Difference between revisions of "Nation Consolidation Network"

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* The different waves are slightly randomised. The same type of ships will spawn in each wave, but the number of each is randomised.
 
* 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.
 
* 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'''.
+
* Remember to keep an eye on your capacitor if you have prolonged attention from a bunch of '''Deltole Tegmentums'''. While their individual neuting is rather small, it adds up.
 
[[Category:Incursions|Assault sites]]
 
[[Category:Incursions|Assault sites]]

Revision as of 17:08, 7 September 2014

Objectives

Force required
Assault sites 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
Incursions sansha transmission.png 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 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.

NameSig [1]Speed [2]Orbit / Speed [3]Damage / Volley [4]Range [5]Effective HP [6]
3 Icon red cruiser.png Antem Neo
Antem Neo [7]
184 Signature 184 m 1350 Velocity 1,350 m/s 60000 60 km Orbit 205 m/s 168 168 dps Turret damage 840 hp 176000 146 - 176 km Effective range (from optimal up to double falloff) 87717 88k ehp 87,717 effective hit points (26,250 raw hit points)
3 Icon red cruiser.png Auga Hypophysis
Auga Hypophysis Warp disruption - 2 strength at 9 km rangeWebbing - 60% speed reduction at 10 km range
325 Signature 325 m 1100 Velocity 1,100 m/s 6000 6 km Orbit 170 m/s 480 480 dps Turret damage 2,400 hp 20000 12 - 20 km Effective range (from optimal up to double falloff) 51597 52k ehp 51,597 effective hit points (31,185 raw hit points)
5 Icon red battleship.png Deltole Tegmentum
Deltole Tegmentum Warp disruption - 1 strength at 20 km rangeEnergy neutralizing - 360 GJ every 12 seconds at 12 km rangeTarget painting - 37,5% strength at 45+90 km range
540 Signature 540 m 850 Velocity 850 m/s 12000 12 km Orbit 118 m/s 818 818 dps Torpedo damage 4,500 hp 45000 < 45 km Effective range 179075 179k ehp 179,075 effective hit points (73,150 raw hit points)
1 Icon red frigate.png Eystur Rhomben
Eystur Rhomben
49 Signature 49 m 3360 Velocity 3,360 m/s 11000 11 km Orbit 560 m/s 120 120 dps Turret damage 600 hp 12000 10 - 12 km Effective range (from optimal up to double falloff) 9067 9k ehp 9,067 effective hit points (4,375 raw hit points)
3 Icon red cruiser.png Mara Paleo
Mara Paleo Remote Shield Booster - 700 hp every 5 sec for up to 3 targets at 70 km range
65 Signature 65 m 2050 Velocity 2,050 m/s 60000 60 km Orbit 310 m/s -1 (no weapons) -1 (no weapons) 29505 30k ehp 29,505 effective hit points (8,085 raw hit points)
1 Icon red frigate.png Niarja Myelen
Niarja Myelen Jamming - 6 strength at 32+36 km rangeEnergy neutralizing - 450 GJ every 10 seconds at 18 km range
53 Signature 53 m 2760 Velocity 2,760 m/s 15000 15 km Orbit 405 m/s -1 (no weapons) -1 (no weapons) 3786 4k ehp 3,786 effective hit points (2,575 raw hit points)
5 Icon red battleship.png Ostingele Tectum
Ostingele Tectum
530 Signature 530 m 850 Velocity 850 m/s 40000 40 km Orbit 118 m/s 528 528 dps Turret damage 2,640 hp 65000 45 - 65 km Effective range (from optimal up to double falloff) 289853 290k ehp 289,853 effective hit points (105,000 raw hit points)
1 Icon red frigate.png Renyn Meten
Renyn Meten Webbing - 60% speed reduction at 15 km range
33 Signature 33 m 2550 Velocity 2,550 m/s 9000 9 km Orbit 410 m/s 192 192 dps Turret damage 960 hp 12000 10 - 12 km Effective range (from optimal up to double falloff) 8898 9k ehp 8,898 effective hit points (3,388 raw hit points)
3 Icon red cruiser.png Romi Thalamus
Romi Thalamus
200 Signature 200 m 1520 Velocity 1,520 m/s 18000 18 km Orbit 205 m/s 320 320 dps Turret damage 1,600 hp 33000 23 - 33 km Effective range (from optimal up to double falloff) 105551 106k ehp 105,551 effective hit points (43,750 raw hit points)
1 Icon red frigate.png Schmaeel Medulla
Schmaeel Medulla Warp disruption - 1 strength at 30 km rangeWebbing - 60% speed reduction at 15 km range
36 Signature 36 m 4000 Velocity 4,000 m/s 12000 12 km Orbit 640 m/s 50 50 dps Turret damage 252 hp 20000 12 - 20 km Effective range (from optimal up to double falloff) 9234 9k ehp 9,234 effective hit points (5,775 raw hit points)
1 Icon red frigate.png Tama Cerebellum
Tama Cerebellum Warp disruption - 1 strength at 24 km range
39 Signature 39 m 2100 Velocity 2,100 m/s 12000 12 km Orbit 355 m/s 300 300 dps Torpedo damage 2,700 hp 70200 < 70 km Effective range 8103 8k ehp 8,103 effective hit points (5,390 raw hit points)
3 Icon red cruiser.png Vylade Dien
Vylade Dien Warfare Links - 20% increased shield resists for all friendly NPC
422 Signature 422 m 170 Velocity 170 m/s 60000 60 km Orbit 170 m/s -1 (no weapons) -1 (no weapons) 274918 275k ehp 274,918 effective hit points (73,150 raw hit points)
5 Icon red battleship.png Yulai Crus Cerebi
Yulai Crus Cerebi [8]
400 Signature 400 m 800 Velocity 800 m/s 60000 60 km Orbit 118 m/s 397 397 dps Turret damage 1,984 hp 210000 160 - 210 km Effective range (from optimal up to double falloff) 117850 118k ehp 117,850 effective hit points (57,750 raw hit points)
  1. ^ While using their propulsion module, they suffer the same signature bloom as players.
  2. ^ 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.
  3. ^ Preferred orbit range and regular speed while orbiting, which is their regular speed without the propulsion module turned on.
  4. ^ 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.
  5. ^ 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.
  6. ^ 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.
  7. ^ The Antem Neo does 29% EM and 71% thermal damage with its turrets.
  8. ^ 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 Auga Hypophysis Warp disruptingWebbing Niarja Myelen JammingEnergy neutralizing The Augas because they are very easy to kill and web as well as warp disrupts.

The Niarjas because they jam and neut.

2 Deltole Tegmentum Warp disruptingEnergy neutralizingTarget painting
Vylade Dien [4] Siege Warfare links
Mara Paleo [5] Remote shield booster Tama Cerebellum Warp disrupting
Schmaeel Medulla Warp disruptingWebbing
Renyn Meten Webbing
Deltoles because they neut, target paints and warp disrupts, then Vylades because they boost resists.

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.

  1. ^ These targets are usually larger, cruisers or battleships and suitable for ships with good damage projection, lower tracking, like battleships with large guns.
  2. ^ 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.
  3. ^ 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.
  4. ^ 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 can still be prioritized before the Deltole for the battleship-side if you want to kill it before it moves too far out (its preferred orbit is 120 km).
  5. ^ 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

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

Cruiser-and battleship-sized hulls This site splits the fleet up into cruiser- and battleship-sized hulls.
(requiring you to have both in your fleet)
Snipers This site requires you to have snipers in your fleet.
(able to lock and apply good damage up to 150km)
Anchor 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.

Cruiser-side Battleship-side

Cruisers [1]
Frigates [2]
Destroyers [3]

Command ships [4]
Battleships [5]
Mining barges [6]
Large industrials [7]

Battlecruiser [8]
Logistics
Industrials [9]


  1. ^ Including Combat Recon Ships, Force Recon Ships, Heavy Assault Cruisers, Heavy Interdictors and Strategic Cruisers.
  2. ^ Including Assault Frigates, Covert Ops, Electronic Attack Ships, Interceptors, Rookie Ships, Stealth Bombers and Shuttles.
  3. ^ Including Interdictors.
  4. ^ Command Ships are for some reason not able to go through both acceleration gates like their tech one battlecruiser variants.
  5. ^ Including Black Ops, Elite Battleships and Marauders.
  6. ^ Including Exhumers.
  7. ^ Including Freighters, Industrial Command Ships and Jump Freighters
  8. ^ Including both Attack Battlecruisers and Combat Battlecruisers but not Command Ships.
  9. ^ Including Blockade Runners and Deep Space Transports.
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 you have prolonged attention from a bunch of Deltole Tegmentums. While their individual neuting is rather small, it adds up.