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eve:pve:incursions:encounters:vanguard:override_transfer_array

Override Transfer Array


Objectives

Force Required

  • Fleet of 10 - 12 pilots (up to 15 in low/null)
  • 2 - 3 logistics needed
  • Sites take about 5 - 10 minutes

Military Information

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.

Background Information

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.


Enemies

Below is a list of enemies that spawn in this site

NameSig (m)Speed (m/s)Orbit (km) / Speed (m/s)EWarDamage (dps) / Volley (hp)Range (km)EHP (x1000)
Auga Hypophysis32511006 / 170Scam / Web480 / 240012-2052
Deltole Tegmentum54085012 / 118Scram / Neut / Painter818 / 450045179
Eystur Rhomben49336011 / 560-120 / 60010-129
Niarja Myelen53276015 / 405Jam / Neut--4
Tama Cerebellum39210012 / 355Scram300 / 2700708

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.

#Targets for the entire fleetReason
Regular TargetsSmall Targets
1Niarja MyelenBecause the Niarja Myelen jams and neuts
2Auga HypophysisTama CerebellumThe Auga warp disrupts, webs and while it does less damage than the Deltole it closes the distance faster and is easier to kill. The Tama warp disrupts and you remove a lot of damage quickly by shooting them.
Deltole Tegmentum
2Eystur Rhomben-Eysturs are ignored, they will simply respawn if killed and aren't necessary for site completion.

Triggers

With the exception of the Eysturs, the last enemy killed normally triggers the next wave. Sometimes a new wave might be triggered with one or two Tamas left on grid. If that happens, they will still need to be killed for site completion. You can completely ignore Eysturs as they are not part of the wave mechanics nor are they necessary to kill for site completion or extraction.


Special Requirements

  • Requires the use of data analyzer modules to hack the logistics control array.
    • The logistics control array is roughly 30km away from the spawn point

Hacking

Hacking is done by approaching, locking up the logistics control array and activating the data analyzers as soon as you get within range. Once completed you will get a message saying: “Local Sansha logistics systems subverted. Hostile logistics disabled.” The hacking mechanics are based on the old method, prior to the changes made in Odyssey. It means you can and should use as many data analyzers as possible to increase the odds of hacking on the first attempt. Once hacked the tower will stop repairing for about six minutes, which is usually more than enough for a decent fleet to finish the site. The control array to hack will be available in a clockwise pattern, see the image below.


Hints & Tips

  • There are three waves in this site, more or less identical in terms of ship composition but they spawn in different positions.
    • Waves spawn roughly 70 km off, with the exception of the third wave that spawns 35 - 40 km away from the beacon. The Sansha will then rapidly close the distance to their preferred orbit. The Eystur Rhombens will spawn, as well as respawn if killed, right in front of the remote logistics station.
      • The first wave spawns on the right side of the remote logistics station.
      • The second wave spawns on the left side of the remote logistics station.
      • The third one above or below the remote logistics station.
    • The different waves are slightly randomised. The same type of ships will spawn in each wave, but the number of each is randomised. So you will encounter the same type of ships in each site, but the number of ships per type in each individual wave will be slightly different. There will only be one Deltole Tegmentum per wave however.
  • Focusing fire is really important at the start of this site to overcome the repairs. Tagging Niarjas, Tamas and Augas as quickly as possible helps ensure that the fleet knows in what order they are to hit their primary targets. This is due to the logistics tower hack, as noted below.
  • Hacking is preferably done by the Scout. This is usually a newbie or cheap alt character attached to the fleet. They will be flying a cheap Heron fit with data analyzers. There is rarely a shortage of alts, but it can of course be done by logistics fitting data analyzers if desperate (at the cost of not having as many remote tracking computers).
    • While you can do this site without hacking, it severely hampers your ability to get ships off the field quickly and drastically increases site times. The remote logistics station will repair every single Sansha ship on grid periodically, making it hard to kill ships, especially the Deltole without sufficient concentrated fire.
    • If you hack the tower you probably won't need to continue tagging the Niarjas and Tamas, but tagging the Augas is still helpful.
  • When run with a hacker, this site is usually the fastest of the Vanguard sites and is typically preferred when possible. Note that other factors can play a role in the site decision, such as contesting fleets and their priorities, as well as warp distance from the current site.
eve/pve/incursions/encounters/vanguard/override_transfer_array.txt · Last modified: 2017/02/07 21:25 by conscript