Difference between revisions of "User:Cassiel Seraphim/Sandbox3"
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== 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. Mining ore from the [[Lyavite]] asteroid will trigger additional spawns. | + | 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 in Incursions|Lyavite]] asteroid will trigger additional spawns. |
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== Special requirements == | == 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. | 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. |
Revision as of 19:22, 11 April 2013
Incursion sites |
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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 10 - 12 pilots (up to 15 in low/null) 2 - 3 logistics needed Sites take about 5 - 10 minutes |
Military information
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 [1] | Speed [2] | Orbit / Speed [3] | Damage / Volley [4] | Range [5] | Effective HP [6] | |
---|---|---|---|---|---|---|---|
325 m | 1,100 m/s | 170 m/s | 6 km2,400 hp | 480 dps12 - 20 km | 52k ehp | ||
Eystur Rhomben |
49 m | 3,360 m/s | 560 m/s | 11 km600 hp | 120 dps10 - 12 km | 9k ehp | |
65 m | 2,050 m/s | 310 m/s | 60 km(no weapons) | (no weapons) | 30k ehp | ||
53 m | 2,760 m/s | 405 m/s | 15 km(no weapons) | (no weapons) | 4k ehp | ||
33 m | 2,550 m/s | 410 m/s | 9 km960 hp | 192 dps10 - 12 km | 9k ehp | ||
Romi Thalamus |
200 m | 1,520 m/s | 205 m/s | 18 km1,600 hp | 320 dps23 - 33 km | 106k ehp | |
36 m | 4,000 m/s | 640 m/s | 12 km252 hp | 50 dps12 - 20 km | 9k ehp | ||
39 m | 2,100 m/s | 355 m/s | 12 km2,700 hp | 300 dps< 70 km | 8k ehp |
- ^ 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.
If you mine the Lyavite, the list of potential ships are expanded.
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] | ||
2 | Mara Paleo [4] | ||
3 | Auga Hypophysis [5] | Tama Cerebellum [6] Schmaeel Medulla | |
4 | Romi Thalamus | Renyn Meten [7] Eystur Rhomben |
- ^ These targets are usually larger, cruisers or battleships and suitable for ships with good damage projection, lower tracking, like battleships with large guns.
- ^ 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.
- ^ Because the Niarja Myelen jams and neuts.
- ^ 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.
- ^ The Auga Hypophysis is not only a priority due to the fact it warp scrams and webs, but also because it does more damage while being considerably easier to kill than the Romi Thalamus.
- ^ Both the Tama Cerebellum and the Schmaeel Medulla warp scrams and needs to be removed quickly. The Tama is considerably easier to kill and does more damage, so it is prioritized over the Schmaeel as the threat of webs are minimal in vanguards.
- ^ The Renyn Meten does considerably more damage than the Eystur Rhomben. Despite the fact it is harder to hit, it remains a higher priority so any left over frigates for the rest of the fleet will be Eysturs.
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.