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True Power Provisional Headquarters: Difference between revisions

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<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 =
 
===== Force required =====
=Intelligence Reports=
{{incursion sites|headquarters}}
 
===== Military information =====
===Military Intelligence===
{|
Your objective is to secure a path to True Power’s Mobile HQ and then destroy it. You will need to pass through three layers of security before you will arrive at the station. Sansha commanders will attempt to reinforce the area en-masse if you give them time to, so be sure to bring pilots to breach their defenses quickly.  
| valign="middle" | [[image:incursions_sansha_transmission.png]]
 
| valign="middle" | Your objective is to secure a path to True Power's Mobile HQ and then destroy it. You will need to pass through three layers of security before you will arrive at the station. Sansha commanders will attempt to reinforce the area en-masse if you give them time to, so be sure to bring pilots to breach their defenses quickly.
===Background Intelligence===
|}
===== Background information =====
True Power, the leading corporation within Sansha's Nation, has acquired the means to establish provisional headquarters in areas of their choosing. The exact nature of these operations or how such large complexes are established so quickly remains unknown. The use of mobile nano-factories is strongly suspected, and would help account for the rapidity of setup. It is also possible that rogue drone technology, or even worker drones themselves, are for some reason assisting in the rapid deployment of these battle stations, although this remains unconfirmed.
True Power, the leading corporation within Sansha's Nation, has acquired the means to establish provisional headquarters in areas of their choosing. The exact nature of these operations or how such large complexes are established so quickly remains unknown. The use of mobile nano-factories is strongly suspected, and would help account for the rapidity of setup. It is also possible that rogue drone technology, or even worker drones themselves, are for some reason assisting in the rapid deployment of these battle stations, although this remains unconfirmed.


The strategic value of these outposts is significant. Nation can re-equip local fighting forces at a moment's notice, transmit instructions and battle reports along secure lines, and rally retreating Nation forces that have been ejected from other strongholds, which are always in close proximity to the larger headquarters for this reason.
The strategic value of these outposts is significant. Nation can re-equip local fighting forces at a moment's notice, transmit instructions and battle reports along secure lines, and rally retreating Nation forces that have been ejected from other strongholds, which are always in close proximity to the larger headquarters for this reason.


''Synopsis from ISHAEKA-0081. DED Special Operations.''<br/>
''Synopsis from ISHAEKA-0081. DED Special Operations.''<br>''Authorized for Capsuleer dissemination.''
''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.
=Forces Required=
{{incursion rats|Start}}
* 28 - 40 pilots
{{incursion rats|Antem Neo}}
 
{{incursion rats|Arnon Epithalamus}}
 
{{incursion rats|Auga Hypophysis}}
''Preferred List''<br/>
{{incursion rats|Deltole Tegmentum}}
*'''8-10 Logistics'''<br/>
{{incursion rats|Eystur Rhomben}}
*'''10-15 Damage Dealers'''<br/>
{{incursion rats|Intaki Colliculus}}
*'''10-15 Snipers'''<br/>
{{incursion rats|Mara Paleo}}
 
{{incursion rats|Ostingele Tectum}}
 
{{incursion rats|Outuni Mesen}}
 
{{incursion rats|Romi Thalamus}}
=Rewards=
{{incursion rats|Schmaeel Medulla}}
[[File:HQ_rpr.PNG‎|right|Full Fleet Headquarters Reward Payout Ratio]]
{{incursion rats|Tama Cerebellum}}
{{incursion rats|Vylade Dien}}
{{incursion rats|Yulai Crus Cerebi}}
{{incursion rats|End}}
== Priorities ==
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.


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" | #
! 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>
! 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>
! 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>
|- style="vertical-align:top;"
| nowrap | 1
| style="background:Red;" width="1" |
| style="text-align:center; padding:5px;" colspan="2" nowrap | '''Arnon Epithalamus'''&nbsp;{{icon|jamming|24|Jamming}}<br>'''Outuni Mesen'''<small>&nbsp;<ref>The threat of the '''Outuni''' comes from it being within neuting range. If you're confident that your fleet can take it out before it comes within neuting range, you can forego this ship in favour of other ships, as long as you make sure it's dead before it reached neuting range.</ref></small>&nbsp;{{icon|point|24|Warp disrupting}}{{icon|neut|24|Energy neutralizing}}{{icon|web|24|Webbing}}
| style="padding:5px;" nowrap | '''Schmaeel Medulla'''&nbsp;{{icon|point|24|Warp disrupting}}{{icon|web|24|Webbing}}{{icon|neut|24|Energy neutralizing}}
| style="padding:5px;" | The '''Arnons''' because they jam and the '''Outunis''' due to heavy neuts (also warp disrupts and web).


The '''Schmaeels''' because they web and warp disrupts.
|- style="vertical-align:text-top;"
| nowrap | 2
| style="background:OrangeRed;" width="1" |
| style="padding:5px;"  nowrap | '''Auga Hypophysis'''&nbsp;{{icon|point|24|Warp disrupting}}{{icon|web|24|Webbing}}<br>'''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}}
| style="padding:5px;" | '''Augas''' before '''Deltoles''' as they die rapidly and also web, then '''Vylades''' because they boost resists.


'''High Sec Payout'''
The '''Maras''' because they remote repair.
* 31,500,000 ISK
* 7,000 CONCORD LP


'''Tamas''' due to their high damage and warp disruption.
|- style="vertical-align:top;"
| nowrap | 3
| style="background:Green;" width="1" |
| style="padding:5px;" nowrap | '''Intaki Colliculus'''{{icon|st|24|Remote shield booster}}<br>'''Ostingele Tectum'''<br>'''Romi Thalamus'''
| style="padding:5px;" nowrap | '''Yulai Crus Cerebi'''<br>'''Antem Neo'''
| style="padding:5px;" nowrap | '''Eystur Rhomben'''
| style="padding:5px;" | '''Intakis''' because they are logistics then '''Ostingeles''' before '''Romis''' as they are easier to hit and do more damage.


'''Low / Null Sec Payout'''
'''Yulais''' before '''Antems''' as they are easier to hit and do more damage.
* 45,000,000 ISK
* 10,000 CONCORD LP


'''Eysturs''' pose no specific threat.
|}
<small><references/></small>


== Triggers ==
The '''acceleration gates''' in the first and second pocket of this site will only unlock<small>&nbsp;<ref name="respawn">Technically it will despawn and respawn as a proper interactive object. If you're approaching it when it respawns you'll continue straight ahead and if you're orbiting it when it respawns you'll start running off into the distance.</ref></small> once all the Sansha in the pocket have been killed.


=Achieving Objectives Successfully=
In the third and last pocket the '''True Power Mobile Headquarters (Sansha's Battletower LCO)''' will be a regular object in space until you've killed off the first wave, the second wave (triggered by the last Ostingele in the first wave) and the third wave (triggered by the last Ostingele in the second wave). Then it will unlock<small>&nbsp;<ref name="respawn"></ref></small> into the proper '''True Power Mobile Headquarters (Reinforced Nation Outpost)''' that you need to summarily blow up.
After the watchlist has been provided in fleet chat the fleet will enter site.  Once the Fleet enters the site the fleet will follow anchor with the "Orbit" or "Keep in Range" command. With everyone in the fleet having set their "Orbit" or "Keep in Range" command to anchor the anchor will then 'pull' the Fleet to the next gate on the left.  There is a acceleration gate approximately 60km away in that direction.  Kill Sansha - in tagged order - while the fleet is making its way to the gate.


After all Sansha are killed in the first pocket (and cap requests have been filled if afterburners were used) anchor will activate the gate and land 60+km away from the second/final gate.  Instead of the gate being immediately to the left this gate will be directly ahead.  The fleet will proceed to follow anchor with the "Orbit" or "Keep in Range" command again.  While following the anchor in this pocket the fleet will kill Sansha, in tagged order, while the fleet is making its way to the final gate.  After all the Sansha are killed in the second pocket (and cap requests have been filled if afterburners were used) the anchor will activate the final gate and land several kilometers away from the station.  
The destruction of the '''True Power Mobile Headquarters''' will end the site.


Three waves of Sansha will spawn in this third and final pocket.  Anchor will proceed as best they can, to be approximately 20km to the left of the Mobile Headquarters.  The fleet will, once again, proceed to follow anchor with the "Orbit" or "Keep in Range" command for the last time in this site.  The position that the anchor will be heading towards will be the best position for fleet to provide maximum DPS for third wave as well as be near the Mobile Headquarters for DPS after all Sansha ships are off the field.  Upon destruction of the three waves commence destruction of Mobile Headquarters and then receive payout.
<small><references/></small>
== Special requirements ==
There are no special requirements for this site.


=Watchlist=
= Hints & tips =
 
* Tag one of the '''Ostingele Tectums''' of each wave in the last room as '''J''' (juliet) to manage the triggers. Kill everything but the last Ostingele before finishing it off, that way you will not risk spawning too many ships at once.
===Logistics===
* Remember to pulse your propulsion module or turn it off as soon as you're in position, to preserve cap.
 
* Keep an extra eye on your capacitor if the '''Outuni Mesen''' ever gets within neuting range.
*Anchor
* It doesn't hurt to remind people to move towards the gates in the first few rooms, switch to the fleet member tab or look at brackets in space to catch people who forget to move.
*Jammer *
*Logistics Commander
*Cap Chain Partner
*Fleet Commander
 
''Note: It is not required to have a Jammer in an NRF HQ 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=
 
===Pocket 1===
'''Anchor'''
 
Upon entering Pocket 1 fly towards the ''Gate to Military Command Center'' directly to the left of where you land and stop at the gate.
 
 
'''Full Fleet DPS (DPS and Snipers)'''
Outuni Mesen - Scrambler / Webber / Neut (Tag 0)
 
 
'''DPS Only'''
 
Auga Hypothosis - Scrambler / Webber (Tag 1-2)<br/>
Ostingele Tectums - Sansha High DPS DD (Tag 3-5)
 
 
'''Snipers Only'''
 
Vylade Dien - Sansha Booster (Tag A)
 
''After 'Vylade Dien' is down, Snipers start shooting DPS targets in numbered order''
 
 
'''Drone Bunny''' (All are going to be Sansha frigates)
 
Schmaeel Medullas - Warp Scrambler / Webber (Tag X)<br/>
Tama Cerebellums - Warp Scrambler (Tag Y)<br/>
Renyn Metens - Webber (Tag Z)
 
===Pocket 2===
'''Anchor'''
Upon entering pocket 2, the next acceleration gate will be directly ahead. Fly to the ''Gate to Headquarters'' and stop at the gate
 
 
'''Full Fleet DPS (DPS and Snipers)'''
 
Mara Paleo - Sansha Logistics (Tag 0)
 
 
'''DPS Only'''
 
Deltole Tegmentum - Warp Scrambler / Neut (Tag 1)<br/>
Auga Hypophysis - Warp Scrambler / Webber (Tag 2)<br/>
Ostingele Tectums - Sansha High DPS DD (Tag 3-4)<br/>
Romi Thalamus - Sansha DD (Tag 5-6)<br/>
 
 
'''Snipers Only'''
 
Antem Neos - Sansha Sniper DD (Tag A-B)
 
''After the Antem Neos are down, Snipers start shooting DPS targets in numbered order''
 
 
'''Drone Bunny''' (All are going to be Sansha frigates)
 
Schmaeel Medullas - Warp Scrambler / Webber (Tag X)<br/>
Renyn Metens - Webber (Tag Y)
 
''After all Sansha frigates are down, Drone Bunny can start shooting DPS targets in numbered order''
 
 
 
===Pocket 3===
'''Anchor'''
Anchor is to set approach to the left of the Mobile Headquarters, and stop when reaching approximately 20km to the left of the Mobile Headquarters.
 
 
 
 
 
====Wave 1====
 
'''Full Fleet DPS (DPS and Snipers)'''
 
Mara Paleo - Sansha Logistics (Tag 0)<br/>
Ostingele Tectums - Sansha High DPS DD (Tag 1-3)<br/>
Romi Thalamus - Sansha DD (Tag 4-6)<br/>
Ostingele Tectums - Sansha High DPS DD (Tag J) - *TRIGGER - Wave 2*<br/>
 
 
'''Drone Bunny''' (All are Sansha frigates)
 
Tama Cerebellums - Warp Scrambler (Tag X)<br/>
Eystur Rhombens - Sansha DD (Tag Y)
 
''After all Sansha frigates are down, Drone Bunny can start shooting DPS targets in numbered order''
 
 
 
====Wave 2====
 
'''Full Fleet DPS (DPS and Snipers)'''
 
Deltole Tegmentum - Warp Scrambler / Neut (Tag 0-1)<br/>
Intaki Colliculus  - Logistics / DD (Tag 2)<br/>
Ostingele Tectums - Sansha High DPS DD (Tag 3-5)<br/>
Romi Thalamus - Sansha DD (Tag 6-10)<br/>
Ostingele Tectums - Sansha High DPS DD (Tagged J) - *TRIGGER - Wave 3*<br/>
 
 
'''Drone Bunny'''
 
Schmaeel Medullas - Warp Scrambler / Webber (Tag X)<br/>
Tama Cerebellums - Warp Scrambler (Tag Y)
 
''After all Sansha frigates are down, Drone Bunny can start shooting DPS targets in numbered order''
 
 
 
====Wave 3====
''Attention - This wave has a significant alpha strike.  Broadcasting for shields and capacitor within seconds of being initially yellow-boxed is highly advisable.''
 
'''Full Fleet DPS (DPS and Snipers)'''
 
Arnon Epithalamus - Jammer / Warp Scrambler (Tag 0 - all of them)<br/>
Outuni Mesen - Neut / Warp Scrambler / Webber (Tag 1-2)<br/>
Vylade Dien - Sansha Booster (Tag 3)<br/>
Antem Neos  - Sansha Sniper DD (Tag 4-6)<br/>
Ostingele Tectums - Sansha High DPS DD (Tag 7)<br/>
Yulai Crus Cerebi - Sansha DD (Tag 8-9)<br/>
Ostingele Tectums - Sansha High DPS DD (Tag J)<br/>
 
 
'''Drone Bunny''' (After the Arnon Epithalamus, kill order reverts to frigates)
 
Schmaeel Medullas - Warp Scrambler / Webber (Tag X)
 
''Note: Drone Bunny will typically kill frigates with Pocket 3, Wave 3 being the only exemption''
 
 
 
===Finále===
 
Once the last Sansha ship in pocket 3, wave 3 is destroyed, the Mobile Headquarters will de-spawn from being a collidable object, and respawn into an actual object (similar to the two previous gates encountered earlier in this site) that can be shot at.  Full Fleet DPS will commence on the Mobile Headquarters.  There will be no more spawns of any ships.  ISK Payout will be received upon destruction of the Mobile Headquarters.  LP Payout will be received upon destruction of the Mother site.
 
''Note: No evidence has shown that the Mobile Headquarters will warp off or speed away from fleet, but, just because it has not happened yet, does not mean we should not be prepared.  Activating all Warp Scramblers, Webifiers, and Target painters, will not be discouraged in an attempt to avoid such a scenario from taking place.  The logistics ships using their afterburners and bumping the station out of a possible alignment is also encouraged.''
 
 
 
==Hints and Tips==
*''If nobody has gated in (aka 'preloaded') the site before the fleet enters site all groups of the first pocket will spawn in short intervals.  If someone preloaded a site and started the short intervals all the different types of ships that would otherwise spawn intermittently will all be on field when the fleet enters the site.  Logistics will need to make repairing the shields of the anchor their top priority before setting up Energy Transfers due to the alpha strike of the preloaded site.''
*''No special circumstances are necessary (unlike the [[True Creations Research Center]]) while the Mobile Headquarters is being attacked and destroyed.''
 
 
Special thanks to veteran Shield HQ Fleet Commander 'nomatech' for his input as well as many of the links that were sorted, to bring you these details.
{{incursions_sites}}
[[Category:Incursions|Headquarter sites]]
[[Category:Incursions|Headquarter sites]]