Difference between revisions of "User:Cassiel Seraphim/Sandbox3"

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Sandbox is open for business!
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{{incursions_sites}}
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= Objectives =
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===== Force required =====
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{{incursion sites|vanguards}}
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===== Military information =====
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{|
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| valign="middle" | [[image:incursions_sansha_transmission.png]]
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| valign="middle" | Your primary objective is to destroy the Sansha's Nation battle station. Clearing the area of hostile forces should decloak the Nation's ore refinery. Mine the local Lyavite asteroids and transport the ore to the refinery. The chain reaction caused by refining the explosive ore will tear the battle station apart.
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|}
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===== Background information =====
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Sansha's Nation has established semi-mobile mining colonies to aid in the harvesting of ore. Due to the unique nature of these operations, which incorporate new mining technologies and hundreds of willing miner slaves, the daily amount of ore extracted from these operations would be sufficient for the replacement of hundreds of battleships. DED's conclusion is that these mining operations are a primary method of supplying the new Nation fleets with replacement vessels.
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Further complicating matters is the demonstrated capability of this colony to disrupt local system-wide services. The exact nature of this technology is unknown, but appears to be dependent upon first establishing a system-wide presence. If the Sansha can be removed quickly, their potential impact upon the affected systems will be limited.
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''Synopsis from ISHAEKA-0071. DED Special Operations.''<br>''Authorized for Capsuleer dissemination.''
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= Enemies =
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Below is a list of enemies that spawn in this site. See [[Sansha's Manual]] for a full list of the incursion rats.
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{| class="wikitable sortable" style="font-size:90%; vertical-align:middle; text-align:right;" cellspacing="0" cellpadding="0"
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|-
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! nowrap style="background:#222222; text-align:center;" data-sort-type="text" | Name
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! nowrap style="background:#222222; text-align:center;" data-sort-type="number" | Sig
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! nowrap style="background:#222222; text-align:center;" data-sort-type="number" | Speed
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! nowrap style="background:#222222; text-align:center;" data-sort-type="number" | Orbit / Speed
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! nowrap style="background:#222222; text-align:center;" data-sort-type="number" | Damage
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! nowrap style="background:#222222; text-align:center;" data-sort-type="number" | Range
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! nowrap style="background:#222222; text-align:center;" data-sort-type="number" | Effective HP
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! nowrap style="background:#222222; text-align:center;" data-sort-type="number" | DPS/EHP<small>&nbsp;<ref>A simple measure of how much damage you're reducing from the field by shooting this particular enemy. It doesn't take into consideration signature or speed however, so you will have to factor that in yourself. Combining this ratio with the other signature/speed ratio makes it obvious that it's better to remove the '''Tama''' before the '''Eystur''', as they are both easier to hit and do more damage per hit points. On top of that, tamas warp scramble.</ref></small>
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! nowrap style="background:#222222; text-align:center;" data-sort-type="number" | Sig/Speed<small>&nbsp;<ref>A rough estimate of how hard it is to land good hits on the target. An increasingly lower value means the target is smaller and faster, thus much harder to hit than an increasingly higher value.</ref></small>
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|}
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<small><references/></small>
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== Priorities ==
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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.
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{| class="wikitable" style="font-size:90%; padding:1px; white-space:nowrap;"
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|-
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! style="background:#333333;" colspan="2" rowspan="2" | #
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! style="background:#333333;" colspan="2" | Targets for the entire fleet
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|-
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! style="background:#222222;" | 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>
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! style="background:#222222;" | 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>
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|- style="vertical-align:top; text-align:center;"
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| 1
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| style="background:Red;" width="1" |
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| colspan="2" | '''Niarja Myelen'''<small>&nbsp;<ref>Because the '''Niarja Myelen''' jams and neuts.</ref><small>&nbsp;{{icon|jam|24|Jamming}}{{icon|neut|24|Energy neutralizing}}
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|- style="vertical-align:top; text-align:center;"
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| 2
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| style="background:OrangeRed;" width="1" |
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| colspan="2" | '''Mara Paleo'''<small>&nbsp;<ref>The '''Mara Paleo''' is a high priority targets because it remote repairs the other ships, but only for ships capable of actually hitting it. If you cannot reach the '''Mara''' due to low damage projection, move on to the next priority.</ref></small>&nbsp;{{icon|st|24|Shield Transporter}}
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|- style="vertical-align:top;"
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| 3
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| style="background:OrangeRed;" width="1" |
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| style="padding:10px; padding-top:7px;" | '''Auga Hypophysis'''&nbsp;{{icon|scram|24|Warp scrambling}}{{icon|web|24|Webbing}}
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| style="padding:10px; padding-top:7px;" | '''Tama Cerebellum'''&nbsp;{{icon|scram|24|Warp scrambling}}<br>'''Schmaeel Medulla'''&nbsp;{{icon|scram|24|Warp scrambling}}{{icon|web|24|Webbing}}
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|- style="vertical-align:top;"
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| 4
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| style="background:Green;" width="1" |
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| style="padding:10px; padding-top:7px;" | '''Romi Thalamus'''
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| style="padding:10px; padding-top:7px;" | '''Renyn Meten'''&nbsp;{{icon|web|24|Webbing}}<br>'''Eystur Rhomben'''
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|}
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<small><references/></small>
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== Triggers ==
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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.
 +
 
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Mining ore from the Lyavite asteroid will trigger additional spawns.
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== Special requirements ==
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In order to complete this site you will need 255 units of [[Lyavite]] (takes up 306 m3 worth of space in your cargo hold), which can be mined from a special Lyavite asteroid in the site itself or simply brought in with you in the cargo hold for faster site completion.
 +
 
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Once the last enemy of the third and final wave is killed, an interactable can called XXX (I don't remember, refinery something, I'll edit later) where you drop the ore in. The ore is then processed in the refinery and its volatile nature causes a chain explosion destroying the battletower, finishing your objective.
 +
 
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The asteroid with the Lyavite is about 60km away from where you land in the site, which coupled with the fact that you would need mining drones, mining lasers or strip miners to get the ore out of the asteroid, all incursion communities have stopped mining the ore in the site and simply buy it off the market or [[Lyavite#Acquisition|acquire it themselves]].
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= Hints & tips =
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* There are three waves in this site, identifiable by the '''Mara Paleo''' in the first wave, the lack of any '''Auga Hypophysis''' in the second and the reappearance of the '''Auga Hypophysis''' for the third and final wave.
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* The '''Mara Paleo''' often presents a problem due to the extended range of its orbit. Make sure you have ships capable of engaging the Mara at 55-60km ranges.
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[[Category:Incursions|Vanguard sites]]

Revision as of 18:21, 7 April 2013

Objectives

Force required
Vanguard sites Fleet of 10 - 12 pilots (up to 15 in low/null)
2 - 3 logistics needed
Sites take about 5 - 10 minutes
Military information
Incursions sansha transmission.png Your primary objective is to destroy the Sansha's Nation battle station. Clearing the area of hostile forces should decloak the Nation's ore refinery. Mine the local Lyavite asteroids and transport the ore to the refinery. The chain reaction caused by refining the explosive ore will tear the battle station apart.
Background information

Sansha's Nation has established semi-mobile mining colonies to aid in the harvesting of ore. Due to the unique nature of these operations, which incorporate new mining technologies and hundreds of willing miner slaves, the daily amount of ore extracted from these operations would be sufficient for the replacement of hundreds of battleships. DED's conclusion is that these mining operations are a primary method of supplying the new Nation fleets with replacement vessels.

Further complicating matters is the demonstrated capability of this colony to disrupt local system-wide services. The exact nature of this technology is unknown, but appears to be dependent upon first establishing a system-wide presence. If the Sansha can be removed quickly, their potential impact upon the affected systems will be limited.

Synopsis from ISHAEKA-0071. 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 Speed Orbit / Speed Damage Range Effective HP DPS/EHP [1] Sig/Speed [2]
  1. ^ A simple measure of how much damage you're reducing from the field by shooting this particular enemy. It doesn't take into consideration signature or speed however, so you will have to factor that in yourself. Combining this ratio with the other signature/speed ratio makes it obvious that it's better to remove the Tama before the Eystur, as they are both easier to hit and do more damage per hit points. On top of that, tamas warp scramble.
  2. ^ A rough estimate of how hard it is to land good hits on the target. An increasingly lower value means the target is smaller and faster, thus much harder to hit than an increasingly higher value.

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
Regular targets [1] Small targets [2]
1 Niarja Myelen [3] JammingEnergy neutralizing
2 Mara Paleo [4] Shield Transporter
3 Auga Hypophysis Warp scramblingWebbing Tama Cerebellum Warp scrambling
Schmaeel Medulla Warp scramblingWebbing
4 Romi Thalamus Renyn Meten Webbing
Eystur Rhomben
  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. ^ 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.
  3. ^ Because the Niarja Myelen jams and neuts.
  4. ^ The Mara Paleo is a high priority targets because it remote repairs the other ships, but only for ships capable of actually hitting it. If you cannot reach the Mara due to low damage projection, move on to the next priority.

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.

Mining ore from the Lyavite asteroid will trigger additional spawns.

Special requirements

In order to complete this site you will need 255 units of Lyavite (takes up 306 m3 worth of space in your cargo hold), which can be mined from a special Lyavite asteroid in the site itself or simply brought in with you in the cargo hold for faster site completion.

Once the last enemy of the third and final wave is killed, an interactable can called XXX (I don't remember, refinery something, I'll edit later) where you drop the ore in. The ore is then processed in the refinery and its volatile nature causes a chain explosion destroying the battletower, finishing your objective.

The asteroid with the Lyavite is about 60km away from where you land in the site, which coupled with the fact that you would need mining drones, mining lasers or strip miners to get the ore out of the asteroid, all incursion communities have stopped mining the ore in the site and simply buy it off the market or acquire it themselves.

Hints & tips

  • There are three waves in this site, identifiable by the Mara Paleo in the first wave, the lack of any Auga Hypophysis in the second and the reappearance of the Auga Hypophysis for the third and final wave.
  • The Mara Paleo often presents a problem due to the extended range of its orbit. Make sure you have ships capable of engaging the Mara at 55-60km ranges.