Revision [10185]

This is an old revision of OverrideTransferArray made by KeithPlanck on 2012-05-13 01:13:28.

 

Override Transfer Array

Last edited by KeithPlanck:
Inferno Update!
Sun, 13 May 2012 01:13 UTC

Faction: Incursion Sansha's Nation
Space type: Normal Space
Damage dealt: Omni (EM/Them from Sansha lasers and Kin/Ex from Sansha torpedoes)
Recommended ship classes: Battleships (Gunboats), Logistics Cruisers
Recommended generic setup: 70% Omni Resistances, High DPS
Forces Required: 10-12 pilots
(Max Payout is given at 10 fleet members, however 12 fleet members can complete sights faster increasing the amount of isk in multiple sites.)

Incursion Sansha will auto aggress and switch targets.

Military Intelligence
Your objective is to destroy the Sansha’s Nation fleet amassing here. They will be making use of logistics arrays, so disabling them may be advisable.

Rewards
HighSec:
- 9,450,000 ISK
- 1,400 CONCORD LP

Low/Nullsec
- 15,000,000 ISK
- 2,000 CONCORD LP

Background Intelligence
One of the most significant evolutions in the Nation’s strategy has been the move away from abducting planetary populations. Their new tactical doctrine, which relies in part upon system-wide capsule interference, is clearly focused on limiting the power and influence of the capsuleer class.

The technology underlying the system-wide capsule overrides is not dissimilar to CONCORD’s own Tracking and Response System (TRS). Where it veers into new territory is in the application of new technologies designed to override local resources in ways previously thought impossible. Intelligence gathered by DED operatives strongly suggests that this facility is chiefly responsible for establishing these overrides.

Synopsis from ISHAEKA-0095. DED Special Operations.
Authorized for Capsuleer dissemination.


Single Pocket

Triggers are based on groups. The next wave spawns when all the ships in the group are killed. Ships part of the trigger group spawn will be highlighted in There is no text to highlight!

Wave 1

(Spawns 60kms from warp-in) Battleships
1 x Deltole Tegmentum (Neut + Paint + Scram)
Cruisers
1-4 x Auga Hypophysis (Scram + Web)
1 x Mara Paleo (Remote Repair)
Frigates
1-3 x Niarja Myelen
3-6 x Tama Cerebellum (Scram)
5 x Eystur Rhomben (Keeps Re-spawning)

Reinforcement after 10 Seconds (Not Triggers)
3 x Tama Cerebellum (Scram)
If all 3 Tamas are killed:
2 x Niarja Myelen (ECM + Neut)


Wave 2

(Spawns 80kms from warp-in) Battleships
1 x Deltole Tegmentum (Neut + Paint + Scram)
Cruisers
1-4 x Auga Hypophysis (Scram + Web)
1 x Mara Paleo (Remote Repair)
Frigates
1-3 x Niarja Myelen
3-6 x Tama Cerebellum (Scram)

Reinforcement after 10 Seconds (Not Triggers)
3 x Tama Cerebellum (Scram)
If all 3 Tamas are killed:
2 x Niarja Myelen (ECM + Neut)

Wave 3

(Spawns 30kms from warp-in) Battleships
1 x Deltole Tegmentum (Neut + Paint + Scram)
Cruisers
1-4 x Auga Hypophysis (Scram + Web)
1 x Mara Paleo (Remote Repair)
Frigates
1-3 x Niarja Myelen
3-6 x Tama Cerebellum (Scram)

Reinforcement after 10 Seconds (Not Triggers)
3 x Tama Cerebellum (Scram)
If all 3 Tamas are killed:
2 x Niarja Myelen (ECM + Neut)

Tips:

It is highly recommended that fleets running this site run with a solid logistic back bone - while 2 logistics can do this site with an off-grid booster at low influence, you might want to have at least 3 logistic ships until you are comfortable going with only 2 and have a Vulture or Tengu off-grid.

Killing the Tamas while they are far away is recommended for DPS ships to avoid the need for a frigate killing ship such as a Blaster-Vindicator or Loki.

Ignore the Eystur Rhomben frigates as they re-spawn continuously.

Deltole's Neuting has been upgraded in Inferno, it can now neut out a battleship if left alone too long. Auguas have had their damage buffed as well. A Pub fleet should kill the Augas first to reduce incoming damage and not strain logistics. Shiny fleets should kill the Deltole first to reduce the chance of a ship getting neuted.

When EACH Reinforcement Tama Cerebellum Wave spawns, have someone Tag one or all 3 Tamas in that group as a trigger. Killing two of the Tamas will reduce incoming DPS but increase the time it takes to complete the site.

The site will complete when you kill all group triggers in wave 3.

KILLING THE MARA PELEO
The Mara Paleo gets repaired extremely quickly. There are 2 efficient ways to kill the Mara:

-Shiny Alpha Ships: (Artillary Machriels, Tachyon Nightmares, Railgun Vindicators) By having someone count down and shooting the Mara at the same time you can Alpha-Strike the Mara before it can heal.

-Pub Hacking Ship: (Frigate with MWD, Cloak, and Codebreakers) Hacking the site turns reps off for 5-6 minutes. To hack the site warp in a frigate and burn to the Logistic Control Array. Once all targets have been destroyed except the Mara, hack the site and destroy it. Procced as normal and on the final wave destroy the Mara right after the Niarjas. The reason you kill the Wave1 Mara last, and the Wave3 Mara 1st, is to make sure you only need to hack the site once as a new hacking array will appear in one of 2 new spots 100kms away from the last one.


Typical broadcast order (Shiny):
Wave 1 - Niarjas -> Tamas* -> Deltole -> Augas -> Mara
Wave 2 - Niarjas -> Tamas* -> Deltole -> Augas -> Mara
Wave 3 - Niarjas -> Mara -> Tamas* -> Deltole -> Augas

Typical broadcast order (Pub):
Wave 1 - Niarjas -> Tamas* -> Augas -> Deltole -> Mara
Wave 2 - Niarjas -> Tamas* -> Augas -> Deltole -> Mara
Wave 3 - Niarjas -> Mara -> Tamas* -> Augas -> Deltole

*Ships with low tracking should switch from the Tamas to the next target when they start orbiting.
More Information can be found in the Glazed Isk incursion guide.
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