Triglavian Collective

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The Triglavian Collective are a new faction introduced in the “Into the Abyss” expansion (May 2018), they can be found in a new type of space providing a unique solo PVE timed encounters in a special area of space and exotic new technologies, including their very own ships and new weapon system.

Triglavian Collective

Full Introduction

While the "Into the Abyss" expansion adds a number of other changes, this new Triglavian faction is the primary focus of this page, with the related Abyssal Deadspace complexes on top.

The core source of most of the Triglavian content is the Abyssal Deadspace complexes, which are unique complexes in a separate and isolated area of space for which only one person can participate in at a time. These sites are the source for the BPCs used to build Triglavian ships, also called Precursor vessels; these sites also provide "keys" to access other complexes, blueprints for Entropic Disintegrator modules, Abyssal Deadspace modifier items and some apparel items.

Precursor vessels are the only ships that can use the Entropic Disintegrator modules which have a different setup than the conventional weapon systems most EVE players are familiar with. They focus on an armor tank with emphasis on utility; much like the Society of Conscious Thought vessels, these hulls tend to be somewhat mediocre but can excel in very specific situations. They are specifically equipped to use the Entropic Disintegrator weapon system: all of the hulls have only one turret slot yet have two or more utility high slots, possibly to synergize with the remote armor repair bonuses on each hull. Entropic Disintegrators are a curious weapon system which has some parallels to laser systems, with an interesting but rather specific attribute whereby the damage modifier of the weapon system increases with each shot fired.

Abyssal Mutaplasmids are special modifier elements which are designed to modify certain attributes of select modules. An example would be a Microwarpdrive: the mutaplasmid can boost or decrease the velocity bonus, the powergrid requirement, the signature radius modifier or the activation cost. This allows for interesting concepts in ship choices but also threatens the stability of the module metagame.

Further details on each of these concepts will be explored below.

Lore

The Triglavian Collective is a new faction that appeared in New Eden in early YC120. Fleets were following heavily damaged and incapacitated Drifter Fleets appeared around several locations around New Eden it was discovered that those fleets were engaged by a faction that was not known before. Data vaults salvaged from those damaged drifter fleets and Arataka Research Consortium managed to salvage data from those corrupted trinary data vaults that have video footage that shows that unknown faction, named as "Triglavian Collective" engaging Drifter Fleet with an exotic weapon system. One of their Battleship class hulls was also captured by CONCORD and further research was conducted to reveal more about those new faction. It was suggested that the Triglavian Collective is a formation of three entities. Those entities are Peruna Clade [CLPER], Svarov Clade [CLSVA] and Velesian Clade [CLVEL].

The Scope Video : The Scope - The Triglavian Collective Revealed

Abyssal Deadspace

Main article: Abyssal Deadspace

Abyssal Deadspace is a special area of space disconnected from conventional Known Space (K-space) and wormhole space (W-space). Players use special Filaments which are like "keys" to access such areas of space, and have a limited amount of time and face special challenges to complete these sectors of space and survive.

Ships

The Expansion introduces a new ship skill called “Precursor” that leaves room for future races to fall under. What is known so far about the ships and is subject to change:

The Triglavian Ship Themes:

  • Defense: Armor
  • Speed: Medium
  • Focus on Utility
    • Drones
    • Utility mod bonuses

The Triglavian Ship Role bonuses include:

  • 100% bonus to Remote armor repair range
  • 50% reduction in remote armor repair capacitor activation cost
  • 50% Energy Neutralizer capacitor reduction (A bonus to Energy Nosferatus as well, but these do not use capacitor)
  • 50% reduction in Smart bomb capacitor activation cost

Demavik (Frigate)

  • Slot Layout:
    • 3 High slots (1 Turret, 0 Launcher)
    • 2 Mid slots
    • 4 Low slots
  • Precursor Frigate Bonuses:
    • Small Entropic Disintegrator damage
    • Small Entropic Disintegrator optimal range
  • 25m3 drone bay, 15Mbit/sec of drone bandwidth

Vedmak (Cruiser)

  • Slot Layout:
    • 4 High slots (1 Turret, 0 Launcher)
    • 4 Mid slots
    • 6 Low slots
  • Precursor Cruiser Bonuses:
    • Medium Entropic Disintegrator damage
    • Medium Entropic Disintegrator tracking speed
  • 75m3 drone bay, 25Mbit/sec of drone bandwidth

Leshak (Battleship)

  • Slot Layout:
    • 5 High slots (1 Turret, 0 Launcher)
    • 4 Mid slots
    • 8 Low slots
  • Precursor Battleship Bonuses:
    • Large Entropic Disintegrator damage
    • Large Entropic Disintegrator rate of fire
  • 250m3 drone bay, 100Mbit/sec of drone bandwidth

Entropic Disintegrator

A new weapon skill and specialization will allow the use of Entropic Disintegrators coming in T1 (Meta 0, Compact, Scoped and Faction) and T2 variants, and in three sizes. The new weapon system will occupy a single turret slot and only one can be fitted, limited to Triglavian ships. This opens many possibilities as a large number of utility highs remain free.

The Entropic Disintegrator has unique characteristics such as increasing damage per cycle and no falloff. When a target is out of range of the weapon, or if any event causes the weapon to deactivate, the damage ramp-up is reset. The weapon system uses tracking mechanics and is impacted by tracking modules, using Entropic Radiation Sink modules as damage modules. The damage type is restricted to explosive and thermal. Ammunition is loaded into the Disintegrator like conventional weapon systems, has no reload time, holds large amounds of ammunition which also takes up large amounts of space in cargo (subject to change).

The base optimal ranges are 6500/15500/28000 for small/medium/large variants. The rate of fire is 4s/6s/8s. The damage charge-up is 5% per cycle up to 50%. Ammo will have up to 80% extra range or down to as low as negative 50% for higher damage. Base turret damage 3/4/6 turrets equivalent.

For ammunition, Tetryon provides the highest base damage and closest optimal range, Baryon for mid-range, and Meson for lower base damage with farther optimal range. Occult and Mystic are Tech II ammunition, with Occult being close-range high damage lower tracking ammunition (similar to Void or Conflagration for blasters or pulse lasers, respectively) with Mystic being a lower damage lower tracking longer range ammunition (similar to Null or Scorch).

Skills

New set of skills were introduced in order to use the new precursor ship hulls and weapons.

  • Precursor Frigate (Requires Spaceship Command I)
  • Precursor Cruiser (Requires Spaceship Command IV)
  • Precursor Battleship (Requires Spaceship Command V)
  • Small Precursor Weapon (Requires Gunnery I)
  • Medium Precursor Weapon (Requires Small Precursor Weapon III)
  • Large Precursor Weapon (Requires Medium Precursor Weapon III)

Tech II Disintegrators require similar skill requirements as conventional weapon systems such as pulse lasers: for instance, to use a Small Entropic Disintegrator II, the player must first train Small Precursor Weapon to V and then train Small Disintegrator Specialization to at least level I.

Mutaplasmids

A new type of component can be found in the Abyssal Deadspace that can be used to mutate existing components into either improved or worse versions. Individual attributes can be randomly improved by up to 40% or reduced by 10%. The types of components that will initially be mutable are:

  • Armor Repairers
  • Shield Boosters
  • Armor Plates
  • Shield Extenders
  • Warp Scramblers
  • Warp Disruptors
  • Stasis Webifiers
  • Energy Neutralizers
  • Afterburners
  • Microwarpdrives

The higher the meta of the module will produce the highest possible improvements, but be mindful that you may essentially ruin the item.

There are four types of mutaplasmids:

  • Decayed - Lower impact
  • Gravid - Highest average result
  • Unstable - Highest maximum return
  • Abnormal - Only for Ancillary modules

When a player wishes to use such a mutaplasmid, he must first acquire the correct mutaplasmid for the model in question. For example, to create a 5MN Abyssal Microwarpdrive, the player obtains a Gravid 5MN Microwarpdrive Mutaplasmid. Next he right-clicks the mutaplasmid and selects "Use Gravid 5MN Microwarpdrive Mutaplasmid..." which brings up a small window in which the player can drag the module to the window to modify select attributes of said module.

At the present time, any module from Meta 0 to officer modules can be modified with mutaplasmids. Players have expressed serious concerns about the metagame and other issues created with these modules.