Difference between revisions of "User:Cassiel Seraphim/Sandbox6"

From EVE University Wiki
Jump to: navigation, search
(Created page with "{{incursions_sites}} = Objectives = ===== Force required ===== {{incursion sites|vanguards}} ===== Military information ===== {| | valign="middle" | [[image:incursions_sansha_...")
 
m (Bates Larsson moved page User:Cassiel seraphim/Sandbox6 to User:Cassiel Seraphim/Sandbox6: Automatically moved page while merging the account "Cassiel seraphim" to "Cassiel Seraphim")
 
(24 intermediate revisions by one other user not shown)
Line 1: Line 1:
{{incursions_sites}}
+
{{legality}}
= Objectives =
+
= Crimewatch =
===== Force required =====
+
Crimewatch is the name for the system in EVE that handles legality. It's important to understand that this is not a system in place to protect you, but rather to punish those that break the law. The distinction is important, because your safety is not the purpose of this mechanic and there are lots of ways to kill people as long as you're willing to suffer the consequences of your actions.
{{incursion sites|vanguards}}
 
===== Military information =====
 
{|
 
| valign="middle" | [[image:incursions_sansha_transmission.png]]
 
| valign="middle" | Your primary objective is to destroy the Sansha's Nation fleet amassing here, including any commanders present.
 
|}
 
===== Background information =====
 
Veterans of the earlier Nation resurgence, those chiefly responsible for coordinating the planetary invasions, have made this mobile fortress their base of operations. DED surveillance has reported a range of key Nation personnel moving in and out of these temporary headquarters, although it is rare for any two to be in the same place at once, suggesting Nation is spreading its expertise across multiple facilities in order to minimize risk.
 
  
Intelligence suggests the primary role of these commanders has changed from leading large-scale planetary invasions to covert raids, as well as other special operations outside of the usual assignments handled by the larger Nation force.  
+
In order to get the most of this article you should make sure you understand the basics of [[safety settings]] and know what the different [[timers]] are and what they mean.
  
''Synopsis from ISHAEKA-0073. DED Special Operations.''<br>''Authorized for Capsuleer dissemination.''
+
== CONCORD's response time ==
= Enemies =
+
CONCORD's response time varies based on the security level of the system you're in. It can also be manipulated to both increase and decrease their response time. See [[CONCORD]] for information about the NPC corporation itself.
Below is a list of enemies that spawn in this site. See [[Sansha's Manual]] for a full list of the incursion rats.
+
<!-- The times below are the most common when reviewing people who've done intensive testing on the response times -->
{{incursion rats|Start}}
+
{| class="wikitable" style="text-align:center;"
{{incursion rats|Auga Hypophysis}}
+
! style="background-color:#222222;" align="left" | System security /<br>Response time
{{incursion rats|Eystur Rhomben}}
+
! style="background-color:#222222;" | {{co|#EFEF00|0.5}} Security
{{incursion rats|Niarja Myelen}}
+
! style="background-color:#222222;" | {{co|#8FEF2F|0.6}} Security
{{incursion rats|Renyn Meten}}
+
! style="background-color:#222222;" | {{co|#00F000|0.7}} Security
{{incursion rats|Romi Thalamus}}
+
! style="background-color:#222222;" | {{co|#00EF47|0.8}} Security
{{incursion rats|Sansha's Nation Commander}}
+
! style="background-color:#222222;" | {{co|#48F0C0|0.9}} - {{co|#2FEFEF|1.0}} Security
{{incursion rats|Schmaeel Medulla}}
+
|-
{{incursion rats|Tama Cerebellum}}
+
| align="left" | Not spawned<small>&nbsp;<ref>This is the natural state, so this is what you get without any manipulation going on by players.</ref></small>
{{incursion rats|End}}
+
| 20 seconds
<small><references/></small>
+
| 15 seconds
== Priorities ==
+
| 11 seconds
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.
+
| 8 seconds
 
+
| 5 seconds
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" | #
+
| align="left" | Spawned elsewhere<small>&nbsp;<ref>While doing this intentionally is declared an [https://community.eveonline.com/news/news-channels/eve-online-news/exploit-notification-delaying-concord-response exploit] (read the clarification), there are situations where this might happen naturally without players exploiting these mechanics. So it's still relevant to be aware of the extra time they might have.</ref></small>
! style="background:#333333;" nowrap colspan="2" | Targets for the entire fleet
+
| 25 seconds
! style="background:#333333; vertical-align:middle; text-align:center" rowspan="2" nowrap | Reason
+
| 20 seconds
 +
| 18 seconds
 +
| 15 seconds
 +
| 5 seconds
 
|-
 
|-
! style="background:#222222;" 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>
+
| align="left" | Spawned on grid
! style="background:#222222;" 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>
+
| colspan="5" | Existing CONCORD forces respond in mere seconds.
|- style="vertical-align:top;"
 
| nowrap | 1
 
| style="background:Red;" width="1" |
 
| style="text-align:center; padding:5px;" colspan="2" nowrap | '''Niarja Myelen'''&nbsp;{{icon|jam|24|Jamming}}{{icon|neut|24|Energy neutralizing}}
 
| style="padding:5px;" | Because the '''Niarja Myelen''' jams and neuts.
 
|- style="vertical-align:top;"
 
| nowrap | 1
 
| style="background:Red;" width="1" |
 
| style="text-align:center; padding:5px;" colspan="2" nowrap | '''Sansha's Nation Commander'''&nbsp;{{icon|point|24|Warp disrupting}}
 
| style="padding:5px;" | Because the '''Sansha's Nation Commander''' does a lot of damage (also warp disrupts)
 
|- style="vertical-align:top;"
 
| nowrap | 3
 
| style="background:OrangeRed;" width="1" |
 
| style="padding:5px;" nowrap | '''Auga Hypophysis'''&nbsp;{{icon|point|24|Warp disrupting}}{{icon|web|24|Webbing}}
 
| style="padding:5px;" nowrap | '''Tama Cerebellum'''&nbsp;{{icon|point|24|Warp disrupting}}<br>'''Schmaeel Medulla'''&nbsp;{{icon|point|24|Warp disrupting}}{{icon|web|24|Webbing}}
 
| style="padding:5px;" | The '''Auga''' warp disrupts, webs and does more damage and is easier to kill than the '''Romi'''.
 
 
 
Both the '''Tama''' and the '''Schmaeel''' warp disrupts, but the '''Tama''' is easier to kill, does more damage and the threat of webs are minimal unless in a moving fleet.
 
|- style="vertical-align:top;"
 
| nowrap | 4
 
| style="background:Green;" width="1" |
 
| style="padding:5px;" nowrap | '''Romi Thalamus'''
 
| style="padding:5px;" nowrap | '''Renyn Meten'''&nbsp;{{icon|web|24|Webbing}}<br>'''Eystur Rhomben'''
 
| style="padding:5px;" | '''Renyns''' do more damage than '''Eysturs''' and while they are harder to hit, it leaves the easier to hit '''Eysturs''' for the rest of the fleet if the cruiser targets run out.
 
 
|}
 
|}
 
<small><references/></small>
 
<small><references/></small>
 
== Triggers ==
 
The last enemy killed triggers the next wave, so there is no risk of accidentally triggering the next wave before you finish your current one.
 
 
== Special requirements ==
 
There are no special requirements for this site.
 
 
= Hints & tips =
 
* There are four waves in this site, identifiable by the '''Romi Thalamus''' in the first wave, the lack of a '''Romi Thalamus''' in the second wave, the '''Sansha's Nation Commander''' in the third wave and the complete lack of cruisers in the fourth and final wave.
 
* Waves spawn roughly 35 - 40km away from the beacon, although the Sansha will rapidly close the distance to their preferred orbit.
 
* The different waves are slightly randomised. The same type of ships will spawn in each wave, but the number of each is randomised.
 
[[Category:Incursions|Vanguard sites]]
 

Latest revision as of 21:28, 18 November 2019

Crimewatch

Crimewatch is the name for the system in EVE that handles legality. It's important to understand that this is not a system in place to protect you, but rather to punish those that break the law. The distinction is important, because your safety is not the purpose of this mechanic and there are lots of ways to kill people as long as you're willing to suffer the consequences of your actions.

In order to get the most of this article you should make sure you understand the basics of safety settings and know what the different timers are and what they mean.

CONCORD's response time

CONCORD's response time varies based on the security level of the system you're in. It can also be manipulated to both increase and decrease their response time. See CONCORD for information about the NPC corporation itself.

System security /
Response time
0.5 Security 0.6 Security 0.7 Security 0.8 Security 0.9 - 1.0 Security
Not spawned [1] 20 seconds 15 seconds 11 seconds 8 seconds 5 seconds
Spawned elsewhere [2] 25 seconds 20 seconds 18 seconds 15 seconds 5 seconds
Spawned on grid Existing CONCORD forces respond in mere seconds.
  1. ^ This is the natural state, so this is what you get without any manipulation going on by players.
  2. ^ While doing this intentionally is declared an exploit (read the clarification), there are situations where this might happen naturally without players exploiting these mechanics. So it's still relevant to be aware of the extra time they might have.