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− | {{ | + | {{incursions_sites}} |
− | + | = Objectives = | |
− | = | + | ===== Force required ===== |
− | + | {{incursion sites|assaults}} | |
− | ===Military | + | ===== Military information ===== |
− | Your objective is to split your forces, clear a path to the Nation's staging area, and destroy the fleet you find there. Sansha defenders have designed their security to separate capsuleer forces, but once both sides have breached the final area you will be able to reunite. | + | {| |
− | + | | valign="middle" | [[image:incursions_sansha_transmission.png]] | |
− | + | | valign="middle" | Your objective is to split your forces, clear a path to the Nation's staging area, and destroy the fleet you find there. Sansha defenders have designed their security to separate capsuleer forces, but once both sides have breached the final area you will be able to reunite. | |
− | ===Background | + | |} |
+ | ===== Background information ===== | ||
The newly-acquired ability of Nation forces to override local system control has not yet been fully understood, and as a result, Nation forces are able to drastically affect contested systems over time, reducing the capabilities of capsuleers within their domain of control. Much of the technology used to aid this cause can be found at any of their mobile "consolidation network" facilities. This and other intelligence suggests that these complexes are primarily responsible for the initial propagation of system-wide interference. | The newly-acquired ability of Nation forces to override local system control has not yet been fully understood, and as a result, Nation forces are able to drastically affect contested systems over time, reducing the capabilities of capsuleers within their domain of control. Much of the technology used to aid this cause can be found at any of their mobile "consolidation network" facilities. This and other intelligence suggests that these complexes are primarily responsible for the initial propagation of system-wide interference. | ||
− | ''Synopsis from ISHAEKA-0077. DED Special Operations. ''<br | + | ''Synopsis from ISHAEKA-0077. DED Special Operations.''<br>''Authorized for Capsuleer dissemination.'' |
− | ''Authorized for Capsuleer dissemination.'' | ||
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+ | = 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|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'''<small> <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> {{icon|point|24|Warp disrupting}}{{icon|neut|24|Energy neutralizing}}{{icon|web|24|Webbing}} | ||
+ | | style="padding:5px;" nowrap | '''Niarja Myelen''' {{icon|jamming|24|Jamming}}{{icon|neut|24|Energy neutralizing}} | ||
+ | | style="padding:5px;" | The '''Arnons''' because they jam and the '''Outunis''' due to heavy neuts (also warp disrupts and web). | ||
− | = | + | The '''Niarjas''' because they jam and neut. |
− | + | |- style="vertical-align:text-top;" | |
+ | | nowrap | 2 | ||
+ | | style="background:OrangeRed;" width="1" | | ||
+ | | style="padding:5px;" nowrap | '''Vylade Dien'''<small> <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. It's still a high priority for the battleship-side for purely convenient reasons; you want to kill it before it moves too far out (it's preferred orbit is 120 km). If you can web it down initially, it makes sense to focus on '''Augas''' and '''Deltoles''' before swapping to the '''Vylade''', as it does no damage.</ref></small> {{icon|warfare links|24|Siege Warfare links}}<br>'''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 | '''Mara Paleo'''<small> <ref>The '''Mara''' can often be ignored in favour of other ships in the last room due to superior firepower of the fleet, but a higher priority for the cruiser-side due to having less damage while split up.</ref></small> {{icon|shield transporter|24|Remote shield booster}} | ||
+ | | style="padding:5px;" nowrap | '''Tama Cerebellum''' {{icon|point|24|Warp disrupting}}<br>'''Schmaeel Medulla''' {{icon|point|24|Warp disrupting}}{{icon|web|24|Webbing}}<br>'''Renyn Meten''' {{icon|web|24|Webbing}} | ||
+ | | style="padding:5px;" | '''Vylades''' because they boost resists, then '''Augas''' before the '''Deltoles''' as they are easier to kill and also web. | ||
− | + | The '''Maras''' because they remote repair. | |
− | + | '''Tamas''' due to their high damage and warp disruption, then '''Schmaeel''' before '''Renyn''' due to its ability to warp disrupt in addition to webbing. | |
+ | |- style="vertical-align:top;" | ||
+ | | nowrap | 3 | ||
+ | | style="background:Green;" width="1" | | ||
+ | | style="padding:5px;" nowrap | '''Ostingele Tectum'''<br>'''Romi Thalamus''' | ||
+ | | style="padding:5px;" nowrap | '''Yulai Crus Cerebi'''<br>'''Antem Neo''' | ||
+ | | style="padding:5px;" nowrap | '''Eystur Rhomben''' | ||
+ | | style="padding:5px;" | '''Ostingeles''' before '''Romis''' as they are easier to hit and do more damage. | ||
− | + | '''Yulais''' before '''Antems''' as they are easier to hit and do more damage. | |
− | + | '''Eysturs''' pose no specific threat. | |
+ | |} | ||
+ | <small><references/></small> | ||
− | + | == Triggers == | |
− | + | With the exception of the '''Antem Neos''' that spawn in the second wave, the last enemy killed triggers the next wave. This means that you can skip the Antems in the second wave. 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. | |
− | + | ===== Emergency Evacuation Freighter ===== | |
− | + | 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. | |
− | + | ===== Captured Civilians ===== | |
+ | Each wave triggers the drop of a can containing the '''Captured Civilians''' necessary to complete the site. The can will spawn each wave once all but the long range '''Antems''' are killed, see below for more details. | ||
+ | ===== 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|48px|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|48px|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|48px|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. Without sniper capable ships you'd be unable to finish this site, unless you equip ships with microwarpdrives and chase down the elusive sniper targets. But that's hardly an ideal solution. | ||
− | === | + | ===== 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 pockets separated by acceleration gates. The fleet comes together in the fourth and final pocket, with the gate being called '''Fleet Staging Area'''. So be sure to consolidate your fleet when you reach this gate and ready your anchor and logistics on both sides before going in. |
− | + | * The next acceleration gate is located 50+ km away from where you land in the pocket, so be sure to start moving right away. | |
− | + | * 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'''. | |
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[[Category:Incursions|Assault sites]] | [[Category:Incursions|Assault sites]] |
Revision as of 15:20, 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
The newly-acquired ability of Nation forces to override local system control has not yet been fully understood, and as a result, Nation forces are able to drastically affect contested systems over time, reducing the capabilities of capsuleers within their domain of control. Much of the technology used to aid this cause can be found at any of their mobile "consolidation network" facilities. This and other intelligence suggests that these complexes are primarily responsible for the initial propagation of system-wide interference.
Synopsis from ISHAEKA-0077. 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 | ||
Eystur Rhomben |
49 m | 3,360 m/s | 560 m/s | 11 km600 hp | 120 dps10 - 12 km | 9k 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 [4] |
Niarja Myelen | The Arnons because they jam and the Outunis due to heavy neuts (also warp disrupts and web).
The Niarjas because they jam and neut. | ||
2 | Vylade Dien [5] Auga Hypophysis Deltole Tegmentum |
Mara Paleo [6] | Tama Cerebellum Schmaeel Medulla Renyn Meten |
Vylades because they boost resists, then Augas before the Deltoles as they are easier to kill and also web.
The Maras because they remote repair. Tamas due to their high damage and warp disruption, then Schmaeel before Renyn due to its ability to warp disrupt in addition to webbing. | |
3 | Ostingele Tectum Romi Thalamus |
Yulai Crus Cerebi Antem Neo |
Eystur Rhomben | Ostingeles before Romis as they are easier to hit and do more damage.
Yulais before Antems as they are easier to hit and do more damage. Eysturs pose no specific threat. |
- ^ 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.
- ^ 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.
- ^ 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. It's still a high priority for the battleship-side for purely convenient reasons; you want to kill it before it moves too far out (it's preferred orbit is 120 km). If you can web it down initially, it makes sense to focus on Augas and Deltoles before swapping to the Vylade, as it does no damage.
- ^ The Mara can often be ignored in favour of other ships in the last room due to superior firepower of the fleet, but a higher priority for the cruiser-side due to having less damage while split up.
Triggers
With the exception of the Antem Neos that spawn in the second wave, the last enemy killed triggers the next wave. This means that you can skip the Antems in the second wave. 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.
Emergency Evacuation Freighter
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.
Captured Civilians
Each wave triggers the drop of a can containing the Captured Civilians necessary to complete the site. The can will spawn each wave once all but the long range Antems are killed, see below for more details.
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. Without sniper capable ships you'd be unable to finish this site, unless you equip ships with microwarpdrives and chase down the elusive sniper targets. But that's hardly an ideal solution.
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 pockets separated by acceleration gates. The fleet comes together in the fourth and final pocket, with the gate being called Fleet Staging Area. So be sure to consolidate your fleet when you reach this gate and ready your anchor and logistics on both sides before going in.
- The next acceleration gate is located 50+ km away from where you land in the pocket, so be sure to start moving right away.
- 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.