Difference between revisions of "User:Cassiel Seraphim/Sandbox2"
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! nowrap style="background:#222222; text-align:center;" data-sort-type="number" | Range | ! nowrap style="background:#222222; text-align:center;" data-sort-type="number" | Range | ||
! nowrap style="background:#222222; text-align:center;" data-sort-type="number" | Effective HP | ! nowrap style="background:#222222; text-align:center;" data-sort-type="number" | Effective HP | ||
− | ! nowrap style="background:#222222; text-align:center;" data-sort-type="number" | DPS/EHP<small> <ref>A simple measure of how much damage you're reducing from the field by shooting this particular enemy. It doesn't take into consideration signature or speed however, so you will have to factor that in yourself. Combining this ratio with the other signature/speed ratio makes it obvious that it's better to remove the ''' | + | ! nowrap style="background:#222222; text-align:center;" data-sort-type="number" | DPS/EHP<small> <ref>A simple measure of how much damage you're reducing from the field by shooting this particular enemy. It doesn't take into consideration signature or speed however, so you will have to factor that in yourself. Combining this ratio with the other signature/speed ratio makes it obvious that it's better to remove the '''Jel''' before the '''Youl''', as they are both easier to hit and do more damage per hit points.</ref></small> |
! nowrap style="background:#222222; text-align:center;" data-sort-type="number" | Sig/Speed<small> <ref>A rough estimate of how hard it is to land good hits on the target. An increasingly lower value means the target is smaller and faster, thus much harder to hit than an increasingly higher value.</ref></small> | ! nowrap style="background:#222222; text-align:center;" data-sort-type="number" | Sig/Speed<small> <ref>A rough estimate of how hard it is to land good hits on the target. An increasingly lower value means the target is smaller and faster, thus much harder to hit than an increasingly higher value.</ref></small> | ||
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== Special requirements == | == Special requirements == | ||
There are no special requirements for this site. | There are no special requirements for this site. | ||
+ | |||
= Hints & tips = | = Hints & tips = | ||
* There are no ships capable of '''warp scrambling''' you in this site, which means you can warp out at any time. | * There are no ships capable of '''warp scrambling''' you in this site, which means you can warp out at any time. |
Revision as of 02:09, 4 April 2013
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 |
Objectives
Force required
Fleet of 3 - 5 pilots 1 logistics or spidertanking Sites take about 15 - 20 minutes |
Military information
Background information
The Nation’s influence over system-wide infrastructure is starting to be ruthlessly exploited to the maximum extent possible. Officers in some affected systems are now reporting that Sansha have blocked local news outlets and even emergency broadcast systems from transmitting vital data. Although there are a number of obvious tactical advantages to such a move, the nature and pattern of the Nation’s censorship is neither consistent nor predictable. There may be a more subtle and insidious goal behind these attacks or perhaps their jamming technology is not yet perfected. In either case, these propaganda clusters, although militarily insignificant, nonetheless pose a significant threat to the continued stability of densely populated planets and systems under attack.
Synopsis from ISHAEKA-0093. 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 | Speed | Orbit / Speed | Damage | Range | Effective HP | DPS/EHP [1] | Sig/Speed [2] |
---|---|---|---|---|---|---|---|---|
49 m | 3 360 m/s | 560 m/s | 11 km48 dps | < 12 km | 3 264 ehp | 0,0147 dam/hp | 0,014 ratio | |
33 m | 2 550 m/s | 410 m/s | 8 km40 dps | < 12 km | 3 217 ehp | 0,0124 dam/hp | 0,012 ratio | |
200 m | 1 520 m/s | 205 m/s | 18 km80 dps | < 33 km | 37 999 ehp | 0,0021 dam/hp | 0,131 ratio |
- ^ A simple measure of how much damage you're reducing from the field by shooting this particular enemy. It doesn't take into consideration signature or speed however, so you will have to factor that in yourself. Combining this ratio with the other signature/speed ratio makes it obvious that it's better to remove the Jel before the Youl, as they are both easier to hit and do more damage per hit points.
- ^ A rough estimate of how hard it is to land good hits on the target. An increasingly lower value means the target is smaller and faster, thus much harder to hit than an increasingly higher value.
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.
Triggers
The Youl Meten triggers the next wave, so it's advisable to kill the Jel Rhombens first to avoid being overrun. All ships will need to be destroyed in order to complete the site, so intentionally forcing the next wave before you finish your current wave isn't advantageous.
Special requirements
There are no special requirements for this site.
Hints & tips
- There are no ships capable of warp scrambling you in this site, which means you can warp out at any time.
- Orbiting the beacon at 7 km (or whichever range your agility allows you to turn at high speed) is an easy way to speed tank and make yourself harder to hit. Once the Raa Thalamus spawns, start orbiting it instead.
- The new spawns will not automatically engage you if you maintain a range of at least 20 km. Once you attack them they will engage you no matter what range.