Propaganda Cluster

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Objectives

Force required
Staging sites Fleet of 3 - 5 pilots
1 logistics or spidertanking
Sites take about 15 - 20 minutes
Military information
Incursions sansha transmission.png Your primary objective is to storm the Nation’s media control facility and destroy any defense forces you find there.
This is a target of opportunity, and has minimal impact on the larger anti-Sansha campaign.
Background information

The Nation’s influence over system-wide infrastructure is starting to be ruthlessly exploited to the maximum extent possible. Officers in some affected systems are now reporting that Sansha have blocked local news outlets and even emergency broadcast systems from transmitting vital data. Although there are a number of obvious tactical advantages to such a move, the nature and pattern of the Nation’s censorship is neither consistent nor predictable. There may be a more subtle and insidious goal behind these attacks or perhaps their jamming technology is not yet perfected. In either case, these propaganda clusters, although militarily insignificant, nonetheless pose a significant threat to the continued stability of densely populated planets and systems under attack.

Synopsis from ISHAEKA-0093. 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 Icon red frigate.png Jel Rhomben
Jel Rhomben
49 Signature 49 m 3360 Velocity 3,360 m/s 11000 11 km Orbit 560 m/s 48 48 dps Turret damage 240 hp 12000 10 - 12 km Effective range (from optimal up to double falloff) 3264 3k ehp 3,264 effective hit points (1,575 raw hit points)
1 Icon red frigate.png Youl Meten
Youl Meten Webbing - 50% speed reduction at 10 km range
33 Signature 33 m 2550 Velocity 2,550 m/s 8000 8 km Orbit 410 m/s 38 38 dps Turret damage 192 hp 12000 10 - 12 km Effective range (from optimal up to double falloff) 3217 3k ehp 3,217 effective hit points (1,225 raw hit points)
3 Icon red cruiser.png Raa Thalamus
Raa Thalamus
200 Signature 200 m 1520 Velocity 1,520 m/s 18000 18 km Orbit 205 m/s 80 80 dps Turret damage 400 hp 33000 23 - 33 km Effective range (from optimal up to double falloff) 37998 38k ehp 37,998 effective hit points (15,750 raw hit points)
  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.

# Ship Reason
1 Jel Rhomben Because it does the most damage out of the small ships, easy to hit and isn't the trigger.
2 Youl Meten Webbing Because it webs and can take much less beating than the Raa Thalamus.
3 Raa Thalamus Takes too long to kill, so it is the last ship you focus on.

Triggers

The Youl Meten triggers the next wave, so it's advisable to kill the Jel Rhombens first to avoid being overrun. 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

There are no special requirements for this site.

Hints & tips

  • There are no ships capable of warp disrupting or warp scrambling you in this site, which means you can warp out at any time.
  • Orbiting the beacon at 7 km (or whichever range your agility allows you to turn at high speed) is an easy way to speed tank and make yourself harder to hit. Once the Raa Thalamus spawns, start orbiting it instead.
  • The new spawns will not automatically engage you if you maintain a range of at least 20 km. Once you attack them they will engage you no matter what range.