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Triglavian Invasion (Chapter 1 & 2): Difference between revisions

From EVE University Wiki
Observatory Flashpoint: Refined payout value again. This one's been annoying to pin down.
Observatory Flashpoint: Updated total payouts, again.
Line 85: Line 85:


=== Observatory Flashpoint ===
=== Observatory Flashpoint ===
* Payout: approximately 2.5k LP + 125mil ISK per pilot, with a max of 1.25bil ISK. Reduced payout (per pilot) with more than 10 pilots. Total payout varies by a few percent with different pilot numbers.
* Payout: approximately 2.5k LP + 100mil ISK per pilot, with a max of about 1.25bil ISK. Reduced payout (per pilot) with more than 10 pilots. Total payout varies with different pilot numbers. Maximum total payout occurs at 13-14 pilots. Maximum total payout fleet size does not match maximum individual payout fleet size.
* Does not End the invasion. Site respawns 90 minutes after the final structure is destroyed
* Site spawns in the Foothold System, during the Observatories Active and Forces Withdrawing phases.
* Completing this site does not End the invasion. Site respawns 90 minutes after the final structure is destroyed. Two copies of this site spawn, on independent respawn timers.
* Site begins with two acceleration gates, choosing to either attack the Triglavians, or to attack the empire whose territory is under attack. Once one side is chosen, the site is locked in to that path and one gate is destroyed.
* Site begins with two acceleration gates, choosing to either attack the Triglavians, or to attack the empire whose territory is under attack. Once one side is chosen, the site is locked in to that path and one gate is destroyed.
* After taking the gate, there will be a large (invulnerable) structure, and waves of either Triglavian or Empire ships will spawn. After killing the first wave, a single '''Dreadnought''' will warp in to the site.
* After taking the gate, there will be a large (invulnerable) structure, and waves of either Triglavian or Empire ships will spawn. After killing the first wave, a single '''Dreadnought''' will warp in to the site.
* Damage and EWAR will be very, very heavy in this site. Multiple logistics cruisers or battleships and full defensive and Skirmish Command Bursts are extremely recommended.
* Damage and EWAR will be very, very heavy in this site. Multiple logistics cruisers or battleships and full defensive and Skirmish Command Bursts are extremely recommended.
* Dreadnought will not change targets once it chooses one. Dreadnoughts deal less than HAW damage, but have extremely high tracking (other than the Caldari Phoenix, which uses Rapid Torpedoes). Dreadnoughts will periodically enter Siege for 5 minutes of quad damage. All Empire ships (including dreads) have [[Natural resistances#Tech II and Tech III resists|T2 Resists]] (+50%/+25%).
* Dreadnought will not change targets once it chooses one. Dreadnoughts deal less than HAW damage, but have extremely high tracking (other than the Caldari Phoenix, which uses Rapid Torpedoes). Dreadnoughts will periodically enter Siege for 5 minutes of quad damage. All Empire ships (including dreads) have [[Natural resistances#Tech II and Tech III resists|T2 Resists]] (+50%/+25%).
* Observatory structure becomes vulnerable upon dreadnought death. When structure becomes vulnerable, two 'Overcharge' pylons will appear 30km away from the structure. These pylons project 5km fields which give +100% outgoing weapons damage.
* Observatory structure becomes vulnerable upon dreadnought death. When structure becomes vulnerable, two 'Overcharge' pylons will appear 30km away from the structure. These pylons project 6km fields which give +100% outgoing weapons damage.
* Destroying the structure ends the site, triggers payout, and causes all remaining enemies to warp out.
* Destroying the structure ends the site, triggers payout, and causes all remaining enemies to warp out.
* Dreadnought and Structure wrecks project 100km-radius Warp Disruption fields, disallowing all attempts to warp off grid prior to the wrecks being salvaged.
* Dreadnought and Structure wrecks project 100km-radius Warp Disruption fields, disallowing all attempts to warp off grid prior to the wrecks being salvaged.