Difference between revisions of "User:Paxte Eriker/incursions/True Creations Research Center"
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{{incursions_sites}} | {{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> | + | <!--<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>--> |
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− | = Intelligence Reports | + | == Intelligence Reports == |
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{{incursion sites|headquarters}} | {{incursion sites|headquarters}} | ||
''Special roles''<br/> | ''Special roles''<br/> | ||
− | * '''1 MTAC Pilot''' - Ship fitted with a tractor beam that upon entering the site will immediately go to the Concord MTAC Factory and start | + | * '''1 MTAC Pilot''' - Ship fitted with a tractor beam that upon entering the site will immediately go to the Concord MTAC Factory and start moving MTACs from the factory to the Shield Transfer Control Tower to prevent the target station from repairing itself. MTACs are too large to fit in a battleship cargohold so they must be moved in a jetcan.<br/> |
* '''1 Meatshield''' - Heavily tanked ship that will enter the site in advance of the fleet to consolidate initial aggro on a single target.<br/> | * '''1 Meatshield''' - Heavily tanked ship that will enter the site in advance of the fleet to consolidate initial aggro on a single target.<br/> | ||
+ | * ''' 1 Drone Bunny''' - Responsible for killing all non-respawning frigates and all Niarjas.<br/> | ||
− | ''Note: It is highly advisable for the MTAC Pilot to have a timer of some sort | + | ''Note: It is highly advisable for the MTAC Pilot to have a timer of some sort to ensure that MTACs are dropped at the appropriate pace.'' |
=== Military Intelligence === | === Military Intelligence === | ||
Your objectives are to re-secure the area around the True Creations Research Center and then destroy the station itself. To do this you will first need to make use of a local CONCORD MTAC factory that has been commandeered by Nation forces. Take control of the facility and transport the MTACs to the shield transfer control tower. Once inside, they can recapture the station controls and power down the shields, leaving the research center vulnerable. | Your objectives are to re-secure the area around the True Creations Research Center and then destroy the station itself. To do this you will first need to make use of a local CONCORD MTAC factory that has been commandeered by Nation forces. Take control of the facility and transport the MTACs to the shield transfer control tower. Once inside, they can recapture the station controls and power down the shields, leaving the research center vulnerable. | ||
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''Authorized for Capsuleer dissemination.'' | ''Authorized for Capsuleer dissemination.'' | ||
− | = Enemies = | + | == Enemies == |
− | + | Below is a list of enemies that spawn in this site. See [[Sansha's Manual]] for a full list of the incursion rats. | |
− | Deltole | + | {{incursion rats|Start}} |
− | + | {{incursion rats|Auga Hypophysis}} | |
− | + | {{incursion rats|Deltole Tegmentum}} | |
− | + | {{incursion rats|Intaki Colliculus}} | |
− | Niarja | + | {{incursion rats|Mara Paleo}} |
− | Ostingele | + | {{incursion rats|Niarja Myelen}} |
− | Yulai | + | {{incursion rats|Ostingele Tectum}} |
− | + | {{incursion rats|Outuni Mesen}} | |
− | + | {{incursion rats|Renyn Mesen}} | |
+ | {{incursion rats|Romi Thalamus}} | ||
+ | {{incursion rats|Schmaeel Medulla}} | ||
+ | {{incursion rats|Yulai Crus Cerebi}} | ||
+ | {{incursion rats|End}} | ||
− | = Special Mechanics = | + | == Special Mechanics == |
This site has two special mechanics that must be understood in order to complete the site and then exit without losing any ships. | This site has two special mechanics that must be understood in order to complete the site and then exit without losing any ships. | ||
− | === | + | === Delayed Initial Spawns === |
− | + | When the TCRC site spanws only a small number of rats are present. The spawning of the remainder of the rats is triggered by an uncloaked ship warping into the site. Once triggered the remaining rats spawn in over three waves. It takes ~90 seconds from the time the remaining spawns are triggered for the final wave to spawn. | |
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− | + | Because of the long timer for the final wave to spawn it is possible to warp into the site partway through the spawn process. If this happens it is easy to check for the presence of specific rats to determine how far through the spawn process the site is. | |
− | + | * If there are no rats at all within 40km of the beacon then none of the additional waves have spawned. In this state the site is usually called "Normal". | |
+ | * If there are Deltoles wihtin 40km of the beacon then the first of the additional waves has spawned. In this state the site is usually called "Deltoles". | ||
+ | * If there are both Deltoles and frigates within 40km of the beacon then two of the additional waves have spawned. In this state the site is usually called "Frigates". | ||
+ | * If there are Outunis present in the site then all the additional waves have spawned. In this state the site is usually called "Full". | ||
=== MTAC === | === MTAC === | ||
The shield transfer arrays next to the Sansha battle tower are capable of repairing the tower from near dead to full HP in a matter of seconds. Destroying the tower before the repairs start is not possible so the repairs must be disabled in order to complete the site. | The shield transfer arrays next to the Sansha battle tower are capable of repairing the tower from near dead to full HP in a matter of seconds. Destroying the tower before the repairs start is not possible so the repairs must be disabled in order to complete the site. | ||
− | Further to the left of the shield arrays are two additional structures; a Concord MTAC Factory and a Shield Transfer Control Tower. Taking a MTAC from the factory and placing it in the control tower will prevent the battle tower from being repaired for a short period of time. | + | Further to the left of the shield arrays are two additional structures; a Concord MTAC Factory and a Shield Transfer Control Tower. Taking a MTAC from the factory and placing it in the control tower will prevent the battle tower from being repaired for a short period of time. |
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+ | MTACs are too large to fit into the cargo hold of any battleship, including marauders, and must be moved from the factory to the control tower by using a jetcan. MTACs will respawn in the factory at a fast enough rate that it is possible to permanently stop the repairs after the first MTAC is dropped. | ||
+ | === Enemy Respawns === | ||
+ | Many of the enemies in this site will respawn on timers after they are initially destroyed. The respawn timers for battleships are longer than an average fleet should take to complete the site but the respawn timers for frigate and cruisers are very fast. These fast respawning frigates and cruisers include warp disrupting ships in the form of Schmaeels and Augas. | ||
+ | While there are several Schmaeels initially present in the site only two of them are respawning. The two that will respawn can be identified by their initial spawn location close to the Shield Transfer Control Tower. | ||
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− | + | == Entering the Site == | |
+ | The unique spawn mechanics of TCRCs make it unadvisable to simply have the entire fleet warp into the site at the same time because the spawn of each wave is so spread out. Entering all at once into a fresh site makes it very likely that each wave will pick a different friendly ship to shoot, significantly increasing the workload for logi. The safest way to enter the site is to have someone (often an alt) warp into the site well before the fleet wants to run it in order to trigger the spawns. This should be done in either a disposable corvette or a fast aligning ship that can get out of the site before the rats can shoot it. | ||
− | + | Once the fleet arrives at the gate the meatshield will go in first to both check the status of the site and make sure that all the aggro from the rats is on one target. After the meatshield enters and confirms that all rats have spawned the remainder of the fleet can then safely enter the site. | |
− | + | == Completing the Site == | |
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− | + | Getting payout for the site only requires that the fleet destroy the sansha battletower that is ~100km from the beacon. In order to successfully destroy the battletower it is necessary to disable the shield transfer arrays using the MTAC mechanic. | |
− | + | Safely completing the site is not simply a matter of destroying the battletower, getting paid, and then warping to the next site. This is because the rats do not despawn after the battletower is destroyed. In order to for the entire fleet to safely leave the site all remaining warp-disrupting rats need to be killed. | |
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− | + | Ensuring a safe exit is usually accomplished by killing all warp disrupting ships, except for the respawning Schmaeel and Auga, before the tower is destroyed. After the tower is destroyed the respanwing of rats after they are killed stops. The previously respawning Schmaeel and Auga can then be killed and the fleet can then leave the site. It is very important to note that the destruction of the battletower stops more respawn timers from being triggered, it does not stop any in progress respawn timers. This means that if a Schmaeel or Auga is killed immediately befoe the battletower is destroyed then it could potentially still respawn. If this happens then it is important to wait long enough to be certain if the Schmaeel or Auga is going to respawn before having the fleet warp out. | |
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+ | The actual warpout is usually done in two stages with all dps ships individually warping off first, and the logi warping off as a group after confirming that all non-logi have left the site. The logi being the last to leave is done because there will still be a significant amount of rat dps left on field so a ship that is slow to warp or gets stuck on an object could easily die. | ||
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{{Incursions sites horizontal}} | {{Incursions sites horizontal}} | ||
[[Category:Incursions sites]] | [[Category:Incursions sites]] |
Latest revision as of 11:28, 23 July 2023
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 |
Intelligence Reports
Fleet of 40 pilots (up to 60 in low/null) 6 - 10 logistics needed (5+ utility cap needed) 10 - 15 snipers needed Sites take about 10 - 20 minutes |
Special roles
- 1 MTAC Pilot - Ship fitted with a tractor beam that upon entering the site will immediately go to the Concord MTAC Factory and start moving MTACs from the factory to the Shield Transfer Control Tower to prevent the target station from repairing itself. MTACs are too large to fit in a battleship cargohold so they must be moved in a jetcan.
- 1 Meatshield - Heavily tanked ship that will enter the site in advance of the fleet to consolidate initial aggro on a single target.
- 1 Drone Bunny - Responsible for killing all non-respawning frigates and all Niarjas.
Note: It is highly advisable for the MTAC Pilot to have a timer of some sort to ensure that MTACs are dropped at the appropriate pace.
Military Intelligence
Your objectives are to re-secure the area around the True Creations Research Center and then destroy the station itself. To do this you will first need to make use of a local CONCORD MTAC factory that has been commandeered by Nation forces. Take control of the facility and transport the MTACs to the shield transfer control tower. Once inside, they can recapture the station controls and power down the shields, leaving the research center vulnerable.
Background Intelligence
True Creations is suspected to be chiefly responsible for the re-cloning and implantation of abducted planetside civilians. In addition to this role they spearhead the development and application of new technologies. DED surveillance teams have noted, on repeated occasions now, that True Creations is now deploying mobile research centers directly to the field of battle.
Normally choosing to hide these sorts of centers well from view, this move of theirs is not fully understood. Current research is investigating the potential role these supposedly "observatory" facilities are playing in the larger battle. The proximity of these research centers to the front lines is something that will take some time to fully investigate and understand.
Synopsis from ISHAEKA-0083. 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] | |
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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 | ||
320 m | 980 m/s | 140 m/s | 50 km2,256 hp | 282 dps< 148 km | 316k 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 | ||
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 | ||
Yulai Crus Cerebi [8] |
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 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.
Special Mechanics
This site has two special mechanics that must be understood in order to complete the site and then exit without losing any ships.
Delayed Initial Spawns
When the TCRC site spanws only a small number of rats are present. The spawning of the remainder of the rats is triggered by an uncloaked ship warping into the site. Once triggered the remaining rats spawn in over three waves. It takes ~90 seconds from the time the remaining spawns are triggered for the final wave to spawn.
Because of the long timer for the final wave to spawn it is possible to warp into the site partway through the spawn process. If this happens it is easy to check for the presence of specific rats to determine how far through the spawn process the site is.
- If there are no rats at all within 40km of the beacon then none of the additional waves have spawned. In this state the site is usually called "Normal".
- If there are Deltoles wihtin 40km of the beacon then the first of the additional waves has spawned. In this state the site is usually called "Deltoles".
- If there are both Deltoles and frigates within 40km of the beacon then two of the additional waves have spawned. In this state the site is usually called "Frigates".
- If there are Outunis present in the site then all the additional waves have spawned. In this state the site is usually called "Full".
MTAC
The shield transfer arrays next to the Sansha battle tower are capable of repairing the tower from near dead to full HP in a matter of seconds. Destroying the tower before the repairs start is not possible so the repairs must be disabled in order to complete the site.
Further to the left of the shield arrays are two additional structures; a Concord MTAC Factory and a Shield Transfer Control Tower. Taking a MTAC from the factory and placing it in the control tower will prevent the battle tower from being repaired for a short period of time.
MTACs are too large to fit into the cargo hold of any battleship, including marauders, and must be moved from the factory to the control tower by using a jetcan. MTACs will respawn in the factory at a fast enough rate that it is possible to permanently stop the repairs after the first MTAC is dropped.
Enemy Respawns
Many of the enemies in this site will respawn on timers after they are initially destroyed. The respawn timers for battleships are longer than an average fleet should take to complete the site but the respawn timers for frigate and cruisers are very fast. These fast respawning frigates and cruisers include warp disrupting ships in the form of Schmaeels and Augas.
While there are several Schmaeels initially present in the site only two of them are respawning. The two that will respawn can be identified by their initial spawn location close to the Shield Transfer Control Tower.
Entering the Site
The unique spawn mechanics of TCRCs make it unadvisable to simply have the entire fleet warp into the site at the same time because the spawn of each wave is so spread out. Entering all at once into a fresh site makes it very likely that each wave will pick a different friendly ship to shoot, significantly increasing the workload for logi. The safest way to enter the site is to have someone (often an alt) warp into the site well before the fleet wants to run it in order to trigger the spawns. This should be done in either a disposable corvette or a fast aligning ship that can get out of the site before the rats can shoot it.
Once the fleet arrives at the gate the meatshield will go in first to both check the status of the site and make sure that all the aggro from the rats is on one target. After the meatshield enters and confirms that all rats have spawned the remainder of the fleet can then safely enter the site.
Completing the Site
Getting payout for the site only requires that the fleet destroy the sansha battletower that is ~100km from the beacon. In order to successfully destroy the battletower it is necessary to disable the shield transfer arrays using the MTAC mechanic.
Safely completing the site is not simply a matter of destroying the battletower, getting paid, and then warping to the next site. This is because the rats do not despawn after the battletower is destroyed. In order to for the entire fleet to safely leave the site all remaining warp-disrupting rats need to be killed.
Ensuring a safe exit is usually accomplished by killing all warp disrupting ships, except for the respawning Schmaeel and Auga, before the tower is destroyed. After the tower is destroyed the respanwing of rats after they are killed stops. The previously respawning Schmaeel and Auga can then be killed and the fleet can then leave the site. It is very important to note that the destruction of the battletower stops more respawn timers from being triggered, it does not stop any in progress respawn timers. This means that if a Schmaeel or Auga is killed immediately befoe the battletower is destroyed then it could potentially still respawn. If this happens then it is important to wait long enough to be certain if the Schmaeel or Auga is going to respawn before having the fleet warp out.
The actual warpout is usually done in two stages with all dps ships individually warping off first, and the logi warping off as a group after confirming that all non-logi have left the site. The logi being the last to leave is done because there will still be a significant amount of rat dps left on field so a ship that is slow to warp or gets stuck on an object could easily die.
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