Difference between revisions of "Forward Reconnaissance Outpost"

From EVE University Wiki
Jump to: navigation, search
(Update and overhaul for site information.)
Line 42: Line 42:
  
 
= Hints & tips =
 
= Hints & tips =
 +
* There are four waves in this site, with spawns ranging from 25 - 30 km away from the warp-in.
 
* There are no ships capable of '''warp disrupting''' or '''warp scrambling''' you in this site, which means you can warp out at any time.
 
* 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 Sansha in scout sites all use turrets, so strictly{{icon|em damage|16|Electromagnetic}}electromagnetic and{{icon|th damage|16|Thermal}}thermal damage.
 
* The Sansha in scout sites all use turrets, so strictly{{icon|em damage|16|Electromagnetic}}electromagnetic and{{icon|th damage|16|Thermal}}thermal damage.

Revision as of 01:23, 12 December 2013

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 destroy any Sansha vessels defending the transmitter arrays. Once the area is secured, surveillance teams can move in to backhack the Sansha information network.
This is a target of opportunity, and has minimal impact on the larger anti-Sansha campaign.
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.

Synopsis from ISHAEKA-0091. 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 Orkashu Myelen
Orkashu Myelen Jamming - 3 strength at 32+36 km rangeEnergy neutralizing - 75 GJ every 10 seconds at 5.25 km range
53 Signature 53 m 2760 Velocity 2,760 m/s 4500 5 km Orbit 405 m/s -1 (no weapons) -1 (no weapons) 2762 3k ehp 2,762 effective hit points (1,890 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 Orkashu Myelen JammingEnergy neutralizing Because it jams and neuts and is rarely the trigger.
2 Jel Rhomben Because it's usually the trigger.

Triggers

The Jel Rhombens are usually the trigger when it spawns, so it's advisable to kill the Orkashu Myelens 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 four waves in this site, with spawns ranging from 25 - 30 km away from the warp-in.
  • 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 Sansha in scout sites all use turrets, so strictlyElectromagneticelectromagnetic andThermalthermal damage.
  • Orbiting the beacon or the Radio Telescope 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.
  • 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.