Difference between revisions of "User:Matt Mustang/Old user page"
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Repair Drone Operation II<br> | Repair Drone Operation II<br> | ||
Shield Emission Systems III <br> | Shield Emission Systems III <br> | ||
− | Remote Armor Repair Systems III | + | Remote Armor Repair Systems III |
|- valign="top" style="background:#222222;" | |- valign="top" style="background:#222222;" | ||
| colspan=5 | ~ 73 days and 22 hours worth of {{Clonestate|omega|Omega state}} training in total {{co|grey|(~ 2,6 million skillpoints)}} | | colspan=5 | ~ 73 days and 22 hours worth of {{Clonestate|omega|Omega state}} training in total {{co|grey|(~ 2,6 million skillpoints)}} |
Revision as of 02:22, 30 June 2019
Triglavian Invasions
Trig invasions for the moment seem to be less profitable than incursions, the re-spawn time of sites combined with the high numbers of people attempting the sites or stealing loot/salvage means that payouts are far from the maximum potential payout. Another concern is that the initial phase of the Invasion still lasts 48 hours which is 48 hours where it is even LESS profitable to run the invasion.
Invasion Effects
- Borrowed from UNI wiki
Effect | Perimeter | Adjacent | Foothold |
---|---|---|---|
Miner cycle time bonus | 10% | 25% | 45% |
Drone speed penalty | 20% | 35% | 50% |
Drone damage penalty | 20% | 35% | 50% |
Ship agility bonus | 10% | 25% | 45% |
Ship hull HP penalty | 15% | 25% | 40% |
These effects do NOT decline as the invasion is run and are present at full strength for the duration of the invasion. They can have a rather detrimental effect on drone boat doctrines, however some drone ships (like the rattlesnake) are still viable it just takes more skills or better fits to get the same performance.
Invasion Lifespan
Scouts Reported - Initial phase of the Invasion (lasts 24hrs)
- Roaming rats spawn within the invasion and can be hunted down using a probe scanner or through trial and error (similar to clone soldier hunting)
- Minor conduits spawn in the Foothold system
Conduits Stabalized - 2nd Phase of the Invasion (lasts 24hrs)
- Roaming rats "seem" to increase in number (requires confirmation)
- Minor conduits now present in Foothold and Adjacent Systems
- Major conduits present in Foothold System
World Ark Detected - 3rd Phase of the Invasion
- World Ark Proving Ground site spawns
- Minor conduits now present in Foothold, Adjacent, and Perimeter Systems (throughout the invasion)
- Major conduits now present in Foothold and Adjacent systems
Forces Withdrawing - Final Phase of the Invasion
- World Ark Proving Ground site is no longer available
- Occurs after the World Proving Ark Site has been run.
- Lasts 24hrs? (requires confirmation)
Likely more phases but waiting to confirm names and effects
Invasion Sites
There are three site type currently found within the invasion systems as well as roaming fleets of Triglavian ships that can be scanned down and engaged at any time within the system. All Triglavian rats have a chance to drop loot and their wrecks give salvage that is necessary in the construction of T2 Triglavian ships and modules.
Roaming Fleets
- ALL triglavians are hostile to Capsuleer vessels regardless of the pilots standings they will attack and attempt to kill pilots on sight.
- These fleets start off with a rather small amount of Triglavian ships, the exact number of ships seems to scale with both the phase of the invasion and the type of system within the invasion (with Foothold systems having the strongest fleets and Perimeter systems the smallest).
- All of the fleets have a chance of calling in a larger reinforcement fleet and seem willing to chase capsuleers around the system if attacked.
Minor Conduits
- Three waves of Triglavian rats will spawn at ~60-80km and immediately burn towards whoever's aggressed.
- Relatively high dps requires logi or high skilled fits to solo.
- Most rats orbit at close range >22km however the Zorya's Leshak can orbit at 30-50km
- Up to 3 Zorya's can spawn including a Zorya's Leshak.
- 15m payout 1k DED LP
Major Conduits
- Two (iirc) waves containing a large number of Triglavian rats.
- Rats initially spawn at ~100km before starbursting away then warping back on top of whoever has aggro.
- Most rats orbit at close range >22km, however the Leshaks can orbit at 40-60km
- High dps requires logistics support, preferably 3+T2 logistics cruiser.
- 20m payout 2k DED LP ? ( requires confirmation)
Fittings
Astarte
250mm Railgun II
250mm Railgun II
250mm Railgun II
Armor Command Burst II
Armor Command Burst II
Armor Command Burst II
Skirmish Command Burst II
Republic Fleet Large Cap Battery
Stasis Webifier II
Shadow Serpentis Tracking Computer
Shadow Serpentis Tracking Computer
Damage Control II
Explosive Plating II
EM Plating II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Imperial Navy 800mm Steel Plates
Command Processor I
Command Processor I
Salvage Drone I x5
Medium Armor Maintenance Bot x5
Javelin M x120
Null M x400
Optimal Range Script x1
Tracking Speed Script x1
Armor Energizing Charge x300
Rapid Repair Charge x300
Armor Reinforcement Charge x600
Interdiction Maneuvers Charge x600
Vindicator
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Federation Navy Stasis Webifier
Federation Navy Stasis Webifier
Sensor Booster II
Tracking Computer II
Tracking Computer II
Damage Control II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Imperial Navy Energized Adaptive Nano Membrane
Imperial Navy Energized Adaptive Nano Membrane
Imperial Navy 1600mm Steel Plates
Large Anti-Explosive Pump I
Large Hybrid Burst Aerator II
Heavy Armor Maintenance Bot I x5
Null L x640
Scan Resolution Script x1
Optimal Range Script x2
Nightmare
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Large Remote Capacitor Transmitter II
Large Remote Capacitor Transmitter II
Republic Fleet Large Cap Battery
Federation Navy Stasis Webifier
Sensor Booster II
Tracking Computer II
Tracking Computer II
Tracking Computer II
Target Painter II
Damage Control II
Heat Sink II
Heat Sink II
Imperial Navy Energized Adaptive Nano Membrane
Imperial Navy Energized Adaptive Nano Membrane
Imperial Navy 1600mm Steel Plates
Large Anti-Explosive Pump I
Large Energy Burst Aerator II
Salvage Drone I x5
Medium Armor Maintenance Bot x5
Conflagration L x4
Scan Resolution Script x1
Optimal Range Script x2
Tracking Speed Script x1
Guardian
Large Remote Armor Repairer II
Large Remote Armor Repairer II
Large Remote Armor Repairer II
Large Remote Armor Repairer II
Large 'Regard' Remote Capacitor Transmitter
Large 'Regard' Remote Capacitor Transmitter
10MN Y-S8 Compact Afterburner
Thukker Medium Cap Battery
EM Plating II
Coreli A-Type Thermal Plating
Imperial Navy Energized Adaptive Nano Membrane
Imperial Navy 800mm Steel Plates
Power Diagnostic System II
Medium Trimark Armor Pump II
Medium Ancillary Current Router II
Light Armor Maintenance Bot I x5
Important Invasion Rats
- Anchoring Damavik
- Warp Disruption Frigate
- A light craft that is evidently the Triglavian Collective's equivalent of a frigate, the Damavik is capable of mounting Light Entropic Disintegrators and an array of support weapons. This particular Damavik variant appears to be engineered towards making use of Warp Scrambler and Remote Repair modules.
- Anchoring Kikimora
- Warp Disruption Destroyer
- A light, long-range combat ship that may be considered the Collective's approach to standoff destroyer designs, the Kikimora is capable of mounting Light Entropic Disintegrators and an array of support weapons. This particular Kikimora variant appears to be engineered towards the use of Warp Scrambling and Remote Repair modules.
- Renewing Damavik
- Logistics Frigate
- A light craft that is evidently the Triglavian Collective's equivalent of a frigate, the Damavik is capable of mounting Light Entropic Disintegrators and an array of support weapons. This particular Damavik variant appears to be engineered specifically towards remote repair capability.
- Renewing Leshak
- Logistics Battlesip
- A very heavy and well-armed warship that is clearly the Collective's frontline battleship, the Leshak is capable of mounting Supratidal Entropic Disintegrators and an array of support weapons. This particular Leshak variant appears to be engineered specifically towards remote repair capabilities.
- Renewing Rodiva
- Logistics Cruiser
- A cruiser-sized vessel that is oriented towards remote armor repair and seems to be the Collective's equivalent of a support cruiser, the Rodiva's remote repair systems are considerably enhanced by adaptive armor-repair mutaplasmids that are used as nanite feedstock for its remote repair projectors. This particular Rodiva variant appears to be engineered to make optimal use of it's remote repair capabilities.
- Starving Damavik
- Capacitor Neutralizing Frigate
- A light craft that is evidently the Triglavian Collective's equivalent of a frigate, the Damavik is capable of mounting Light Entropic Disintegrators and an array of support weapons. This particular Damavik variant appears to be engineered towards the use of Energy Neutralizer and Remote Repair modules.
- Starving Drekavac
- Capacitor Neutralizing Battlecruiser
- A heavy, intermediate warship that appears to be the Collective's equivalent of a combat battlecruiser, the the Drekavac is capable of mounting Heavy Entropic Disintegrators and an array of support weapons. This particular Dekavac variant appears to be engineered towards making use of Energy Neutralizer and Remote Repair modules.
- Zorya's Damavik
- A named Frigate, has a chance to drop various loot?
- A light craft that is evidently the Triglavian Collective's equivalent of a frigate, the Damavik is capable of mounting Light Entropic Disintegrators and an array of support weapons. This particular Damavik variant appears to be engineered towards damage application and remote repair capabilities.
- Zorya's Leshak
- A named Battleship, has a chance to drop loot including Decayed and Gravid Mutaplasmids.
- A very heavy and well-armed warship that is clearly the Collective's frontline battleship, the Leshak is capable of mounting Supratidal Entropic Disintegrators and an array of support weapons. This particular Leshak variant appears to be engineered towards damage application and remote repair capabilities.
Skills
Battleship
Core skills | Utility skills | Gunnery skills | Ship skills | Drone skills |
---|---|---|---|---|
~ 31 days and 5 hours | ~ 5 days and 13 hours | ~ 21 days and 2 hours | ~ 4 days and 22 hours | ~ 12 days and 4 hours |
Weapon Upgrades IV |
Signature Analysis III |
Gunnery V |
Spaceship Command IV |
Drones V |
~ 73 days and 22 hours worth of Omega state training in total (~ 2,6 million skillpoints) |
- ^ Target Painting is needed for the target painter module. Can be skipped for Hyperion and Vindicator pilots (see Propulsion Jamming).
- ^ Propulsion Jamming is needed for the stasis webifier module normally fitted to the Hyperion and Vindicator. Other ships may also fit this module situationally, from time to time.
- ^ Controlled Bursts is needed for all weapons that use capacitor. Maelstrom and Machariel pilots can ignore this as projectiles don't use cap.
- ^ a b <racial> Frigate III and Small <racial> Turret III are starter skills you normally have, but are included in case you have to cross-train out of your initial race.
- ^ Drones V, Light Drone Operation V and Amarr Drone Specialization I is required to use Acolyte II. It's acceptable to skip this skill initially if you can use other drones, like Warrior II drones, but train it as soon as possible.
Logistics
EVEMon skillplans: Scimitar (minimum skills), Basilisk (minimum skills)
Core skills | Utility skills | Logistics skills | Ship skills | Drone skills |
---|---|---|---|---|
~ 8 days and 18 hours | ~ 24 days and 14 hours | ~ 6 days and 9 hours | ~ 32 days and 8 hours | ~ 5 days and 14 hours |
Capacitor Management IV |
Signature Analysis V [3] |
Shield Emission Systems IV |
<racial> Frigate III [5] |
Drones V |
~ 72 days and 6 hours worth of training for aScimitar (~ 3,6 million skillpoints) and ~ 77 days and 15 hours for aBasilisk (~ 3,9 million skillpoints) |
- ^ Energy Grid Upgrades is required for the cap, power diagnostic and reactor control modules.
- ^ a b c Basilisks only - Shield Upgrades IV, Hull Upgrades IV and Capacitor Emission Systems IV are required for the Large Shield Extender II, Damage Control II and remote capacitor transmitter modules
- ^ a b Signature Analysis V and Long Range Targeting V are requirements for the Logistics Cruisers skill.
- ^ Target Management V is a requirement for the Advanced Target Management skill.
- ^ <racial> Frigate III is a starter skill you normally have, but is included in case you have to cross-train out of your initial race.
- ^ a b Drone Durability I and Repair Drone Operation II is required to use shield maintenance drones.
- ^ Shield Emission Systems IV is already trained as a requirement for the Remote Shield Booster II module.
On-Grid Booster
EVEMon skillplans: Sleipnir (minimum skills)
Core skills | Utility skills | Gunnery skills | Ship skills | Fleet support skills | Drone skills |
---|---|---|---|---|---|
~ 8 days and 4 hour | ~ 8 days and 2 hours | ~ 13 days and 14 hours | ~ 63 days and 13 hours | ~ 89 days and 18 hours | ~ 12 days and 9 hour |
CPU Management V |
Signature Analysis IV |
Motion Prediction IV |
Minmatar Frigate III |
Cybernetics V [5] |
Drones V |
~ 195 days, 12 hours worth of training in total (~ 9,6 million skillpoints) |
- ^ Hull Upgrades IV is required to fit the Damage Control II module.
- ^ Target Painting is needed to use a target painter module.
- ^ Propulsion Jamming is needed to use a stasis webifier module.
- ^ a b c d Leadership V, Wing Command IV, Command Burst Specialist IV and Spaceship Command V are all needed to train Command Ships.
- ^ a b c Cybernetics V, Shield Command Specialist V and Skirmish Command Specialist V are needed for the Republic Fleet Command Mindlink implant.
- ^ Shield Command V is a requirement for Shield Command Specialist.
- ^ Skirmish Command V is a requirement for Skirmish Command Specialist.
- ^ a b c Leadership V, Command Burst Specialist IV and Wing Command IV are already required for Command Ships
- ^ Drones V, Light Drone Operation V and Amarr Drone Specialization I is required to use Acolyte II. It's acceptable to skip this skill initially if you can use other drones, like Warrior II drones, but train it as soon as possible.