size:90%;" | ||
+ | |- | ||
+ | ! style="background:#333333;" nowrap colspan="2" rowspan="2" | # | ||
+ | ! style="background:#333333;" nowrap colspan="3" | Targets for the entire fleet | ||
+ | ! style="background:#333333; vertical-align:middle; text-align:center" rowspan="2" nowrap | Reason | ||
+ | |- | ||
+ | ! style="background:#222222;" nowrap | Regular targets<small> <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> | ||
+ | ! style="background:#222222;" nowrap | Sniper targets<small> <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> | ||
+ | ! style="background:#222222;" nowrap | Small targets<small> <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;" | ||
+ | | nowrap | 1 | ||
+ | | style="background:Red;" width="1" | | ||
+ | | style="text-align:center; padding:5px;" colspan="2" nowrap | '''Arnon Epithalamus''' {{icon|jamming|24|Jamming}}<br>'''Outuni Mesen''' {{icon|point|24|Warp disrupting}}{{icon|neut|24|Energy neutralizing}}{{icon|web|24|Webbing}} | ||
+ | | style="padding:5px;" nowrap | '''Schmaeel Medulla''' {{icon|point|24|Warp disrupting}}{{icon|web|24|Webbing}} | ||
+ | | style="padding:5px;" | Because the '''Outuni Mesen''' neuts hard (also warp disrupts and webs). | ||
+ | |||
+ | The '''Schmaeel''' because it warp disrupts and webs. | ||
+ | |- style="vertical-align:text-top;" | ||
+ | | nowrap | 2 | ||
+ | | style="background:OrangeRed;" width="1" | | ||
+ | | style="padding:5px;" nowrap | '''Auga Hypophysis''' {{icon|point|24|Warp disrupting}}{{icon|web|24|Webbing}}<br>'''Deltole Tegmentum''' {{icon|point|24|Warp disrupting}}{{icon|neut|24|Energy neutralizing}}{{icon|tp|24|Target painting}} | ||
+ | | style="padding:5px;" nowrap | | ||
+ | | style="padding:5px;" nowrap | '''Renyn Meten''' {{icon|web|24|Webbing}} | ||
+ | | style="padding:5px;" | The '''Auga''' is much easier to kill compared to the '''Deltole''', it also webs and apply damage better to smaller ships. | ||
+ | |||
+ | Killing the '''Renyn''' can often be a high priority to remove webbers from the field, allowing people to speed-tank. | ||
+ | |- style="vertical-align:top;" | ||
+ | | nowrap | 3 | ||
+ | | style="background:Green;" width="1" | | ||
+ | | style="padding:5px;" nowrap | '''Romi Thalamus''' | ||
+ | | style="padding:5px;" nowrap | '''Antem Neo''' | ||
+ | | style="padding:5px;" nowrap | | ||
+ | | style="padding:5px;" | The '''Romis''' pose no specific threat. | ||
+ | |||
+ | '''Antems''' can only be reached by snipers. | ||
+ | |} | ||
+ | <small><references/></small> | ||
+ | |||
+ | == Triggers == | ||
+ | With the exception of the '''Antem Neos''' that spawn in the second wave and the '''Romi Thalamus''' in the third wave, the last enemy killed triggers the next wave<small> <ref>There is a chance that the fourth wave might be triggered before all the '''Romi Thalamus''' from the third wave are killed. You'd still need to kill it for the can to spawn for the third wave though.</ref></small>. This means that you can skip the Antems in the second wave. | ||
+ | |||
+ | In the fourth wave, the '''Emergency Evacuation Freighter''' will be unlocked when the majority of the wave is killed. You'll need to kill off all the warp disrupt capable ships, like '''Deltoles''' and '''Augas''', but then you have the option of killing only the '''Romis''' and '''Renyns''' to unlock the freighter, or ignore those and kill only the '''Anthems''' instead. So kill whichever is most convenient for you based on your fleet composition. | ||
+ | <small><references/></small> | ||
+ | ===== Acceleration gates ===== | ||
+ | The acceleration gates leading deeper into this site will be unlocked by the killing all the Sansha in the other side's pocket. So when the cruiser-side finishes their pocket, it unlocks the acceleration gate for the battleship-side, and vice versa. This means that you have to see it through on both sides in order to get to the fourth and final pocket where the sides come together to finish the site off. | ||
+ | |||
+ | == Special requirements == | ||
+ | {| | ||
+ | | [[File:icon_ship_dark.png|64px|Cruiser-and battleship-sized hulls]] | ||
+ | | This site splits the fleet up into '''cruiser'''- and '''battleship'''-sized hulls.<br>''(requiring you to have both in your fleet)'' | ||
+ | |} | ||
+ | {| | ||
+ | | [[File:icon_optimal_range_script.png|64px|Snipers]] | ||
+ | | This site requires you to have '''snipers''' in your fleet.<br>''(able to lock and apply good damage up to 150km)'' | ||
+ | |} | ||
+ | {| | ||
+ | | [[File:icon_ship.png|64px|Anchor]] | ||
+ | | This site benefits greatly from having an '''anchor'''.<br>''(ship with an above-average tank to go in first)'' | ||
+ | |} | ||
+ | ===== Cruiser- and battleship-sized hulls ===== | ||
+ | The acceleration gates leading deeper into this site has ship restrictions, forcing your fleet to split up based on ship type. Certain ships are allowed to go through either of the gates. Below is a list of ships allowed through either or both sides. | ||
+ | {| | ||
+ | | valign="top" | | ||
+ | {| class="wikitable" style="font-size:90%;" | ||
+ | ! style="background:#222222;" | Cruiser-side | ||
+ | ! style="background:#222222;" | Battleship-side | ||
+ | |- | ||
+ | | valign="top" style="padding:10px;" | | ||
+ | Cruisers<small> <ref>Including '''Combat Recon Ships''', '''Force Recon Ships''', '''Heavy Assault Cruisers''', '''Heavy Interdictors''' and '''Strategic Cruisers'''.</ref></small><br> | ||
+ | ''{{co|grey|Frigates}}''<small> <ref>Including '''Assault Frigates''', '''Covert Ops''', '''Electronic Attack Ships''', '''Interceptors''', '''Rookie Ships''', '''Stealth Bombers''' and '''Shuttles'''.</ref></small><br> | ||
+ | ''{{co|grey|Destroyers}}''<small> <ref>Including '''Interdictors'''.</ref></small> | ||
+ | | valign="top" style="padding:10px;" | | ||
+ | Command ships<small> <ref>'''Command Ships''' are for some reason not able to go through both acceleration gates like their tech one battlecruiser variants.</ref></small><br> | ||
+ | Battleships<small> <ref>Including '''Black Ops''', '''Elite Battleships''' and '''Marauders'''.</ref></small><br> | ||
+ | ''{{co|grey|Mining barges}}''<small> <ref>Including '''Exhumers'''.</ref></small><br> | ||
+ | ''{{co|grey|Large industrials}}''<small> <ref>Including '''Freighters''', '''Industrial Command Ships''' and '''Jump Freighters'''</ref></small> | ||
+ | |- | ||
+ | | colspan="2" align="center" background="#222222" | | ||
+ | Battlecruiser<small> <ref>Including both '''Attack Battlecruisers''' and '''Combat Battlecruisers''' but {{co|red|not}} '''Command Ships'''.</ref></small><br> | ||
+ | Logistics<br> | ||
+ | ''{{co|grey|Industrials}}''<small> <ref>Including '''Blockade Runners''' and '''Deep Space Transports'''.</ref></small> | ||
+ | |} | ||
+ | | valign="top" | <br><small><references/></small> | ||
+ | |} | ||
+ | ===== Snipers ===== | ||
+ | Several ships in the last pocket will sit at sniper ranges up to 150 km away from where you land. | ||
+ | |||
+ | ===== Anchor ===== | ||
+ | While not a critical role, having an anchor that goes in first to ensure that the initial full room aggro is directed to them is a safety measure. It helps avoid initial split aggro while you're facing a full wave of Sansha. It also gives people a point of reference for orbiting, to keep the fleet together. | ||
+ | |||
+ | = Hints & tips = | ||
+ | * There are four waves ... | ||
+ | * The different waves are slightly randomised. The same type of ships will spawn in each wave, but the number of each is randomised. | ||
+ | * Moving is required in this site, but you will not need a propulsion module unless you want to speed up your completion times. | ||
+ | * Remember to keep an eye on your capacitor if the '''Outuni Mesen''' ever gets within neuting range, or if you have prolonged attention from a bunch of '''Deltole Tegmentums'''. | ||
+ | [[Category:Incursions|Assault sites]] |
Revision as of 14:04, 21 December 2013
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 |
Objectives
Force required
Fleet of 20 - 21 pilots (up to 30 in low/null) 3 - 4 logistics needed 5 - 10 snipers needed Sites take about 10 - 20 minutes |
Military information
... |
Background information
...
Synopsis from XXX. 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] | |
---|---|---|---|---|---|---|---|
Antem Neo [7] |
184 m | 1,350 m/s | 205 m/s | 60 km840 hp | 168 dps146 - 176 km | 88k ehp | |
215 m | 1,300 m/s | 210 m/s | 50 km900 hp | 164 dps< 113 km | 65k ehp | ||
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 | ||
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 | ||
33 m | 2,550 m/s | 410 m/s | 9 km960 hp | 192 dps10 - 12 km | 9k 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 | ||
39 m | 2,100 m/s | 355 m/s | 12 km2,700 hp | 300 dps< 70 km | 8k ehp | ||
422 m | 170 m/s | 170 m/s | 60 km(no weapons) | (no weapons) | 275k ehp | ||
Yulai Crus Cerebi [9] |
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 Antem Neo does 29% EM and 71% thermal damage with its turrets.
- ^ 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.
Priorities
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.
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.
# | Targets for the entire fleet | Reason | |||
---|---|---|---|---|---|
Regular targets [1] | Sniper targets [2] | Small targets [3] | |||
1 | Arnon Epithalamus Outuni Mesen |
Schmaeel Medulla | Because the Outuni Mesen neuts hard (also warp disrupts and webs).
The Schmaeel because it warp disrupts and webs. | ||
2 | Auga Hypophysis Deltole Tegmentum |
Renyn Meten | The Auga is much easier to kill compared to the Deltole, it also webs and apply damage better to smaller ships.
Killing the Renyn can often be a high priority to remove webbers from the field, allowing people to speed-tank. | ||
3 | Romi Thalamus | Antem Neo | The Romis pose no specific threat.
Antems can only be reached by snipers. |
- ^ These targets are usually larger, cruisers or battleships and suitable for ships with good damage projection, lower tracking, like battleships with large guns.
- ^ 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.
- ^ Smaller targets, like frigates or extremely fast or small cruisers. Ideally the primary targets for strategic cruisers, Vindicators or the dronebunny as a last resort.
Triggers
With the exception of the Antem Neos that spawn in the second wave and the Romi Thalamus in the third wave, the last enemy killed triggers the next wave [1]. This means that you can skip the Antems in the second wave.
In the fourth wave, the Emergency Evacuation Freighter will be unlocked when the majority of the wave is killed. You'll need to kill off all the warp disrupt capable ships, like Deltoles and Augas, but then you have the option of killing only the Romis and Renyns to unlock the freighter, or ignore those and kill only the Anthems instead. So kill whichever is most convenient for you based on your fleet composition.
- ^ There is a chance that the fourth wave might be triggered before all the Romi Thalamus from the third wave are killed. You'd still need to kill it for the can to spawn for the third wave though.
Acceleration gates
The acceleration gates leading deeper into this site will be unlocked by the killing all the Sansha in the other side's pocket. So when the cruiser-side finishes their pocket, it unlocks the acceleration gate for the battleship-side, and vice versa. This means that you have to see it through on both sides in order to get to the fourth and final pocket where the sides come together to finish the site off.
Special requirements
This site splits the fleet up into cruiser- and battleship-sized hulls. (requiring you to have both in your fleet) |
This site requires you to have snipers in your fleet. (able to lock and apply good damage up to 150km) |
This site benefits greatly from having an anchor. (ship with an above-average tank to go in first) |
Cruiser- and battleship-sized hulls
The acceleration gates leading deeper into this site has ship restrictions, forcing your fleet to split up based on ship type. Certain ships are allowed to go through either of the gates. Below is a list of ships allowed through either or both sides.
|
|
Snipers
Several ships in the last pocket will sit at sniper ranges up to 150 km away from where you land.
Anchor
While not a critical role, having an anchor that goes in first to ensure that the initial full room aggro is directed to them is a safety measure. It helps avoid initial split aggro while you're facing a full wave of Sansha. It also gives people a point of reference for orbiting, to keep the fleet together.
Hints & tips
- There are four waves ...
- The different waves are slightly randomised. The same type of ships will spawn in each wave, but the number of each is randomised.
- Moving is required in this site, but you will not need a propulsion module unless you want to speed up your completion times.
- Remember to keep an eye on your capacitor if the Outuni Mesen ever gets within neuting range, or if you have prolonged attention from a bunch of Deltole Tegmentums.