Difference between revisions of "User:Cassiel Seraphim/Sandbox12"

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= Objectives =
 
= Objectives =
 
===== Force required =====
 
===== Force required =====
{{incursion sites}}
+
{{incursion sites|assaults|ncs}}
 
===== Military information =====
 
===== Military information =====
 
{|
 
{|
 
| valign="middle" | [[image:incursions_sansha_transmission.png]]
 
| valign="middle" | [[image:incursions_sansha_transmission.png]]
| valign="middle" | Your primary objective is to destroy any Sansha vessels defending the transmitter arrays. Once the area is secured, surveillance teams can move in to backhack the Sansha information network.<br>''This is a target of opportunity, and has minimal impact on the larger anti-Sansha campaign.''
+
| valign="middle" | Your objective is to locate the Nation commander and assassinate them. Once you have separated the commander from the rest of the Sansha fleet they will scatter and flee.
 
|}
 
|}
 
===== Background information =====
 
===== Background information =====
Sansha's Nation forces have established forward outposts for the purpose of reconnaissance and minor communication relays between fleets. Although these outposts play a relatively minor role they are nonetheless contributing to the Nation's larger influence over systems and must be considered equally troubling in this regard.
+
Intelligence and other supporting evidence have revealed that this facility is being used as a rally point for senior capsuleer commanders within Sansha's Nation. When one of these leaders is killed in combat or their forces routed by capsuleer counterattack, this is where they are re-cloned, and where they retreat to.
 +
 
 +
In light of this functionality, the strategic value of these outposts must be considered. By directly attacking the nexus of pro-Nation leadership, capsuleers will be able to limit the level of coordination and efficiency amongst attack squads.
 +
 
 +
''Synopsis from ISHAEKA-0079. DED Special Operations.''<br>''Authorized for Capsuleer dissemination.''
  
''Synopsis from ISHAEKA-0091. DED Special Operations.''<br>''Authorized for Capsuleer dissemination.''
 
 
= Enemies =
 
= Enemies =
 
Below is a list of enemies that spawn in this site. See [[Sansha's Manual]] for a full list of the incursion rats.
 
Below is a list of enemies that spawn in this site. See [[Sansha's Manual]] for a full list of the incursion rats.
 
{{incursion rats|Start}}
 
{{incursion rats|Start}}
{{incursion rats|Arnon Epithalamus}}
+
<!--
 
{{incursion rats|Antem Neo}}
 
{{incursion rats|Antem Neo}}
 +
{{incursion rats|Auga Hypophysis}}
 +
{{incursion rats|Deltole Tegmentum}}
 
{{incursion rats|Eystur Rhomben}}
 
{{incursion rats|Eystur Rhomben}}
{{incursion rats|Jel Rhomben}}
 
 
{{incursion rats|Mara Paleo}}
 
{{incursion rats|Mara Paleo}}
 
{{incursion rats|Niarja Myelen}}
 
{{incursion rats|Niarja Myelen}}
{{incursion rats|Orkashu Myelen}}
+
{{incursion rats|Ostingele Tectum}}
 +
{{incursion rats|Renyn Meten}}
 +
{{incursion rats|Romi Thalamus}}
 +
{{incursion rats|Schmaeel Medulla}}
 +
{{incursion rats|Tama Cerebellum}}
 +
{{incursion rats|Vylade Dien}}
 +
{{incursion rats|Yulai Crus Cerebi}}
 +
-->
 
{{incursion rats|End}}
 
{{incursion rats|End}}
 
== Priorities ==
 
== 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.
 
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.
 +
<!--
 
{| class="wikitable" style="font-size:90%;"
 
{| class="wikitable" style="font-size:90%;"
 
|-
 
|-
 
! style="background:#333333;" nowrap colspan="2" rowspan="2" | #
 
! style="background:#333333;" nowrap colspan="2" rowspan="2" | #
! style="background:#333333;" nowrap colspan="2" | Targets for the entire fleet
+
! style="background:#333333;" nowrap colspan="3" | Targets for the entire fleet
 
! style="background:#333333; vertical-align:middle; text-align:center" rowspan="2" nowrap | Reason
 
! style="background:#333333; vertical-align:middle; text-align:center" rowspan="2" nowrap | Reason
 
|-
 
|-
 
! style="background:#222222;" nowrap | 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>
 
! style="background:#222222;" nowrap | 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>
 +
! style="background:#222222;" nowrap | Sniper targets<small>&nbsp;<ref>Sniper targets are enemies that stay up to 150km away, requiring you to have increased locking range and extreme damage projection. Once you run out of sniper targets, change to short range ammo and follow regular targets.</ref></small>
 
! style="background:#222222;" nowrap | 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>
 
! style="background:#222222;" nowrap | 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>
 
|- style="vertical-align:top;"
 
|- style="vertical-align:top;"
 
| nowrap | 1
 
| nowrap | 1
 
| style="background:Red;" width="1" |
 
| style="background:Red;" width="1" |
| style="text-align:center; padding:5px;" colspan="2" nowrap | '''Niarja Myelen'''&nbsp;{{icon|jam|24|Jamming}}{{icon|neut|24|Energy neutralizing}}<br>'''Orkashu Myelen'''&nbsp;{{icon|jam|24|Jamming}}{{icon|neut|24|Energy neutralizing}}<br>'''Arnon Epithalamus'''&nbsp;{{icon|jam|24|Jamming}}
+
| style="padding:5px;" nowrap | '''Auga Hypophysis'''&nbsp;{{icon|point|24|Warp disrupting}}{{icon|web|24|Webbing}}
| style="padding:5px;" | Because the '''Niarja Myelen''' and the '''Orkashu Myelen''' jams and neuts. '''Niarja''' first since it poses more of a threat.
+
| style="padding:5px;" nowrap |
 +
| style="padding:5px;" nowrap | '''Niarja Myelen'''&nbsp;{{icon|jamming|24|Jamming}}{{icon|neut|24|Energy neutralizing}}
 +
| style="padding:5px;" | The '''Augas''' because they are very easy to kill and web as well as warp disrupts.
  
The '''Arnon''' also jam but takes longer to kill, so it pays off to kill the '''Myelens''' first to reduce jammers.
+
The '''Niarjas''' because they jam and neut.
 +
|- style="vertical-align:text-top;"
 +
| nowrap | 2
 +
| style="background:OrangeRed;" width="1" |
 +
| style="padding:5px;"  nowrap | '''Deltole Tegmentum'''&nbsp;{{icon|point|24|Warp disrupting}}{{icon|neut|24|Energy neutralizing}}{{icon|tp|24|Target painting}}<br>'''Vylade Dien'''<small>&nbsp;<ref>The '''Vylade''' is technically not much of a threat. The more Sansha on the grid the higher the priority to kill it, as it'll make all ships capable of taking more damage. But with less ships on grid that aspect becomes more or less trivial. It can still be prioritized before the '''Deltole''' for the battleship-side if you want to kill it before it moves too far out (its preferred orbit is 120 km).</ref></small>&nbsp;{{icon|warfare links|24|Siege Warfare links}}
 +
| style="padding:5px;" nowrap | '''Mara Paleo'''<small>&nbsp;<ref>The '''Mara''' can often be ignored in favour of other ships in the last room due to superior firepower of the fleet, but a higher priority for the cruiser-side due to having less damage while split up.</ref></small>&nbsp;{{icon|shield transporter|24|Remote shield booster}}
 +
| style="padding:5px;" nowrap | '''Tama Cerebellum'''&nbsp;{{icon|point|24|Warp disrupting}}<br>'''Schmaeel Medulla'''&nbsp;{{icon|point|24|Warp disrupting}}{{icon|web|24|Webbing}}<br>'''Renyn Meten'''&nbsp;{{icon|web|24|Webbing}}
 +
| style="padding:5px;" | '''Deltoles''' because they neut, target paints and warp disrupts, then '''Vylades''' because they boost resists.
 +
 
 +
The '''Maras''' because they remote repair.
 +
 
 +
'''Tamas''' due to their high damage and warp disruption, then '''Schmaeel''' before '''Renyn''' due to its ability to warp disrupt in addition to webbing.
 
|- style="vertical-align:top;"
 
|- style="vertical-align:top;"
 
| nowrap | 3
 
| nowrap | 3
| style="background:OrangeRed;" width="1" |
 
| style="padding:5px;" nowrap | '''Mara Paleo''' {{icon|shield transporter|24|Remote shield booster}}
 
| style="padding:5px;" nowrap |
 
| style="padding:5px;" | The '''Mara''' because it has remote shield boosting capabilities.
 
|- style="vertical-align:top;"
 
| nowrap | 4
 
 
| style="background:Green;" width="1" |
 
| style="background:Green;" width="1" |
| style="padding:5px;" nowrap | '''Antem Neo'''
+
| style="padding:5px;" nowrap | '''Ostingele Tectum'''<br>'''Romi Thalamus'''
| style="padding:5px;" nowrap | '''Eystur Rhomben'''<br>'''Jel Rhomben'''
+
| style="padding:5px;" nowrap | '''Yulai Crus Cerebi'''<br>'''Antem Neo'''
| style="padding:5px;" nowrap | '''Antem Neos''' pose no serious threat.
+
| style="padding:5px;" nowrap | '''Eystur Rhomben'''
 +
| style="padding:5px;" | '''Ostingeles''' before '''Romis''' as they are easier to hit and do more damage.
  
'''Eysturs''' before '''Jels''' as they are a little bit stronger.
+
'''Yulais''' before '''Antems''' as they are easier to hit and do more damage.
 +
 
 +
'''Eysturs''' pose no specific threat.
 
|}
 
|}
 
<small><references/></small>
 
<small><references/></small>
 +
-->
  
 
== Triggers ==
 
== Triggers ==
Initial research suggests that some ships are triggers for the next wave and while the exact details hasn't been ironed out, the '''Mara Paleo''' is usually a trigger for the next wave.
+
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.
  
All ships will need to be destroyed in order to complete the site, so intentionally forcing the next wave before you finish your current wave isn't advantageous.
 
 
== Special requirements ==
 
== Special requirements ==
There are no special requirements for this site.
+
{|
 +
| [[File:icon_optimal_range_script.png|48px|Snipers]]
 +
| This site requires you to have '''snipers''' in your fleet.<br>''(able to lock and apply good damage up to 120km)''
 +
|}
 +
{|
 +
| [[File:icon_ship.png|48px|Anchor]]
 +
| This site benefits greatly from having an '''anchor'''.<br>''(a ship people can anchor up on to stay together)''
 +
|}
 +
 
 +
===== Snipers =====
 +
Several ships in the first wave will initially sit at sniper ranges up to 160 km away from where you land. They will approach you however, and in combination with your fleet moving further into the site it's not critical to have a lock range of 150km. Having just 120km will be doable, even if you'll initially have to wait a little for things to come into range.
 +
 
 +
===== Anchor =====
 +
In order to keep the fleet together, everyone within remote shield booster range and so forth. Appoint someone to be your '''anchor''' then have the rest of the fleet anchor up on him and use '''keep at''' range 2,500m to make sure they always remain with the anchor (except logistics who would orbit at 5,000m instead). That way only the anchor needs to know where to move and the rest of the fleet would follow suit.
 +
 
 +
As for where to go, the '''snake-shaped asteroid''' is a good compromise for a fleet without propulsion modules. If you approach it until you're within 5-10km from it, you'll be in a good position for all the remaining spawns.
  
 
= Hints & tips =
 
= Hints & tips =
* There are five waves in this site, with spawns ranging from 25 - 30 km away from the warp-in.
+
* There are four waves in this site, all spawning a good distance from the beacon. Moving up towards the ''snake-shaped asteroid'' is a simple way to mitigate the range issues while keeping it simple and not requiring people to fit propulsion modules.
* There are no ships capable of '''warp disrupting''' or '''warp scrambling''' you in this site, which means you can warp out at any time.
+
* The different waves are slightly randomised. The same type of ships will spawn in each wave, but the number of each is randomised.
[[Category:Incursions|Scout sites]]
+
* Moving is required in this site, but you will not need a propulsion module unless you want to speed up your completion times.
 +
* Remember to keep an eye on your capacitor if you have prolonged attention from a bunch of '''Deltole Tegmentums'''. While their individual neuting is rather small, it adds up. The same goes if you get a lot of '''Outuni Mesen''' spawning in the end, along with the '''Slave''' or '''Citizen''' commander.
 +
[[Category:Incursions|Assault sites]]

Revision as of 22:44, 7 September 2014

Objectives

Force required
Assault sites Fleet of 20 - 21 pilots (up to 30 in low/null)
3 - 4 logistics needed
5 - 10 snipers needed
Sites take about 10 - 20 minutes
Military information
Incursions sansha transmission.png Your objective is to locate the Nation commander and assassinate them. Once you have separated the commander from the rest of the Sansha fleet they will scatter and flee.
Background information

Intelligence and other supporting evidence have revealed that this facility is being used as a rally point for senior capsuleer commanders within Sansha's Nation. When one of these leaders is killed in combat or their forces routed by capsuleer counterattack, this is where they are re-cloned, and where they retreat to.

In light of this functionality, the strategic value of these outposts must be considered. By directly attacking the nexus of pro-Nation leadership, capsuleers will be able to limit the level of coordination and efficiency amongst attack squads.

Synopsis from ISHAEKA-0079. 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.

NameSig [1]Speed [2]Orbit / Speed [3]Damage / Volley [4]Range [5]Effective HP [6]
  1. ^ While using their propulsion module, they suffer the same signature bloom as players.
  2. ^ 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.
  3. ^ Preferred orbit range and regular speed while orbiting, which is their regular speed without the propulsion module turned on.
  4. ^ 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.
  5. ^ 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.
  6. ^ 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.

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.

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.

Special requirements

Snipers This site requires you to have snipers in your fleet.
(able to lock and apply good damage up to 120km)
Anchor This site benefits greatly from having an anchor.
(a ship people can anchor up on to stay together)
Snipers

Several ships in the first wave will initially sit at sniper ranges up to 160 km away from where you land. They will approach you however, and in combination with your fleet moving further into the site it's not critical to have a lock range of 150km. Having just 120km will be doable, even if you'll initially have to wait a little for things to come into range.

Anchor

In order to keep the fleet together, everyone within remote shield booster range and so forth. Appoint someone to be your anchor then have the rest of the fleet anchor up on him and use keep at range 2,500m to make sure they always remain with the anchor (except logistics who would orbit at 5,000m instead). That way only the anchor needs to know where to move and the rest of the fleet would follow suit.

As for where to go, the snake-shaped asteroid is a good compromise for a fleet without propulsion modules. If you approach it until you're within 5-10km from it, you'll be in a good position for all the remaining spawns.

Hints & tips

  • There are four waves in this site, all spawning a good distance from the beacon. Moving up towards the snake-shaped asteroid is a simple way to mitigate the range issues while keeping it simple and not requiring people to fit propulsion modules.
  • The different waves are slightly randomised. The same type of ships will spawn in each wave, but the number of each is randomised.
  • Moving is required in this site, but you will not need a propulsion module unless you want to speed up your completion times.
  • Remember to keep an eye on your capacitor if you have prolonged attention from a bunch of Deltole Tegmentums. While their individual neuting is rather small, it adds up. The same goes if you get a lot of Outuni Mesen spawning in the end, along with the Slave or Citizen commander.