Difference between revisions of "The Kundalini Manifest"

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= Objectives =
 
= Objectives =
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===== Military information =====
 
===== Military information =====
 
{|
 
{|
| valign="middle" | [[image:incursions_sansha_transmission.png]]
+
| valign="middle" | [[File:incursions_sansha_transmission.png]]
 
| valign="middle" | Your primary objective is to locate the Sansha‘s Nation flagship and destroy it. The destruction of this vessel will bring the local incursion to a halt.
 
| valign="middle" | Your primary objective is to locate the Sansha‘s Nation flagship and destroy it. The destruction of this vessel will bring the local incursion to a halt.
 
|}
 
|}
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This is a generic kill order that works with most fleet compositions.
 
This is a generic kill order that works with most fleet compositions.
  
1) Bombers must die! No matter what else is on grid the Lirsautton Parichaya must die quickly. Failure to kill these quickly creates the single most dangerous situation in all of incursions ouside of suicide ganking.
+
1) Bombers must die! No matter what else is on grid the Lirsautton Parichaya must die quickly. Failure to kill these quickly creates the single most dangerous situation in all of incursions outside of suicide ganking.
  
2) Arnon Epithalamus, this rat has the ability to jam up to 3 ships potentially wrecking havoc with cap chains and temporarily removing logi from a fight.
+
2) Arnon Epithalamus, this rat has the ability to jam up to 3 ships potentially wreaking havoc with cap chains and temporarily removing logi from a fight.
  
3) Outuni Mesen, this rat has very powerful energy neutralisation capable of shutting down a battleship completely. Should you be shield tanked you have a large risk of having your invulns deactivated if you cannot recieve cap quickly. A good rule of thumb is you need 1 Large Remote Capacitor Transmitter per outuni to maintain fleet safety.
+
3) Outuni Mesen, this rat has very powerful energy neutralisation capable of shutting down a battleship completely. Should you be shield tanked you have a large risk of having your invulns deactivated if you cannot receive cap quickly. A good rule of thumb is you need 1 Large Remote Capacitor Transmitter per outuni to maintain fleet safety.
  
 
4) Kundalini, nothing else in site needs to be killed and a normal complement of logi should be adequate to safely tank the site, this allows you to finish the site quickly killing only what poses a threat to the safety of the threat.
 
4) Kundalini, nothing else in site needs to be killed and a normal complement of logi should be adequate to safely tank the site, this allows you to finish the site quickly killing only what poses a threat to the safety of the threat.
  
==Other tips for what to kill==
+
== How to run the site ==
 +
 
 +
1) Make sure all logi are flying high-influence fits.
 +
 
 +
2) Brief the fleet on the dangers of the site, take care to mention the ECM Burst and Bombers.
 +
 
 +
3) Elect a meatshield with a solid tank. A battleship with 130K EHP or more is recommended.
 +
 
 +
4) Have full fleet align down gate.
 +
 
 +
5) Send in meatshield, wait 5 seconds and send in the rest of your fleet.
 +
 
 +
6) Kill Bombers while sat on the beacon.
 +
 
 +
7) Follow the killing order while burning to optimal range on the mothership.
 +
 
 +
8) Take care not to bump the mothership, should it be bumped away it makes it harder to bring in reinforcements.
 +
 
 +
9) Kill the mothership, remember to stop shooting it to kill rats that spawn if you need to.
 +
 
 +
== Other tips for what to kill ==
 
-If your fleet isn't breaking the shield repairs on the mothership you may consider killing Mara Paleos, or using the special site mechanics detailed above.
 
-If your fleet isn't breaking the shield repairs on the mothership you may consider killing Mara Paleos, or using the special site mechanics detailed above.
  
 
-Have your light drone bunny kill some frigates followed by shooting kundalini (Niarja > Tama > Kundalini/ Uroborus).
 
-Have your light drone bunny kill some frigates followed by shooting kundalini (Niarja > Tama > Kundalini/ Uroborus).
  
-In a contest you want to follow a different kill order to maximise applied damage. This may vary depending on positioning and composition, it is recommended that you have plenty of experience FCing in incursions and have a good knowledge of the NPCs before attempting to contest a mothership site.
+
-In a contest, you want to follow a different kill order to maximise applied damage. This may vary depending on positioning and composition, it is recommended that you have plenty of experience FCing in incursions and have a good knowledge of the NPCs before attempting to contest a mothership site.
  
 
== Triggers ==
 
== Triggers ==
 
This site has no triggers, everything spawns on a random timer with a random amount of rats spawning.
 
This site has no triggers, everything spawns on a random timer with a random amount of rats spawning.
  
== Special requirements ==
+
= Hints & tips =
-If you burn 120km forward upon landing you will find yourself at a Logistics Control Array which when hacked interferes with the sansha ability to repair and forces them to repair the capsuleer fleet inside the site.
+
[[File:revenant.jpg|thumb|200px|'''The Kundalini Manifest''', one of [[Sansha's Nation|Sansha's Nation's]] flagships.]]
-If you burn 90km forward and 30km left of where the mothership spawns you will find yourself at a container labelled as Central Control Nexus inside of which periodically spawns a Tactical Response Transmitter. If you move this item to the Sansha Control Relay located 15km behind the beacon it will force some of the Sansha rats on grid to warp off. This can be very useful if you have a small fleet to limit the DPS and Mara Paleos on grid at any one time, it should be noted however that this is only a temporary measure as the will warp back after a short time. Moving the Tactical Response Transmitter is usually done by means of a Macharial dragging it behind him in a jetcan by means of a Tractor Beam II.
+
 
 +
-If you burn 120km forward upon landing you will find yourself at a Logistics Control Array which when hacked interferes with the Sansha ability to repair and forces them to repair the capsuleer fleet inside the site.
  
= Hints & tips =
+
-If you burn 90km forward and 30km left of where the mothership spawns you will find yourself at a container labeled as Central Control Nexus inside of which periodically spawns a Tactical Response Transmitter. If you move this item to the Sansha Control Relay located 15km behind the beacon it will force some of the Sansha rats on grid to warp off. This can be very useful if you have a small fleet to limit the DPS and Mara Paleos on grid at any one time, it should be noted however that this is only a temporary measure as they will warp back after a short time. Moving the Tactical Response Transmitter is usually done by means of a Macharial dragging it behind him in a jetcan by means of a Tractor Beam II.
[[image:revenant.jpg|thumb|200px|'''The Kundalini Manifest''', one of [[Sansha's Nation|Sansha's Nation's]] flagships.]]
+
 
* Soon (tm).  
+
-Every couple of minutes the mothership will emit an ECM burst, when this happens it is important that cap chains and reps are established quickly.
[[Category:Incursions|Mothership sites]]
+
{{Incursions sites horizontal}}
 +
 
 +
[[Category:Incursions sites]]

Latest revision as of 11:32, 12 November 2022

Objectives

Force required
Mothership sites Fleet of 40 - 80 pilots (up to 120 in low/null)
10+ logistics needed (5+ utility cap needed)
Site takes about 15 - 25 minutes and ends the Incursion
Military information
Incursions sansha transmission.png Your primary objective is to locate the Sansha‘s Nation flagship and destroy it. The destruction of this vessel will bring the local incursion to a halt.
Background information

The construction of the first Sansha Supercarrier is believed to have begun as early as ten decades ago, during the slow but steady resurgence of Nation forces in Stain. Various blueprints, technical documents and other evidence suggested a large-scale construction project, although a starship was not the primary suspicion at the time.

The exact technical specifications of the vessel remain unknown. Limited intelligence suggests improvements made to the jump drive calibrators, allowing unprecedented jump ranges, although this is currently unconfirmed.

The crew aboard these flagship vessels is constituted of civilians abducted during the initial planetary invasions. During one engagement with the flagship, segments of crew were ejected following an explosion deep inside the hull. DNA analyses of these crew members confirmed their origins.

Synopsis from ISHAEKA-0107. 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 Arnon Epithalamus
Arnon Epithalamus Jamming - 12 strength at 32+36 km range
215 Signature 215 m 1300 Velocity 1,300 m/s 50000 50 km Orbit 210 m/s 164 164 dps Torpedo damage 900 hp 112500 < 113 km Effective range 65415 65k ehp 65,415 effective hit points (24,255 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)
5 Icon red battleship.png Intaki Colliculus
Intaki Colliculus Remote Shield Booster - 380 hp every 5 sec for up to 3 targets at 25 km range
320 Signature 320 m 980 Velocity 980 m/s 50000 50 km Orbit 140 m/s 282 282 dps Torpedo damage 2,256 hp 148050 < 148 km Effective range 315598 316k ehp 315,598 effective hit points (138,600 raw hit points)
1 Icon red frigate.png Lirsautton Parichaya
Lirsautton Parichaya [8]
125 Signature 125 m 1400 Velocity 1,400 m/s 7500 8 km Orbit 158 m/s 440 440 dps Torpedo damage 6,600 hp 68750 < 69 km Effective range 25032 25k ehp 25,032 effective hit points (19,500 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 Outuni Mesen
Outuni Mesen [9] Warp disruption - 1 strength at 24 km rangeEnergy neutralizing - 3,000 GJ every 24 seconds at 25 km rangeWebbing - 60% speed reduction at 20 km range
400 Signature 400 m 790 Velocity 790 m/s 18000 18 km Orbit 110 m/s 352 352 dps Turret damage 1,760 hp 65000 45 - 65 km Effective range (from optimal up to double falloff) 215104 215k ehp 215,104 effective hit points (92,400 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)
5 Icon red battleship.png The Kundalini Manifest
The Kundalini Manifest Energy neutralizing - 1,200 GJ every 24 seconds at 29 km rangeRemote Shield Booster - 4,500 hp every 5 sec for up to 3 targets at 52 km rangeRemote ECM Burst - 25 strength every 60-300 secondsFighter Bombers - Lirsautton Parichaya
14050 Signature 14,050 m 75 Velocity 75 m/s 40000 40 km Orbit 75 m/s -1 (no weapons) -1 (no weapons) 13996149 13,996k ehp 13,996,149 effective hit points (2,632,665 raw hit points)
5 Icon red battleship.png Yulai Crus Cerebi
Yulai Crus Cerebi [10]
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 Lirsautton Parichaya doesn't share the traditional omni tank of its brethren and is a little weaker against thermal damage (23,961 ehp) and stronger against explosive damage (29,875 ehp). They also have bonuses that remove any reduction from explosive radius and explosive velcoity, meaning resists are the only thing mitigating damage from them.
  9. ^ The Outuni Mesen does 82% EM and 18% thermal damage with its turrets.
  10. ^ The Yulai Crus Cerebi does 63% EM and 38% thermal damage with its turrets.

Priorities

This is a generic kill order that works with most fleet compositions.

1) Bombers must die! No matter what else is on grid the Lirsautton Parichaya must die quickly. Failure to kill these quickly creates the single most dangerous situation in all of incursions outside of suicide ganking.

2) Arnon Epithalamus, this rat has the ability to jam up to 3 ships potentially wreaking havoc with cap chains and temporarily removing logi from a fight.

3) Outuni Mesen, this rat has very powerful energy neutralisation capable of shutting down a battleship completely. Should you be shield tanked you have a large risk of having your invulns deactivated if you cannot receive cap quickly. A good rule of thumb is you need 1 Large Remote Capacitor Transmitter per outuni to maintain fleet safety.

4) Kundalini, nothing else in site needs to be killed and a normal complement of logi should be adequate to safely tank the site, this allows you to finish the site quickly killing only what poses a threat to the safety of the threat.

How to run the site

1) Make sure all logi are flying high-influence fits.

2) Brief the fleet on the dangers of the site, take care to mention the ECM Burst and Bombers.

3) Elect a meatshield with a solid tank. A battleship with 130K EHP or more is recommended.

4) Have full fleet align down gate.

5) Send in meatshield, wait 5 seconds and send in the rest of your fleet.

6) Kill Bombers while sat on the beacon.

7) Follow the killing order while burning to optimal range on the mothership.

8) Take care not to bump the mothership, should it be bumped away it makes it harder to bring in reinforcements.

9) Kill the mothership, remember to stop shooting it to kill rats that spawn if you need to.

Other tips for what to kill

-If your fleet isn't breaking the shield repairs on the mothership you may consider killing Mara Paleos, or using the special site mechanics detailed above.

-Have your light drone bunny kill some frigates followed by shooting kundalini (Niarja > Tama > Kundalini/ Uroborus).

-In a contest, you want to follow a different kill order to maximise applied damage. This may vary depending on positioning and composition, it is recommended that you have plenty of experience FCing in incursions and have a good knowledge of the NPCs before attempting to contest a mothership site.

Triggers

This site has no triggers, everything spawns on a random timer with a random amount of rats spawning.

Hints & tips

The Kundalini Manifest, one of Sansha's Nation's flagships.

-If you burn 120km forward upon landing you will find yourself at a Logistics Control Array which when hacked interferes with the Sansha ability to repair and forces them to repair the capsuleer fleet inside the site.

-If you burn 90km forward and 30km left of where the mothership spawns you will find yourself at a container labeled as Central Control Nexus inside of which periodically spawns a Tactical Response Transmitter. If you move this item to the Sansha Control Relay located 15km behind the beacon it will force some of the Sansha rats on grid to warp off. This can be very useful if you have a small fleet to limit the DPS and Mara Paleos on grid at any one time, it should be noted however that this is only a temporary measure as they will warp back after a short time. Moving the Tactical Response Transmitter is usually done by means of a Macharial dragging it behind him in a jetcan by means of a Tractor Beam II.

-Every couple of minutes the mothership will emit an ECM burst, when this happens it is important that cap chains and reps are established quickly.