Difference between revisions of "User:Cassiel Seraphim/Sandbox12"
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= Objectives = | = Objectives = | ||
===== Force required ===== | ===== Force required ===== | ||
− | {{incursion sites}} | + | {{incursion sites|assaults|ncs}} |
===== Military information ===== | ===== Military information ===== | ||
{| | {| | ||
| valign="middle" | [[image:incursions_sansha_transmission.png]] | | valign="middle" | [[image:incursions_sansha_transmission.png]] | ||
− | | valign="middle" | Your | + | | 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. |
|} | |} | ||
===== Background information ===== | ===== Background information ===== | ||
− | Sansha's Nation | + | 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. |
+ | |||
+ | 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. | ||
+ | |||
+ | ''Synopsis from ISHAEKA-0079. DED Special Operations.''<br>''Authorized for Capsuleer dissemination.'' | ||
− | |||
= Enemies = | = Enemies = | ||
Below is a list of enemies that spawn in this site. See [[Sansha's Manual]] for a full list of the incursion rats. | 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|Start}} | ||
− | + | <!-- | |
{{incursion rats|Antem Neo}} | {{incursion rats|Antem Neo}} | ||
+ | {{incursion rats|Auga Hypophysis}} | ||
+ | {{incursion rats|Deltole Tegmentum}} | ||
{{incursion rats|Eystur Rhomben}} | {{incursion rats|Eystur Rhomben}} | ||
− | |||
{{incursion rats|Mara Paleo}} | {{incursion rats|Mara Paleo}} | ||
{{incursion rats|Niarja Myelen}} | {{incursion rats|Niarja Myelen}} | ||
− | {{incursion rats| | + | {{incursion rats|Ostingele Tectum}} |
+ | {{incursion rats|Renyn Meten}} | ||
+ | {{incursion rats|Romi Thalamus}} | ||
+ | {{incursion rats|Schmaeel Medulla}} | ||
+ | {{incursion rats|Tama Cerebellum}} | ||
+ | {{incursion rats|Vylade Dien}} | ||
+ | {{incursion rats|Yulai Crus Cerebi}} | ||
+ | --> | ||
{{incursion rats|End}} | {{incursion rats|End}} | ||
== Priorities == | == 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. | 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%;" | {| class="wikitable" style="font-size:90%;" | ||
|- | |- | ||
! style="background:#333333;" nowrap colspan="2" rowspan="2" | # | ! style="background:#333333;" nowrap colspan="2" rowspan="2" | # | ||
− | ! style="background:#333333;" nowrap colspan=" | + | ! 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:#333333; vertical-align:middle; text-align:center" rowspan="2" nowrap | Reason | ||
|- | |- | ||
! style="background:#222222;" nowrap | Regular targets<small> <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 | Regular targets<small> <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> <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> <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="background:#222222;" nowrap | Small targets<small> <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;" | |- style="vertical-align:top;" | ||
| nowrap | 1 | | nowrap | 1 | ||
| style="background:Red;" width="1" | | | style="background:Red;" width="1" | | ||
− | | style=" | + | | style="padding:5px;" nowrap | '''Auga Hypophysis''' {{icon|point|24|Warp disrupting}}{{icon|web|24|Webbing}} |
− | | style="padding:5px;" | | + | | style="padding:5px;" nowrap | |
+ | | style="padding:5px;" nowrap | '''Niarja Myelen''' {{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 ''' | + | 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''' {{icon|point|24|Warp disrupting}}{{icon|neut|24|Energy neutralizing}}{{icon|tp|24|Target painting}}<br>'''Vylade Dien'''<small> <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> {{icon|warfare links|24|Siege Warfare links}} | ||
+ | | style="padding:5px;" nowrap | '''Mara Paleo'''<small> <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> {{icon|shield transporter|24|Remote shield booster}} | ||
+ | | style="padding:5px;" nowrap | '''Tama Cerebellum''' {{icon|point|24|Warp disrupting}}<br>'''Schmaeel Medulla''' {{icon|point|24|Warp disrupting}}{{icon|web|24|Webbing}}<br>'''Renyn Meten''' {{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;" | |- style="vertical-align:top;" | ||
| nowrap | 3 | | nowrap | 3 | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
| style="background:Green;" width="1" | | | style="background:Green;" width="1" | | ||
− | | style="padding:5px;" nowrap | ''' | + | | style="padding:5px;" nowrap | '''Ostingele Tectum'''<br>'''Romi Thalamus''' |
− | | style="padding:5px;" nowrap | ''' | + | | style="padding:5px;" nowrap | '''Yulai Crus Cerebi'''<br>'''Antem Neo''' |
− | | style="padding:5px;" | + | | 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> | <small><references/></small> | ||
+ | --> | ||
== Triggers == | == 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 == | == 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 120km)'' | ||
+ | |} | ||
+ | {| | ||
+ | | [[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)'' | ||
+ | |} | ||
+ | |||
+ | ===== Snipers ===== | ||
+ | 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 150km. Having just 120km will be doable, even if you'll initially have to wait a little for things to come into range. | ||
+ | |||
+ | ===== Anchor ===== | ||
+ | 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 2,500m to make sure they always remain with the anchor (except logistics who would orbit at 5,000m 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 5-10km from it, you'll be in a good position for all the remaining spawns. | ||
= Hints & tips = | = Hints & tips = | ||
− | * There are | + | * There are four waves in this site, all spawning a good distance from the beacon. Moving up towards the ''snake-shaped asteroid'' is a simple way to mitigate the range issues while keeping it simple and not requiring people to fit propulsion modules. |
− | * | + | * 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| | + | * Moving is required in this site, but you will not need a propulsion module unless you want to speed up your completion times. |
+ | * 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''' commander. | ||
+ | [[Category:Incursions|Assault sites]] |
Revision as of 22:44, 7 September 2014
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 20 - 21 pilots (up to 30 in low/null) 3 - 4 logistics needed 5 - 10 snipers needed Sites take about 10 - 20 minutes |
Military information
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. |
Background information
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.
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.
Synopsis from ISHAEKA-0079. 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 [1] | Speed [2] | Orbit / Speed [3] | Damage / Volley [4] | Range [5] | Effective HP [6] |
---|
- ^ While using their propulsion module, they suffer the same signature bloom as players.
- ^ 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.
- ^ Preferred orbit range and regular speed while orbiting, which is their regular speed without the propulsion module turned on.
- ^ 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.
- ^ 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.
- ^ 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.
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.
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
This site requires you to have snipers in your fleet. (able to lock and apply good damage up to 120km) |
This site benefits greatly from having an anchor. (a ship people can anchor up on to stay together) |
Snipers
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 150km. Having just 120km will be doable, even if you'll initially have to wait a little for things to come into range.
Anchor
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 2,500m to make sure they always remain with the anchor (except logistics who would orbit at 5,000m 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 5-10km from it, you'll be in a good position for all the remaining spawns.
Hints & tips
- There are four waves in this site, all spawning a good distance from the beacon. Moving up towards the snake-shaped asteroid is a simple way to mitigate the range issues while keeping it simple and not requiring people to fit propulsion modules.
- The different waves are slightly randomised. The same type of ships will spawn in each wave, but the number of each is randomised.
- Moving is required in this site, but you will not need a propulsion module unless you want to speed up your completion times.
- 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 commander.