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{{incursions_sites}}
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{{incursions links}}
= Objectives =
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{{eunic}}
===== Force required =====
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= Stepping up for the first time =
{{incursion sites|vanguards}}
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= Preparations =
===== Military information =====
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== Ensure everyone has a solid fit ==
{|
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When checking for fits, first make sure they have a proper tank. You can read more about that on the [[Vanguard Incursion fits]] page for examples, or the [[Incursion_fitting_principles#Battleship_setups|fitting principles]] page for more information, but here are two very common setups:
| valign="middle" | [[image:incursions_sansha_transmission.png]]
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; '''Minimum tank:
| valign="middle" | Your primary objective is to destroy the Sansha's Nation battle station. Clearing the area of hostile forces should decloak the Nation's ore refinery. Mine the local Lyavite asteroids and transport the ore to the refinery. The chain reaction caused by refining the explosive ore will tear the battle station apart.
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: [[Image:icon_hardener_adaptive_ii.png|18px|Adaptive Invulnerability Field II]]{{co|coral|Adaptive Invulerability Field II}}
|}
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: [[Image:icon_hardener_adaptive_ii.png|18px|Adaptive Invulnerability Field II]]{{co|coral|Adaptive Invulerability Field II}}
===== Background information =====
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: [[image:icon_shield amplifier deadspace.png|18px|Deadspace EM Ward Amplifier]]{{co|coral|EM Ward Amplifier II}}
Sansha's Nation has established semi-mobile mining colonies to aid in the harvesting of ore. Due to the unique nature of these operations, which incorporate new mining technologies and hundreds of willing miner slaves, the daily amount of ore extracted from these operations would be sufficient for the replacement of hundreds of battleships. DED's conclusion is that these mining operations are a primary method of supplying the new Nation fleets with replacement vessels.
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: [[image:module icon damage control tech2.png|18px|Damage Control II]]{{co|coral|Damage Control II}}
 +
: [[image:module icon shield rig tech1.png|18px|Anti-Thermal Screen Reinforcer]]{{co|coral|Anti-Thermal Screen Reinforcer}}
 +
; Deadspace tank:
 +
: [[Image:icon_hardener_adaptive_deadspace.png|18px|Pithum B-Type Adaptive Invulnerability Field]]{{co|coral|Pith B-Type Adaptive Invulerability Field}}
 +
: [[image:module icon damage control tech2.png|18px|Damage Control II]]{{co|coral|Damage Control II}}
 +
: [[image:module icon shield rig tech1.png|18px|Anti-EM Screen Reinforcer]]{{co|coral|Anti-EM Screen Reinforcer}}
 +
 
 +
It's also important that we ensure that people have proper [[Incursion_fitting_principles#Utility_modules|utility midslots]], such as a [[image:icon_sensor_booster_ii.png|18px|Sensor Booster]] {{co|coral|Sensor Booster II}} and a [[image:icon_stasis_webifier_faction.png|18px|Webbing]]{{co|coral|Federation Navy Stasis Webifier}} in their mids.
 +
* [[Vanguard Incursion fits#Maelstrom|Maelstroms]] and [[Vanguard Incursion fits#Rokh|Rokhs]] fit a [[image:icon_target_painter_faction.png|18px|Target painting]]{{co|coral|Republic Fleet Target Painter}} or a second [[image:icon_stasis_webifier_faction.png|18px|Webbing]]{{co|coral|Federation Navy Stasis Webifier}}.
 +
* [[Vanguard Incursion fits#Nightmare|Nightmares]] and [[Vanguard Incursion fits#Machariel|Machariels]] fit a [[image:icon_target_painter_faction.png|18px|Target painting]]{{co|coral|Republic Fleet Target Painter}} and fill out the rest with [[image:icon_tracking_computer_ii.png|18px|Tracking computer]]{{co|coral|Tracking Computers}}.
 +
* [[Vanguard Incursion fits#Vindicator|Vindicators]] fit more [[image:icon_stasis_webifier_faction.png|18px|Webbing]]{{co|coral|Federation Navy Stasis Webifiers}} and perhaps a [[image:icon_tracking_computer_ii.png|18px|Tracking computer]]{{co|coral|Tracking Computer}}.
  
Further complicating matters is the demonstrated capability of this colony to disrupt local system-wide services. The exact nature of this technology is unknown, but appears to be dependent upon first establishing a system-wide presence. If the Sansha can be removed quickly, their potential impact upon the affected systems will be limited.  
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== Make sure your picket is ready before undocking ==
 +
= While running =
 +
== Watchlist ==
 +
{{main|Incursions_checklist#Using_the_Watch_List|Using the Watch List}}
 +
Be sure to remind everyone to add everyone in the ongrid-squad to their '''Watch List''' before starting your first site, as well as whenever someone joins the fleet while running.
  
''Synopsis from ISHAEKA-0071. DED Special Operations.''<br>''Authorized for Capsuleer dissemination.''
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== Priority targets for vanguards ==
= Enemies =
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{{important note box|This is a '''fundamental safety aspect''' and starting out it's not recommended to deviate from this kill order, as you could easily find yourself leaving warp disrupt capable ships on grid for longer periods of time, increasing the risk of being caught should a war target show up. See [[Anatomy of Incursions#Standard tactics|Anatomy of Incursions]] for a more in-depth explanation of prioritizing targets.}
Below is a list of enemies that spawn in this site. See [[Sansha's Manual]] for a full list of the incursion rats.
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This is a generic priority list for vanguard sites, focusing on removing both damage and warp disruption from grid as soon as possible. Remember that different fleet compositions can change who targets what, as well as various fleet command styles. This is however a solid priority to follow that accounts for our unique need of getting rid of warp disrupt capable ships in order to [[Anatomy_of_Incursions#Facilitating_a_controlled_warp-out|facilitate a controlled warp-out]] without a delay, should a war targets show up.
{| class="wikitable sortable" style="font-size:90%; vertical-align:middle; text-align:right;" cellspacing="0" cellpadding="0"
 
|-
 
! nowrap style="background:#222222; text-align:center;" data-sort-type="text" | Name
 
! nowrap style="background:#222222; text-align:center;" data-sort-type="number" | Sig
 
! nowrap style="background:#222222; text-align:center;" data-sort-type="number" | Speed
 
! nowrap style="background:#222222; text-align:center;" data-sort-type="number" | Orbit / Speed
 
! nowrap style="background:#222222; text-align:center;" data-sort-type="number" | Damage
 
! nowrap style="background:#222222; text-align:center;" data-sort-type="number" | Range
 
! nowrap style="background:#222222; text-align:center;" data-sort-type="number" | Effective HP
 
! nowrap style="background:#222222; text-align:center;" data-sort-type="number" | DPS/EHP<small>&nbsp;<ref>A simple measure of how much damage you're reducing from the field by shooting this particular enemy. It doesn't take into consideration signature or speed however, so you will have to factor that in yourself. Combining this ratio with the other signature/speed ratio makes it obvious that it's better to remove the '''Tama''' before the '''Eystur''', as they are both easier to hit and do more damage per hit points. On top of that, tamas warp scramble.</ref></small>
 
! nowrap style="background:#222222; text-align:center;" data-sort-type="number" | Sig/Speed<small>&nbsp;<ref>A rough estimate of how hard it is to land good hits on the target. An increasingly lower value means the target is smaller and faster, thus much harder to hit than an increasingly higher value.</ref></small>
 
|}
 
<small><references/></small>
 
== 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.
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; {{co|coral|Targets for the entire fleet}}
{| class="wikitable" style="font-size:90%; padding:1px; white-space:nowrap;"
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: These targets are for the entire fleet, as they need to die as soon as possible. It can also be beneficial to ensure that both regular and small high priority targets are killed before moving on to respective low priority targets.
 +
; {{co|coral|Regular targets}}
 +
: These targets are usually larger, cruisers or battleships and suitable for ships with good damage projection, lower tracking, like battleships with large guns. The [[Roles in Incursions#Dronebunny|dronebunny]] also shoot these targets if the fleet has other ships dealing with the '''small targets''' already.
 +
;{{co|coral|Small targets}}
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: 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, but if need be the entire fleet will help kill these.
 +
{| class="wikitable" style="font-size:90%;"
 
|-
 
|-
! style="background:#333333;" colspan="2" rowspan="2" | #
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! style="background:#333333;" nowrap colspan="2" rowspan="2" | #
! style="background:#333333;" colspan="2" | Targets for the entire fleet
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! style="background:#333333;" nowrap colspan="2" | Targets for the entire fleet
 +
| style="background:#333333; vertical-align:middle; text-align:center" rowspan="2" nowrap | '''Reason for the priority'''<br>(see [[Sansha's Manual]] for more information)
 
|-
 
|-
! style="background:#222222;" | 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>
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! style="background:#222222;" nowrap | Regular targets
! style="background:#222222;" | 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>
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! style="background:#222222;" nowrap | Small targets
|- style="vertical-align:top; text-align:center;"
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|- style="vertical-align:top;"
| 1
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| nowrap | 1
 +
| style="background:Red;" width="1" |
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| style="text-align:center; padding:5px;" colspan="2" nowrap | '''Niarja Myelen'''&nbsp;{{icon|jam|24|Jamming}}{{icon|neut|24|Energy neutralizing}}
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| style="padding:5px;" | Because the '''Niarja Myelen''' jams and neuts.
 +
|- style="vertical-align:top;"
 +
| nowrap | 2
 
| style="background:Red;" width="1" |
 
| style="background:Red;" width="1" |
| colspan="2" | '''Niarja Myelen'''<small>&nbsp;<ref>Because the '''Niarja Myelen''' jams and neuts.</ref><small>&nbsp;{{icon|jam|24|Jamming}}{{icon|neut|24|Energy neutralizing}}
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| style="text-align:center; padding:5px;" colspan="2" nowrap | '''Sansha's Nation Commander'''&nbsp;{{icon|point|24|Warp disrupting}}<br>'''Tama Cerebellum'''&nbsp;{{icon|point|24|Warp disrupting}}
|- style="vertical-align:top; text-align:center;"
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| style="padding:5px;" | Because the '''Sansha's Nation Commander''' does a lot of damage and warp disrupts.
| 2
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| style="background:OrangeRed;" width="1" |
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The '''Tama''' warp disrupts and has fairly high damage output, but is easy to kill.
| colspan="2" | '''Mara Paleo'''<small>&nbsp;<ref>The '''Mara Paleo''' is a high priority targets because it remote repairs the other ships, but only for ships capable of actually hitting it. If you cannot reach the '''Mara''' due to low damage projection, move on to the next priority.</ref></small>&nbsp;{{icon|st|24|Shield Transporter}}
 
 
|- style="vertical-align:top;"
 
|- style="vertical-align:top;"
| 3
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| nowrap | 3
 
| style="background:OrangeRed;" width="1" |
 
| style="background:OrangeRed;" width="1" |
| style="padding:10px; padding-top:7px;" | '''Auga Hypophysis'''&nbsp;{{icon|scram|24|Warp scrambling}}{{icon|web|24|Webbing}}
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| style="padding:5px;" nowrap | '''Mara Paleo'''&nbsp;{{icon|st|24|Remote Shield Booster}}<br>'''Auga Hypophysis'''&nbsp;{{icon|point|24|Warp disrupting}}{{icon|web|24|Webbing}}<br>'''Deltole Tegmentum'''&nbsp;{{icon|point|24|Warp disrupting}}{{icon|neut|24|Energy neutralizing}}{{icon|target painter|24|Target painting}}
| style="padding:10px; padding-top:7px;" | '''Tama Cerebellum'''&nbsp;{{icon|scram|24|Warp scrambling}}<br>'''Schmaeel Medulla'''&nbsp;{{icon|scram|24|Warp scrambling}}{{icon|web|24|Webbing}}
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| style="padding:5px;" nowrap | '''Schmaeel Medulla'''&nbsp;{{icon|point|24|Warp disrupting}}{{icon|web|24|Webbing}}
 +
| style="padding:5px;" | The '''Mara''' is a high priority targets because it remote repairs the other ships.
 +
 
 +
The '''Auga''' warp disrupts, webs and is easier to kill than the '''Deltole''' that warp disrupts, target paints and neuts.
 +
 
 +
The '''Schmaeel''' warp disrupts and webs.
 
|- style="vertical-align:top;"
 
|- style="vertical-align:top;"
| 4
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| nowrap | 4
 
| style="background:Green;" width="1" |
 
| style="background:Green;" width="1" |
| style="padding:10px; padding-top:7px;" | '''Romi Thalamus'''
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| style="padding:5px;" nowrap | '''Romi Thalamus'''
| style="padding:10px; padding-top:7px;" | '''Renyn Meten'''&nbsp;{{icon|web|24|Webbing}}<br>'''Eystur Rhomben'''
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| style="padding:5px;" nowrap | '''Renyn Meten'''&nbsp;{{icon|web|24|Webbing}}<br>'''Eystur Rhomben'''
 +
| style="padding:5px;" | '''Romis''' pose no real threat.<br>'''Renyns''' web and do more damage than '''Eysturs'''.
 
|}
 
|}
 +
<small>&nbsp;&nbsp;&nbsp;&nbsp;<font color="red">&#9608;</font> &nbsp;'''Very high priority''' (immediate danger to the fleet)<br>&nbsp;&nbsp;&nbsp;&nbsp;<font color="orangered">&#9608;</font> &nbsp;'''High priority''' (prevents the fleet from leaving)<br>&nbsp;&nbsp;&nbsp;&nbsp;<font color="green">&#9608;</font> &nbsp;'''Low priority''' (only needed for site completion)</small>
 
<small><references/></small>
 
<small><references/></small>
== Triggers ==
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==== Practical examples ====
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.
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Here are some examples of what you should start focusing on for the three vanguard sites, see the individual sites for more information:
 
+
* When you start the [[Nation Mining Colony]], the immediate threat is the '''Mara''' {{icon|st|18|Remote Shield Booster}} and the '''Schmaeels''' {{icon|point|18|Warp disrupting}}{{icon|web|18|Webbing}} in the first room. For the remaining waves it's '''Niarjas''' {{icon|jam|18|Jamming}}{{icon|neut|18|Energy neutralizing}} first, then '''Tamas''' {{icon|point|18|Warp disrupting}} and '''Schmaeels''' {{icon|point|18|Warp disrupting}}{{icon|web|18|Webbing}} followed by '''Augas''' {{icon|point|18|Warp disrupting}}{{icon|web|18|Webbing}} (in the last wave).
Mining ore from the Lyavite asteroid will trigger additional spawns.
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* In a [[Nation Commander Outpost]] it's usually '''Niarjas''' {{icon|jam|18|Jamming}}{{icon|neut|18|Energy neutralizing}} first, then '''Tamas''' {{icon|point|18|Warp disrupting}} and '''Schmaeels''' {{icon|point|18|Warp disrupting}}{{icon|web|18|Webbing}} followed by '''Augas''' {{icon|point|18|Warp disrupting}}{{icon|web|18|Webbing}}. The '''Sansha's Nation Commander''' {{icon|point|18|Warp disrupting}} that spawns in the third wave needs to go first, then the usual order.
== Special requirements ==
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* Since everything warp disrupts in the [[Override Transfer Array]], you basically through '''Niarjas''' {{icon|jam|18|Jamming}}{{icon|neut|18|Energy neutralizing}} first, then '''Tamas''' {{icon|point|18|Warp disrupting}}, followed by the '''Augas''' {{icon|point|18|Warp disrupting}}{{icon|web|18|Webbing}} and finally the '''Deltole''' {{icon|point|18|Warp disrupting}}{{icon|neut|18|Energy neutralizing}}{{icon|target painter|18|Target painting}} for three waves then the remaining Eysturs warp off.
In order to complete this site you will need 255 units of [[Lyavite]] (takes up 306 m3 worth of space in your cargo hold), which can be mined from a special Lyavite asteroid in the site itself or simply brought in with you in the cargo hold for faster site completion.
+
This will take care of the immediate threat of jammers and warp disrupt capable ship, meaning you can relax knowing the hardest part of target calling is over, the rest is just finishing off the remainder of the site. See the '''individual site pages''' linked above for more information on priorities.
 
 
Once the last enemy of the third and final wave is killed, an interactable can called XXX (I don't remember, refinery something, I'll edit later) where you drop the ore in. The ore is then processed in the refinery and its volatile nature causes a chain explosion destroying the battletower, finishing your objective.
 
 
 
The asteroid with the Lyavite is about 60km away from where you land in the site, which coupled with the fact that you would need mining drones, mining lasers or strip miners to get the ore out of the asteroid, all incursion communities have stopped mining the ore in the site and simply buy it off the market or [[Lyavite#Acquisition|acquire it themselves]].
 
 
 
= Hints & tips =
 
* There are three waves in this site, identifiable by the '''Mara Paleo''' in the first wave, the lack of any '''Auga Hypophysis''' in the second and the reappearance of the '''Auga Hypophysis''' for the third and final wave.
 
* The '''Mara Paleo''' often presents a problem due to the extended range of its orbit. Make sure you have ships capable of engaging the Mara at 55-60km ranges.
 
[[Category:Incursions|Vanguard sites]]
 

Latest revision as of 21:28, 18 November 2019

Incursionlogosmall.png The information presented here represents how we do things in the EVE University Incursion Community. It does not represent the best or only way to run Incursions. We make some compromises when it comes to efficiency for the sake of additional safety to create an environment where anyone can step up and learn a new role.

Stepping up for the first time

Preparations

Ensure everyone has a solid fit

When checking for fits, first make sure they have a proper tank. You can read more about that on the Vanguard Incursion fits page for examples, or the fitting principles page for more information, but here are two very common setups:

Minimum tank:
Adaptive Invulnerability Field IIAdaptive Invulerability Field II
Adaptive Invulnerability Field IIAdaptive Invulerability Field II
Deadspace EM Ward AmplifierEM Ward Amplifier II
Damage Control IIDamage Control II
Anti-Thermal Screen ReinforcerAnti-Thermal Screen Reinforcer
Deadspace tank
Pithum B-Type Adaptive Invulnerability FieldPith B-Type Adaptive Invulerability Field
Damage Control IIDamage Control II
Anti-EM Screen ReinforcerAnti-EM Screen Reinforcer

It's also important that we ensure that people have proper utility midslots, such as a Sensor Booster Sensor Booster II and a WebbingFederation Navy Stasis Webifier in their mids.

  • Maelstroms and Rokhs fit a Target paintingRepublic Fleet Target Painter or a second WebbingFederation Navy Stasis Webifier.
  • Nightmares and Machariels fit a Target paintingRepublic Fleet Target Painter and fill out the rest with Tracking computerTracking Computers.
  • Vindicators fit more WebbingFederation Navy Stasis Webifiers and perhaps a Tracking computerTracking Computer.

Make sure your picket is ready before undocking

While running

Watchlist

Main article: Using the Watch List

Be sure to remind everyone to add everyone in the ongrid-squad to their Watch List before starting your first site, as well as whenever someone joins the fleet while running.

Priority targets for vanguards

This is a fundamental safety aspect and starting out it's not recommended to deviate from this kill order, as you could easily find yourself leaving warp disrupt capable ships on grid for longer periods of time, increasing the risk of being caught should a war target show up. See Anatomy of Incursions for a more in-depth explanation of prioritizing targets.

This is a generic priority list for vanguard sites, focusing on removing both damage and warp disruption from grid as soon as possible. Remember that different fleet compositions can change who targets what, as well as various fleet command styles. This is however a solid priority to follow that accounts for our unique need of getting rid of warp disrupt capable ships in order to facilitate a controlled warp-out without a delay, should a war targets show up.

Targets for the entire fleet
These targets are for the entire fleet, as they need to die as soon as possible. It can also be beneficial to ensure that both regular and small high priority targets are killed before moving on to respective low priority targets.
Regular targets
These targets are usually larger, cruisers or battleships and suitable for ships with good damage projection, lower tracking, like battleships with large guns. The dronebunny also shoot these targets if the fleet has other ships dealing with the small targets already.
Small targets
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, but if need be the entire fleet will help kill these.
# Targets for the entire fleet Reason for the priority
(see Sansha's Manual for more information)
Regular targets Small targets
1 Niarja Myelen JammingEnergy neutralizing Because the Niarja Myelen jams and neuts.
2 Sansha's Nation Commander Warp disrupting
Tama Cerebellum Warp disrupting
Because the Sansha's Nation Commander does a lot of damage and warp disrupts.

The Tama warp disrupts and has fairly high damage output, but is easy to kill.

3 Mara Paleo Remote Shield Booster
Auga Hypophysis Warp disruptingWebbing
Deltole Tegmentum Warp disruptingEnergy neutralizingTarget painting
Schmaeel Medulla Warp disruptingWebbing The Mara is a high priority targets because it remote repairs the other ships.

The Auga warp disrupts, webs and is easier to kill than the Deltole that warp disrupts, target paints and neuts.

The Schmaeel warp disrupts and webs.

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

      Very high priority (immediate danger to the fleet)
      High priority (prevents the fleet from leaving)
      Low priority (only needed for site completion)

Practical examples

Here are some examples of what you should start focusing on for the three vanguard sites, see the individual sites for more information:

  • When you start the Nation Mining Colony, the immediate threat is the Mara Remote Shield Booster and the Schmaeels Warp disruptingWebbing in the first room. For the remaining waves it's Niarjas JammingEnergy neutralizing first, then Tamas Warp disrupting and Schmaeels Warp disruptingWebbing followed by Augas Warp disruptingWebbing (in the last wave).
  • In a Nation Commander Outpost it's usually Niarjas JammingEnergy neutralizing first, then Tamas Warp disrupting and Schmaeels Warp disruptingWebbing followed by Augas Warp disruptingWebbing. The Sansha's Nation Commander Warp disrupting that spawns in the third wave needs to go first, then the usual order.
  • Since everything warp disrupts in the Override Transfer Array, you basically through Niarjas JammingEnergy neutralizing first, then Tamas Warp disrupting, followed by the Augas Warp disruptingWebbing and finally the Deltole Warp disruptingEnergy neutralizingTarget painting for three waves then the remaining Eysturs warp off.

This will take care of the immediate threat of jammers and warp disrupt capable ship, meaning you can relax knowing the hardest part of target calling is over, the rest is just finishing off the remainder of the site. See the individual site pages linked above for more information on priorities.