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Nation Commander Outpost

From EVE University Wiki
Revision as of 09:54, 10 December 2013 by Cassiel Seraphim (talk | contribs) (Update and overhaul for site information.)

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
  Your primary objective is to destroy the Sansha's Nation fleet amassing here, including any commanders present.
Background information

Veterans of the earlier Nation resurgence, those chiefly responsible for coordinating the planetary invasions, have made this mobile fortress their base of operations. DED surveillance has reported a range of key Nation personnel moving in and out of these temporary headquarters, although it is rare for any two to be in the same place at once, suggesting Nation is spreading its expertise across multiple facilities in order to minimize risk.

Intelligence suggests the primary role of these commanders has changed from leading large-scale planetary invasions to covert raids, as well as other special operations outside of the usual assignments handled by the larger Nation force.

Synopsis from ISHAEKA-0073. 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]
3   Auga Hypophysis
Auga Hypophysis   
325   325 m 1100   1,100 m/s 6000 6 km   170 m/s 480 480 dps   2,400 hp 20000 12 - 20 km   51597 52k ehp  
1   Eystur Rhomben
Eystur Rhomben
49   49 m 3360   3,360 m/s 11000 11 km   560 m/s 120 120 dps   600 hp 12000 10 - 12 km   9067 9k ehp  
1   Niarja Myelen
Niarja Myelen   
53   53 m 2760   2,760 m/s 15000 15 km   405 m/s -1 (no weapons) -1 (no weapons) 3786 4k ehp  
1   Renyn Meten
Renyn Meten  
33   33 m 2550   2,550 m/s 9000 9 km   410 m/s 192 192 dps   960 hp 12000 10 - 12 km   8898 9k ehp  
3   Romi Thalamus
Romi Thalamus
200   200 m 1520   1,520 m/s 18000 18 km   205 m/s 320 320 dps   1,600 hp 33000 23 - 33 km   105551 106k ehp  
1   Sansha's Nation Commander
Sansha's Nation Commander  
39   39 m 2100   2,100 m/s 12000 12 km   355 m/s 1250 1,250 dps   11,250 hp 70200 < 70 km   8103 8k ehp  
1   Schmaeel Medulla
Schmaeel Medulla   
36   36 m 4000   4,000 m/s 12000 12 km   640 m/s 50 50 dps   252 hp 20000 12 - 20 km   9234 9k ehp  
1   Tama Cerebellum
Tama Cerebellum  
39   39 m 2100   2,100 m/s 12000 12 km   355 m/s 300 300 dps   2,700 hp 70200 < 70 km   8103 8k ehp  
  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.

# Targets for the entire fleet Reason
Regular targets [1] Small targets [2]
1 Niarja Myelen    Because the Niarja Myelen jams and neuts.
1 Sansha's Nation Commander   Because the Sansha's Nation Commander does a lot of damage (also warp disrupts)
3 Auga Hypophysis    Tama Cerebellum  
Schmaeel Medulla   
The Auga warp disrupts, webs and does more damage and is easier to kill than the Romi.

Both the Tama and the Schmaeel warp disrupts, but the Tama is easier to kill, does more damage and the threat of webs are minimal unless in a moving fleet.

4 Romi Thalamus Renyn Meten  
Eystur Rhomben
Romis pose no real threat.
Renyns webs and do more damage than Eysturs.
  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.

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

There are no special requirements for this site.

Hints & tips

  • There are four waves in this site, identifiable by the Romi Thalamus in the first wave, the lack of a Romi Thalamus in the second wave, the Sansha's Nation Commander in the third wave and the complete lack of cruisers in the fourth and final wave.
  • Waves spawn roughly 35 - 40km away from the beacon, although the Sansha will rapidly close the distance to their preferred orbit.
  • The different waves are slightly randomised. The same type of ships will spawn in each wave, but the number of each is randomised.