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Nation Consolidation Network: Difference between revisions

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{{cleanup}}
{{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>
== Objectives ==
=Intelligence Reports=
=== Force required ===
{{incursion sites|assaults|ncn}}


===Military Intelligence===
=== 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.
{|
| [[File: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 ===
===Background Intelligence===
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.''
 
=Forces Required=
* 15-20 Pilots
 
 
''Preferred List''<br/>
*'''4-5 Logistics'''<br/>
*'''4-5 Cruiser Damage Dealers'''<br/>
*'''4-5 Battleship/Battlecruiser Damage Dealers'''<br/>
*'''3-5 Battleship/Battlecruiser Snipers'''<br/>
 
 
:''Note: If more DD or Logi are added for the safety of the fleet, be aware that payout will be affected.''
 
=Rewards=
[[File:Assault_rpr.PNG‎|right|Full Fleet Assault Reward Payout Ratio]]
 
 
 
'''Hi Sec Payout'''
* 18,200,000 ISK
* 3,500 CONCORD LP
 
'''Low / Null Sec Payout'''
* 26,000,000 ISK × ratio
* 5,000 CONCORD LP × ratio
 
 
 
 
=Achieving Objectives Successfully=
{{Box|red|The ships in the current kill order may not be the type of ship that spawns.  The ships listed in this wiki page represent the size of ship that will spawn.  Further investigation is needed to determine the different kind of ships that will spawn.  The amount and size of those ships will not be different.  The kill order is sorted for the worst type of ship that would spawn|solid}}
 
This site takes co-ordination of two Fleet Commanders due to the site requiring two different fleets to enter the sites.  The left acceleration gate will be a Cruiser only, and the right acceleration gate will allow for Battlecruisers / Battleships only.  Upon anchor's entrance to the site, anchor will proceed forward, to the next gate.  While moving, the fleet will shoot according to tagged order.  The pockets on each side need to be completed before the two groups are allowed to proceed to the next pocket.  This will take place for the second and third pocket. 
 
The fourth pocket is where the two fleets will converge.  The Battleship anchor will proceed into the fourth pocket before the entire fleet activates their final gates and lands on grid in this final pocket.  Follow tagged order.  Reward will be paid after the last Sansha ship is destroyed.
 
=Watchlist=
 
===Logistics===
 
*Anchor
*Jammer *
*Logistics Commander
*Cap Chain Partner
*Fleet Commander
 
''Note: It is not required to have a Jammer in an Assault site.  Jammers decrease DPS but also become aggro magnets when activating jamming modules.  They will be aggro magnets.''
 
===Damage Dealer / Sniper / Drone Bunny===
 
*Anchor
*Drone Bunny
*Cap Chain Partner *
 
''Note: If you need a cap chain partner, be aware of the distance necessary to facilitate the transfer properly and co-ordinate with your partner or partners for less confusion in the battlefield.''
 
 
 
=Pirates / Kill Order=
 
'''Anchors'''
:Each pocket has approximately 30 to 50 kilometer's between where the previous gate drop's the fleet, to the next gate.  The next gate is always in front of where you land.  Proceed strait forward, to the next gate as everyone lands on grid. 
 
 
==BattleCruiser / Battleship Side==
 
===BattleCruiser / Battleship Pocket 1===
 
''1 Cruiser type / 2 Battleship types / 1 Battleship type / 1 Battleship type''
 
Arnon Epithalamus - Jammer / Warp Scrambler (Tag 0)<br/>
Outuni Mesen - Scrambler / Webber / Neut (Tag 1-2)<br/>
Deltole Tegmentum - Warp Scrambler / Neut (Tag 3)<br/>
Ostingele Tectums - Sansha High DPS DD (Tag 4)<br/>
 
:Upon clearing BattleCruiser / Battleship Pocket 1, Cruiser gate 2 is able to be activated.
:The gate to BattleCruiser / Battleship Pocket 2 is able to be entered after the Cruiser side clears Cruiser Pocket 1.
 
===BattleCruiser / Battleship Pocket 2===
 
''1 Cruiser type / 4 Battleship types''
 
Vylade Dien - Sansha Booster (Tag 0)<br/>
Intaki Colliculus - Sansha Logistics (Tag 1-4)
 
:Upon clearing BattleCruiser / Battleship Pocket 2, Cruiser gate 3 is able to be activated.
:The gate to BattleCruiser / Battleship Pocket 3 is able to be entered after the Cruiser side clears Cruiser Pocket 2.
 
===BattleCruiser / Battleship Pocket 3===
 
''1 Battleship type / 1 Cruiser type / 2 Battleship types / 2 Battleship types''
 
Deltole Tegmentum - Warp Scrambler / Neut (Tag 0)<br/>
Vylade Dien - Sansha Booster (Tag 1)<br/>
Intaki Colliculus - Sansha Logistics (Tag 2-3)
Ostingele Tectums - Sansha High DPS DD (Tag 4-5)<br/>
 
:Upon clearing BattleCruiser / Battleship Pocket 3, Cruiser gate is able to be activated.
:The Battleship, BattleCruiser, and Cruiser Rally Pocket on the Cruiser side is able to be used after the Cruiser side clears Cruiser Pocket 3.
 
 
 
 
==Cruiser Side==
 
===Cruiser Pocket 1===
 
''1 Frigate type / 1 Cruiser type / 1 Cruiser type / 2 Frigate types / 2 Cruiser types''
 
Niarja Myelen - Jammer / Neut (Tag 0)<br/>
Arnon Epithalamus - Jammer / Warp Scrambler (Tag 1)<br/>
Mara Paleo - Sansha Logistics (Tag 2)<br/>
Schmaeel Medullas - Warp Scrambler / Webber (Tag 3-4)<br/>
Auga Hypophysis - Scrambler / Webber (Tag 5-6)<br/>
 
:Upon clearing Cruiser Pocket 1, BattleCruiser / Battleship gate 2 is able to be activated.
:The gate to Cruiser Pocket 2 is able to be entered after the BattleCruiser / Battleship side clears BattleCruiser / Battleship Pocket 1.
 
===Cruiser Pocket 2===


Niarja Myelen - Jammer / Neut (Tag 0-1)<br/>
== Enemies ==
Arnon Epithalamus - Jammer / Warp Scrambler (Tag 2-3)<br/>
Below is a list of enemies that spawn in this site. See [[Sansha's Manual]] for a full list of the incursion rats.
Mara Paleo - Sansha Logistics (Tag 4)<br/>
{{incursion rats|Start}}
Ostingele Tectums - Sansha High DPS DD (Tag 5)<br/>
{{incursion rats|Antem Neo}}
Eystur Rhomben - High DPS Frigate DD (Tag 6)<br/>
{{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|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}}


:Upon clearing Cruiser Pocket 2, BattleCruiser / Battleship gate 3 is able to be activated.
=== Priorities ===
:The gate to Cruiser Pocket 3 is able to be entered after the BattleCruiser / Battleship side clears BattleCruiser / Battleship Pocket 2.
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.


===Cruiser Pocket 3===
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="background-color: var(--background-color-warning-subtle);"
! colspan="2" rowspan="2" | #
!  colspan="3" | Targets for the entire fleet
! style="text-align: center" rowspan="2" | Reason
|-
! style="background-color: var(--background-color-warning-subtle); white-space: nowrap;" | Regular targets<small>&nbsp;<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-color: var(--background-color-warning-subtle); white-space: nowrap;" | Sniper targets<small>&nbsp;<ref>Sniper targets are enemies that spawn up to 150km away and even if they will start moving in closer you'll need increased locking range and good damage projection out to at least 120 km. Once you run out of sniper targets, change to short range ammo and follow regular targets.</ref></small>
! style="background:-color: var(--background-color-warning-subtle); white-space: nowrap;" | Small targets<small>&nbsp;<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;"
| 1
| style="width: 1em; background-color: Red;" |
| '''Auga Hypophysis'''&nbsp;[[File:icon_warp_disruptor_i.png|24px|link=|Warp disrupting]][[File:icon_stasis_webifier_i.png|24px|link=|Webbing]]
|
| '''Niarja Myelen'''&nbsp;[[File:Icon_target_max.png|24px|link=|Jamming]][[File:icon_energy_neutralizer_i.png|24px|link=|Energy neutralizing]]
| style="padding:5px;" | The '''Augas''' because they are very easy to kill and web as well as warp disrupts.


Schmaeel Medullas - Warp Scrambler / Webber (Tag 0-1)<br/>
The '''Niarjas''' because they jam and neut.
Tama Cerebellums - Warp Scrambler (Tag 2)<br/>
|- style="vertical-align: top;"
Auga Hypothosis - Scrambler / Webber (Tag 3)<br/>
| 2
Romi Thalamus - Sansha DD (Tag 4-6)<br/>
| style="background-color: OrangeRed;" |
Eystur Rhomben - High DPS Frigate DD  (Tag 7-8)<br/>
| style="white-space: nowrap;" | '''Deltole Tegmentum'''&nbsp;[[File:icon_warp_disruptor_i.png|24px|link=|Warp disrupting]][[File:icon_energy_neutralizer_i.png|24px|link=|Energy neutralizing]][[File:icon_target_painter_i.png|24px|link=|Target painting]]<br>'''Vylade Dien'''<small>&nbsp;<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 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 60 km).</ref></small>&nbsp;[[File:Warfare-links.png|24px|link=|Siege Warfare links]]
| '''Mara Paleo'''<small>&nbsp;<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>&nbsp;[[File:icon_shield_transporter_i.png|24px|link=|Remote shield booster]]
| style="white-space: nowrap;" | '''Tama Cerebellum'''&nbsp;[[File:icon_warp_disruptor_i.png|24px|link=|Warp disrupting]]<br>'''Schmaeel Medulla'''&nbsp;[[File:icon_warp_disruptor_i.png|24px|link=|Warp disrupting]][[File:icon_stasis_webifier_i.png|24px|link=|Webbing]]<br>'''Renyn Meten'''&nbsp;[[File:icon_stasis_webifier_i.png|24px|link=|Webbing]]
| '''Deltoles''' because they neut, target paints and warp disrupts, then '''Vylades''' because they boost resists.


:Upon clearing Cruiser Pocket 3, Battleship, BattleCruiser, and Cruiser Rally Pocket on the Battleship side, is able to be activated.
The '''Maras''' because they remote repair.
:The gate to the Battleship, BattleCruiser, and Cruiser Rally Pocket is able to be used after the Cruiser side clears BattleCruiser / Battleship Pocket 3.


'''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;"
| 3
| style="background-color: Green;" |
|'''Ostingele Tectum'''<br>'''Romi Thalamus'''
|'''Yulai Crus Cerebi'''<br>'''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.
|}
<small><references/></small>


==Battleship, BattleCruiser, and Cruiser Rally Pocket==
=== 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.


'''Anchor'''<br/>
=== Special requirements ===
Battleship Anchor will activate gate first. Once anchor indicates they are in, the rest of the fleet is authorized to activate the final acceleration gate, and end up in the same pocket.
{|
| [[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 120 km)''
|-
| [[File:icon_ship.png|48px|Anchor]]
| This site benefits greatly from having an '''anchor''' for the last pocket.<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.
{|
| style="vertical-align: top;" |
{| class="wikitable"
|-style="background-color: var(--background-color-warning-subtle);"
! Cruiser-side
! Battleship-side
|-
| style="vertical-align: top;" |
Cruisers<small>&nbsp;<ref>Including '''Combat Recon Ships''', '''Force Recon Ships''', '''Heavy Assault Cruisers''', '''Heavy Interdictors''' and '''Strategic Cruisers'''.</ref></small><br>
''{{co|grey|Frigates}}''<small>&nbsp;<ref>Including '''Assault Frigates''', '''Covert Ops''', '''Electronic Attack Ships''', '''Interceptors''', '''Rookie Ships''', '''Stealth Bombers''' and '''Shuttles'''.</ref></small><br>
''{{co|grey|Destroyers}}''<small>&nbsp;<ref>Including '''Interdictors'''.</ref></small>
| style="vertical-align: top; white-space: nowrap;" |
Battleships<small>&nbsp;<ref>Including '''Black Ops''', '''Elite Battleships''' and '''Marauders'''.</ref></small><br>
''{{co|grey|Mining barges}}''<small>&nbsp;<ref>Including '''Exhumers'''.</ref></small><br>
''{{co|grey|Large industrials}}''<small>&nbsp;<ref>Including '''Freighters''', '''Industrial Command Ships''' and '''Jump Freighters'''</ref></small>
|-
| colspan="2" style="text-align: center;" |
Battlecruisers<small>&nbsp;<ref>Including '''Attack Battlecruisers''', '''Combat Battlecruisers''' and '''Command Ships'''.</ref></small><br>
Logistics<br>
''{{co|grey|Industrials}}''<small>&nbsp;<ref>Including '''Blockade Runners''' and '''Deep Space Transports'''.</ref></small>
|}
| style="vertical-align: top;" | <small><references/></small>
|}


Niarja Myelen - Jammer / Neut (Tag 0)<br/>
==== Snipers ====
Outuni Mesen - Scrambler / Webber / Neut (Tag 1)<br/>
Several ships in the last pocket will spawn at sniper ranges up to 150 km away from where you land. While they will slowly approach to their preferred 60 km orbits, it is pretty much critical to have some ships able to lock and apply good damage out to at least 120 km.
Deltole Tegmentum - Warp Scrambler / Neut (Tag 2)<br/>
Mara Paleo - Sansha Logistics (Tag 3)<br/>
Tama Cerebellums - Warp Scrambler (Tag 4-5)<br/>
Auga Hypophysis - Webber / Scram (Tag 6-9)<br/>
Romi Thalamus - Sansha DD (Tag 10)<br/>
Eystur Rhomben - High DPS Frigate DD  (Tag 11)<br/>
Yulai Crus Cerebi - Sansha DD (Tag 12-13)<br/>
Antem Neos - Sansha Sniper DD (Tag 14-15)<br/>


==== 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 different waves are slightly randomised. The same type of ships will spawn in each wave, but the number of each is randomised. So you will encounter the same type of ships in each site, but the number of ships per type in each individual wave will be slightly different.
* Moving is required in this site, but you will not need a propulsion module unless you want to speed up your completion times.
** The next acceleration gate is located 50+ km away from where you land in the pocket, so be sure to start moving right away.
* 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.


===Finale===
{{Incursions sites horizontal}}


When going into the final pocket, the site is cleared when all DPS has been removed/destroyed from the field.  Upon destruction of the final ship, payout will be received.


==Hints and Tips==
[[Category:Incursions sites]]
{{incursions_sites}}
[[Category:Incursions|Assault sites]]