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

From EVE University Wiki
Enemy types: Defined Raznaborg prefix
Observatory Flashpoint: Updated some stats, and added information on the Empire sides
Line 86: Line 86:


=== Observatory Flashpoint ===
=== Observatory Flashpoint ===
* 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. Greatly reduced total payout with more than 21 pilots, meaning that if two fleets attempt to contest a single Flashpoint, all pilots involved will suffer critically reduced payouts.
* Payout: approximately 2.5k LP + 100mil ISK per pilot, with a max of about 1.25bil ISK. Reduced payout (per pilot) with more than 8 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. Greatly reduced total payout with more than 21 pilots, meaning that if two fleets attempt to contest a single Flashpoint, all pilots involved will suffer critically reduced payouts.
* Site spawns in the Foothold System, during the Observatories Active and Forces Withdrawing phases.
* 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.
* 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 (the Observatory), and waves of either Triglavian or Empire ships will spawn. After killing the first wave, a single '''Dreadnought''' will warp in to the site. Dreadnought will land at a random location roughly 30-90km away from the Observatory.
* 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. Empire ships will use empire EWAR (Amarr: heavy neutralizers; Gallente: sensor damps; Minmatar: long-range webs+paints; Caldari: ECM) and remote repair ships. Multiple logistics cruisers or battleships and full defensive and Skirmish Command Bursts are extremely recommended.
* Different waves of enemies will independently select targets, meaning that multiple ships can be hit at the same time. If two fleets are present in a site, or if one fleet splits up, waves of enemy ships may warp between the fleets to split up and engage them separately. This also means that entering an active site alone can be very dangerous.
* Triglavians will target and kill Capsules.
* Triglavians will target and kill Capsules.
* 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 cycle in and out of Siege Mode (2 minutes out, 3 minutes in), granting EWAR resistance and +425% damage (which brings them up to HAW DPS levels, but anticapital Alpha levels due to their very slow 12s fire rates). Upon entering their 4th Siege cycle, Dreadnoughts will also Overheat for +15% damage.
* Liminal Zirnitra will not change targets once it chooses one. Empire Dreadnoughts ''will'' change targets somewhat at random. Dreadnoughts deal less than HAW damage, but have extremely high tracking (other than the Caldari Phoenix, which uses Rapid Torpedoes). Dreadnoughts will cycle in and out of Siege Mode (2 minutes out, 3 minutes in), granting EWAR resistance and +425% damage (which brings them up to HAW DPS levels, but anticapital Alpha levels due to their very slow 12s fire rates). Upon entering their 4th Siege cycle, Dreadnoughts will also Overheat for +15% damage.
* All Empire ships (including dreads) have [[Natural resistances#Tech II and Tech III resists|T2 Resists]] (-50%/-25%).
* All Empire ships (including dreads) have [[Natural resistances#Tech II and Tech III resists|T2 Resists]] (-50%/-25%).
* Liminal Zirnitra deals 58/42% EX/TH damage, and can deal a Wrecking shot of 101,188 damage. However, Liminal Zirnitra does not have the missile attack of other Liminal invaders, and unlike all other Triglavian ships its damage does not spool up over time.
* Liminal Zirnitra deals 58/42% EX/TH damage, and can deal a Wrecking shot of 101,188 damage (before Overheat). However, Liminal Zirnitra does not have the missile attack of other Liminal invaders, and unlike all other Triglavian ships its damage does not spool up over time.
** Empire Dreadnoughts deal 58/42% of their racial damage types (Nag: Kin/Ex, Moros: Kin/Th, Rev: EM/Th, Phoenix: pure EM). Naglfar, Moros, and Revelation can deal Wrecking shots of 115,636 damage (before Overheat).
* 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.
* 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.
* Dreadnought and Structure wrecks can contain skillbooks, blueprints, and components for the Zirnitra, and can contain Zorya's officer modules. Blueprints drop from attacking empire dreads. Components drop from attacking Zirnitras.
* Dreadnought and Structure wrecks can contain skillbooks, blueprints, and components for the Zirnitra, and can contain Zorya's officer modules. Zirnitra components drop from attacking the Liminal Zirnitra. Attacking Empire dreads gives Dreadnought Systems Diagrams, which can be fed into a Triglavian loot cache (found after the CONCORD Observatory has been destroyed) to receive Zirnitra blueprints.


== System effects ==
== System effects ==