Difference between revisions of "User:Cassiel Seraphim/Sandbox12"

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{{incursions_sites}}
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{| width="160" style="float:right; clear:right; margin-left:1em; margin-bottom:1em; border:1px solid #202020; padding:1px; border-collapse:collapse; text-align:center; font-size:11px"
= Objectives =
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|-
===== Force required =====
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| style="background:#000000; padding:0px;" | [[Image:map_factions.png|160px]]
{{incursion sites|assaults|ncs}}
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|-
===== Military information =====
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! style="background:#000000; font-size:12px;" | Factions
{|
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|-
| valign="middle" | [[image:incursions_sansha_transmission.png]]
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| style="background:#202020;" | [[Factions in EVE]]
| valign="middle" | Your objective is to locate the Nation commander and assassinate them. Once you have separated the commander from the rest of the Sansha fleet they will scatter and flee.
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|-
|}
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!style="background:#101010; font-size:12px;" | Empires
===== Background information =====
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|-
Intelligence and other supporting evidence have revealed that this facility is being used as a rally point for senior capsuleer commanders within Sansha's Nation. When one of these leaders is killed in combat or their forces routed by capsuleer counterattack, this is where they are re-cloned, and where they retreat to.
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| style="background:#202020;" |
 
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[[Amarr Empire]]<br>
In light of this functionality, the strategic value of these outposts must be considered. By directly attacking the nexus of pro-Nation leadership, capsuleers will be able to limit the level of coordination and efficiency amongst attack squads.
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[[Caldari State]]<br>
 
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[[Gallente Federation]]<br>
''Synopsis from ISHAEKA-0079. DED Special Operations.''<br>''Authorized for Capsuleer dissemination.''
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[[Minmatar Republic]]<br>
 
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[[Jove Empire]]
= Enemies =
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|-
Below is a list of enemies that spawn in this site. See [[Sansha's Manual]] for a full list of the incursion rats.
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!style="background:#101010; font-size:12px;"| Governments
{{incursion rats|Start}}
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|-
<!--
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| style="background:#202020;" |
{{incursion rats|Antem Neo}}
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[[Ammatar Mandate]]<br>
{{incursion rats|Auga Hypophysis}}
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[[Khanid Kingdom]]<br>
{{incursion rats|Deltole Tegmentum}}
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[[Thukker Tribe]]<br>
{{incursion rats|Eystur Rhomben}}
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[[Sansha's Nation]]
{{incursion rats|Mara Paleo}}
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|-
{{incursion rats|Niarja Myelen}}
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!style="background:#101010; font-size:12px;" | Institutions
{{incursion rats|Ostingele Tectum}}
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|-
{{incursion rats|Renyn Meten}}
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| style="background:#202020;" |
{{incursion rats|Romi Thalamus}}
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[[CONCORD]]<br>
{{incursion rats|Schmaeel Medulla}}
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[[InterBus]]<br>
{{incursion rats|Tama Cerebellum}}
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[[Sisters of EVE]]<br>
{{incursion rats|Vylade Dien}}
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[[Society of Conscious Thought]]
{{incursion rats|Yulai Crus Cerebi}}
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|-
-->
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!style="background:#101010; font-size:12px;" | Coalitions
{{incursion rats|End}}
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|-
== Priorities ==
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| style="background:#202020;" |
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.
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[[Mordu's Legion]]<br>
 
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[[Outer Ring Excavations]]<br>
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.
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[[The Syndicate]]
<!--  
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|-
{| class="wikitable" style="font-size:90%;"
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!style="background:#101010; font-size:12px;" | Cartels
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|-
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| style="background:#202020;" |
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[[Angel Cartel]]<br>
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[[Blood Raiders]]<br>
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[[Guristas Pirates]]<br>
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[[Serpentis]]
 
|-
 
|-
! style="background:#333333;" nowrap colspan="2" rowspan="2" | #
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!style="background:#101010; font-size:12px;" | Ancient cultures
! style="background:#333333;" nowrap colspan="3" | Targets for the entire fleet
 
! style="background:#333333; vertical-align:middle; text-align:center" rowspan="2" nowrap | Reason
 
 
|-
 
|-
! 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>
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| style="background:#202020;" |
! style="background:#222222;" nowrap | Sniper targets<small>&nbsp;<ref>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.</ref></small>
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[[Drifters]]<br>
! 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>
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[[Sleepers]]<br>
|- style="vertical-align:top;"
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[[Takmahl]]<br>
| nowrap | 1
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[[Talocan]]<br>
| style="background:Red;" width="1" |
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[[Yan Jung]]
| style="padding:5px;"  nowrap | '''Auga Hypophysis'''&nbsp;{{icon|point|24|Warp disrupting}}{{icon|web|24|Webbing}}
 
| style="padding:5px;" nowrap |
 
| style="padding:5px;" nowrap | '''Niarja Myelen'''&nbsp;{{icon|jamming|24|Jamming}}{{icon|neut|24|Energy neutralizing}}
 
| style="padding:5px;" | The '''Augas''' because they are very easy to kill and web as well as warp disrupts.
 
 
 
The '''Niarjas''' because they jam and neut.
 
|- style="vertical-align:text-top;"
 
| nowrap | 2
 
| style="background:OrangeRed;" width="1" |
 
| style="padding:5px;"  nowrap | '''Deltole Tegmentum'''&nbsp;{{icon|point|24|Warp disrupting}}{{icon|neut|24|Energy neutralizing}}{{icon|tp|24|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 120 km).</ref></small>&nbsp;{{icon|warfare links|24|Siege Warfare links}}
 
| style="padding:5px;" nowrap | '''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;{{icon|shield transporter|24|Remote shield booster}}
 
| 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}}<br>'''Renyn Meten'''&nbsp;{{icon|web|24|Webbing}}
 
| style="padding:5px;" | '''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.
 
|- style="vertical-align:top;"
 
| nowrap | 3
 
| style="background:Green;" width="1" |
 
| style="padding:5px;" nowrap | '''Ostingele Tectum'''<br>'''Romi Thalamus'''
 
| style="padding:5px;" nowrap | '''Yulai Crus Cerebi'''<br>'''Antem Neo'''
 
| style="padding:5px;" nowrap | '''Eystur Rhomben'''
 
| style="padding:5px;" | '''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>
 
-->
 
 
 
== 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. The only exception is the '''Slave''' or '''Citizen''', see below.
 
 
 
== Special requirements ==
 
{|
 
| [[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'''.<br>''(a ship people can anchor up on to stay together)''
 
|}
 
{|
 
| [[File:icon_bounty.png|48px|Cut off the head of the snake ...]]
 
| Focus on the '''Slave''' or '''Citizen''' in the end.<br>''(the remainder of the last wave will warp off)''
 
 
|}
 
|}
 
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<!-- [[Category:Foo]] Add something suitable later on. -->
===== Snipers =====
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<noinclude>
Several ships in the first wave will initially sit at sniper ranges up to 160 km away from where you land. They will approach you however, and in combination with your fleet moving further into the site it's not critical to have a lock range of 150 km. Having just 120 km will be doable, even if you'll initially have to wait a little for things to come into range.
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A template in order to keep related documents more visible, despite the category.
 
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<!--[[Category:Template]]-->
===== Anchor =====
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</noinclude>
In order to keep the fleet together, everyone within remote shield booster range and so forth. Appoint someone to be your '''anchor''' then have the rest of the fleet anchor up on him and use '''keep at''' range 2,500 m to make sure they always remain with the anchor (except logistics who would orbit at 5,000 m instead). That way only the anchor needs to know where to move and the rest of the fleet would follow suit.
 
 
 
As for where to go, the '''Snake Shaped Asteroid''' is a good compromise for a fleet without propulsion modules. If you approach it until you're within 10 km from it, you'll be in a good position for all the remaining spawns.
 
 
 
===== Slave / Citizen =====
 
Killing the '''Slave''' or '''Citizen''' that spawns in the fifth and final wave will finish the site and force the remaining forces to warp off. As such there is no need to focus on any other ships in the last wave, just kill the commander as quickly as possible and be done with it.
 
 
 
The commander will be named either '''Citizen Astur''', '''Slave 32152''', '''Slave Endoma01''', '''Slave Heavenbound02''' or '''Slave Tama01'''. It is identical to the '''Deltole Tegmentum''' in all but the name.
 
= Hints & tips =
 
* There are five waves in this site, identifiable by the '''Yulai Crus Cerebi''' in the first wave, '''Ostingele Tectums''' in the second, '''Antem Neos''' in the third, '''Arnon Epithalamus''' in the fourth and the '''Slave''' or '''Citizen''' in the fifth and final wave.
 
** The first wave spawns 160 km from the beacon, behind the '''Snake Shaped Asteroid''' to the right.
 
** The second wave spawns 60 km from the beacon, between the L-shaped buildings and the '''Snake Shaped Asteroid'''.
 
** The third wave spawns 150 km from the beacon, behind the '''Snake Shaped Asteroid''' to your left.
 
** The fourth wave spawns 20 km from the beacon, a little to the right.
 
** The fifth and final wave spawns 50 km from the beacon, to the right side of the L-shaped buildings.
 
** 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. There will Outuni Mesen however.
 
* Moving is not strictly required in this site, but it helps a lot. See '''Anchor''' above for an example of how you can move into a more preferred position near the '''Snake Shaped Asteroid'''. Should you sit still near the beacon the distance to the first and third wave would remain 150+ km off.
 
* 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. The same goes if you get a lot of '''Outuni Mesen''' spawning in the end, along with the '''Slave''' or '''Citizen'''.
 
[[Category:Incursions|Assault sites]]
 

Latest revision as of 16:28, 4 April 2022