Difference between revisions of "User:Cassiel Seraphim/Sandbox4"

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{{incursions_sites}}
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= Objectives =
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===== Force required =====
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{{incursion sites|headquarters}}
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===== Military information =====
 +
{|
 +
| 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 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.
 +
 
 +
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>''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.
 +
{{incursion rats|Start}}
 +
{{incursion rats|Antem Neo}}
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{{incursion rats|Arnon Epithalamus}}
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{{incursion rats|Auga Hypophysis}}
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{{incursion rats|Deltole Tegmentum}}
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{{incursion rats|Eystur Rhomben}}
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{{incursion rats|Intaki Colliculus}}
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{{incursion rats|Mara Paleo}}
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{{incursion rats|Ostingele Tectum}}
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{{incursion rats|Outuni Mesen}}
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{{incursion rats|Romi Thalamus}}
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{{incursion rats|Schmaeel Medulla}}
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{{incursion rats|Tama Cerebellum}}
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{{incursion rats|Yulai Crus Cerebellum}}
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{{incursion rats|End}}
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== 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 | '''Outuni Mesen'''&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}}
 +
| style="padding:5px;" | Because the '''Outuni Mesen''' neuts hard (also warp disrupts and webs).
 +
 
 +
The '''Schmaeel''' because it warp disrupts and webs.
 +
|- 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}}
 +
| style="padding:5px;" nowrap |
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| style="padding:5px;" nowrap | '''Renyn Meten'''&nbsp;{{icon|web|24|Webbing}}
 +
| style="padding:5px;" | The '''Auga''' is much easier to kill compared to the '''Deltole''', it also webs and apply damage better to smaller ships.
 +
 
 +
Killing the '''Renyn''' can often be a high priority to remove webbers from the field, allowing people to speed-tank.
 +
|- style="vertical-align:top;"
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| nowrap | 3
 +
| style="background:Green;" width="1" |
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| style="padding:5px;" nowrap | '''Romi Thalamus'''
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| style="padding:5px;" nowrap | '''Antem Neo'''
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| style="padding:5px;" nowrap |
 +
| style="padding:5px;" | The '''Romis''' pose no specific threat.
 +
 
 +
'''Antems''' can only be reached by snipers.
 +
|}
 +
<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.
 +
 
 +
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.
 +
 
 +
The destruction of the '''True Power Mobile Headquarters''' will end the site.
 +
 
 +
<small><references/></small>
 +
== Special requirements ==
 +
There are no special requirements for this site.
 +
 
 +
= Hints & tips =
 +
* 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.
 +
[[Category:Incursions|Headquarter sites]]

Revision as of 15:19, 27 February 2014

Objectives

Force required
Headquarter sites Fleet of 40 pilots (up to 60 in low/null)
6 - 10 logistics needed (5+ utility cap needed)
10 - 15 snipers needed
Sites take about 10 - 20 minutes
Military information
Incursions sansha transmission.png 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 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.

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.
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.

NameSig [1]Speed [2]Orbit / Speed [3]Damage / Volley [4]Range [5]Effective HP [6]
3 Icon red cruiser.png Antem Neo
Antem Neo [7]
184 Signature 184 m 1350 Velocity 1,350 m/s 60000 60 km Orbit 205 m/s 168 168 dps Turret damage 840 hp 176000 146 - 176 km Effective range (from optimal up to double falloff) 87717 88k ehp 87,717 effective hit points (26,250 raw hit points)
3 Icon red cruiser.png Arnon Epithalamus
Arnon Epithalamus Jamming - 12 strength at 32+36 km range
215 Signature 215 m 1300 Velocity 1,300 m/s 50000 50 km Orbit 210 m/s 164 164 dps Torpedo damage 900 hp 112500 < 113 km Effective range 65415 65k ehp 65,415 effective hit points (24,255 raw hit points)
3 Icon red cruiser.png Auga Hypophysis
Auga Hypophysis Warp disruption - 2 strength at 9 km rangeWebbing - 60% speed reduction at 10 km range
325 Signature 325 m 1100 Velocity 1,100 m/s 6000 6 km Orbit 170 m/s 480 480 dps Turret damage 2,400 hp 20000 12 - 20 km Effective range (from optimal up to double falloff) 51597 52k ehp 51,597 effective hit points (31,185 raw hit points)
5 Icon red battleship.png Deltole Tegmentum
Deltole Tegmentum Warp disruption - 1 strength at 20 km rangeEnergy neutralizing - 360 GJ every 12 seconds at 12 km rangeTarget painting - 37,5% strength at 45+90 km range
540 Signature 540 m 850 Velocity 850 m/s 12000 12 km Orbit 118 m/s 818 818 dps Torpedo damage 4,500 hp 45000 < 45 km Effective range 179075 179k ehp 179,075 effective hit points (73,150 raw hit points)
1 Icon red frigate.png Eystur Rhomben
Eystur Rhomben
49 Signature 49 m 3360 Velocity 3,360 m/s 11000 11 km Orbit 560 m/s 120 120 dps Turret damage 600 hp 12000 10 - 12 km Effective range (from optimal up to double falloff) 9067 9k ehp 9,067 effective hit points (4,375 raw hit points)
5 Icon red battleship.png Intaki Colliculus
Intaki Colliculus Remote Shield Booster - 380 hp every 5 sec for up to 3 targets at 25 km range
320 Signature 320 m 980 Velocity 980 m/s 50000 50 km Orbit 140 m/s 282 282 dps Torpedo damage 2,256 hp 148050 < 148 km Effective range 315598 316k ehp 315,598 effective hit points (138,600 raw hit points)
3 Icon red cruiser.png Mara Paleo
Mara Paleo Remote Shield Booster - 700 hp every 5 sec for up to 3 targets at 70 km range
65 Signature 65 m 2050 Velocity 2,050 m/s 60000 60 km Orbit 310 m/s -1 (no weapons) -1 (no weapons) 29505 30k ehp 29,505 effective hit points (8,085 raw hit points)
5 Icon red battleship.png Ostingele Tectum
Ostingele Tectum
530 Signature 530 m 850 Velocity 850 m/s 40000 40 km Orbit 118 m/s 528 528 dps Turret damage 2,640 hp 65000 45 - 65 km Effective range (from optimal up to double falloff) 289853 290k ehp 289,853 effective hit points (105,000 raw hit points)
5 Icon red battleship.png Outuni Mesen
Outuni Mesen [8] Warp disruption - 1 strength at 24 km rangeEnergy neutralizing - 3,000 GJ every 24 seconds at 25 km rangeWebbing - 60% speed reduction at 20 km range
400 Signature 400 m 790 Velocity 790 m/s 18000 18 km Orbit 110 m/s 352 352 dps Turret damage 1,760 hp 65000 45 - 65 km Effective range (from optimal up to double falloff) 215104 215k ehp 215,104 effective hit points (92,400 raw hit points)
3 Icon red cruiser.png Romi Thalamus
Romi Thalamus
200 Signature 200 m 1520 Velocity 1,520 m/s 18000 18 km Orbit 205 m/s 320 320 dps Turret damage 1,600 hp 33000 23 - 33 km Effective range (from optimal up to double falloff) 105551 106k ehp 105,551 effective hit points (43,750 raw hit points)
1 Icon red frigate.png Schmaeel Medulla
Schmaeel Medulla Warp disruption - 1 strength at 30 km rangeWebbing - 60% speed reduction at 15 km range
36 Signature 36 m 4000 Velocity 4,000 m/s 12000 12 km Orbit 640 m/s 50 50 dps Turret damage 252 hp 20000 12 - 20 km Effective range (from optimal up to double falloff) 9234 9k ehp 9,234 effective hit points (5,775 raw hit points)
1 Icon red frigate.png Tama Cerebellum
Tama Cerebellum Warp disruption - 1 strength at 24 km range
39 Signature 39 m 2100 Velocity 2,100 m/s 12000 12 km Orbit 355 m/s 300 300 dps Torpedo damage 2,700 hp 70200 < 70 km Effective range 8103 8k ehp 8,103 effective hit points (5,390 raw hit points)
  1. ^ While using their propulsion module, they suffer the same signature bloom as players.
  2. ^ This is the speed of the ship while they try to get within orbit or as they try to chase after you, suffering the same signature bloom as players do with the propulsion module on. They will turn off any propulsion modules once they get close to their preferred orbit.
  3. ^ Preferred orbit range and regular speed while orbiting, which is their regular speed without the propulsion module turned on.
  4. ^ Damage per second as well as damage per volley. Unless stated otherwise, turrets do an equal amount of EM and thermal damage while torpedoes do an equal amount of kinetic and explosive damage.
  5. ^ This is the effective range of this ship, presented with two values for turrets, optimal and optimal + double falloff, as well as a single range for torpedoes.
  6. ^ This is the amount of damage this ship can take, taking into account their resists. All ships, except the Lirsautton Parichaya have omni tanks. Hover over the icon for information about raw hitpoints.
  7. ^ The Antem Neo does 29% EM and 71% thermal damage with its turrets.
  8. ^ The Outuni Mesen does 82% EM and 18% thermal damage with its turrets.

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.

# Targets for the entire fleet Reason
Regular targets [1] Sniper targets [2] Small targets [3]
1 Outuni Mesen Warp disruptingEnergy neutralizingWebbing Schmaeel Medulla Warp disruptingWebbing Because the Outuni Mesen neuts hard (also warp disrupts and webs).

The Schmaeel because it warp disrupts and webs.

2 Auga Hypophysis Warp disruptingWebbing
Deltole Tegmentum Warp disruptingEnergy neutralizingTarget painting
Renyn Meten Webbing The Auga is much easier to kill compared to the Deltole, it also webs and apply damage better to smaller ships.

Killing the Renyn can often be a high priority to remove webbers from the field, allowing people to speed-tank.

3 Romi Thalamus Antem Neo The Romis pose no specific threat.

Antems can only be reached by snipers.

  1. ^ These targets are usually larger, cruisers or battleships and suitable for ships with good damage projection, lower tracking, like battleships with large guns.
  2. ^ 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.
  3. ^ Smaller targets, like frigates or extremely fast or small cruisers. Ideally the primary targets for strategic cruisers, Vindicators or the dronebunny as a last resort.

Triggers

The acceleration gates in the first and second pocket of this site will only unlock [1] once all the Sansha in the pocket have been killed.

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 [1] into the proper True Power Mobile Headquarters (Reinforced Nation Outpost) that you need to summarily blow up.

The destruction of the True Power Mobile Headquarters will end the site.

  1. ^ a b 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.

Special requirements

There are no special requirements for this site.

Hints & tips

  • 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.