"The Triglavian Collective" Expedition Initiative

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Ersin Oghuz

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Post 2018.04.28 05:27

"The Triglavian Collective" Expedition Initiative

Hello fellow capsuleers,

The Triglavian Collective was identified by recent expeditions as well as new Abyssal Deadspace. Triglavians and Abyssal Deadspace are still a mysteria waiting to be understood. Check this footage for background information : The Scope - The Triglavian Collective Revealed. Here we can gather our resources and share our experiences from our expeditions to create some sort of initial database.

Please share your experiences with Triglavians and those Abyssal Deadspace pockets so we can enhance our knowledge collectively!

EDIT : It seems there is also wiki page created a while ago https://wiki.eveuniversity.org/Triglavian_Collective.
"In Blasters I Trust"


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Rafnar Caldon

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Post 2018.04.28 05:41

Re: "The Triglavian Collective" Expedition Initiative

Look lout for structure that will help the rats track you and you track the rats
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Look out for clouds with effects
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Look out for structures with Point defenses
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As long as you have the tank if you can pull the rats into the point defense area they will take damage (at this time)

There will be Ewar and logistics rats

There is a structure near the exit gate that you need to destroy and loot to get your reward.
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betting thats a placeholder model
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At this time you can if you use dscan while in the Abyssal DS pocket you will get results as if you were at the Exit/entrance to the pocket so you can see if their are ships waiting for you to leave.
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using the gate in the pockets does not disable modules you can't use while warping (example Afterburner and other prop mods, auto targeters )

edit: lots of edits adding new stuff

Reminder: This is still in Testing Nothing is final till it hits Tranquility and even then it is subject to change.
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Ersin Oghuz

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Post 2018.04.30 10:49

Re: "The Triglavian Collective" Expedition Initiative

Trial #01

My Fit : I wanted to have a omnitank Vexor with a bit buffer and armor repairs since it is still new content for me and I wanted to start with safety first rule instead of higher damage.

SPOILER WARNING!
[Vexor, ILN Enterprise]
Damage Control II
Energized Adaptive Nano Membrane II
1600mm Steel Plates II
Medium Armor Repairer II
Energized Explosive Membrane II

10MN Y-S8 Compact Afterburner
Stasis Webifier II
Medium Cap Battery II
Stasis Webifier II

Dual 150mm Railgun II
Dual 150mm Railgun II

Medium Ancillary Current Router I
Medium Anti-Kinetic Pump I
Medium Anti-Thermal Pump I

Hobgoblin II x5
Hammerhead II x5
Federation Navy Ogre x2

Javelin M x1600
Nanite Repair Paste x100
Spike M x1600
Caldari Navy Antimatter Charge M x1600


#01-001 : Used "Calm Dark Filament"
> Effect : 50% Velocity Bonus & -30% Turret Optimal and Falloff Range Penalty
> First Pocket NPCs : Light Drones inflicting Thermal Damage
> Current Fit run the first pocket easily. T2 Hobgoblins can kill the NPCs while turret having difficulties tracking them with Javelin M ammunition. Facility dropped 10 run Small Disintegrator BPC, 5 Run Battleship BPC and Calm Exotic Filament .
> Second Pocket NPCs : Light Drones inflicting Thermal Damage
> Completed second pocket easily. Facility dropped 10 run Small Disintegrator BPC, 5 Run Battleship BPC and Calm Exotic Filament and Unstable Medium Energy Neutralizer Mutaplasmid.
> Third Pocket NPCs : Light Drones inflicting Thermal Damage
> Completed second pocket easily. Facility dropped Large Veles Entropic Disintegrator and Fierce Gamma Filament.
> Final gate lead to exit from Abyssal Deadspace.

#01-002 : Used "Calm Electrical Filament"
> Effect : -50% Capacitor Recharge Penalty, -30% EM Resistance Penalty
> First Pocket NPCs : Drifter BS (heavily damaged) + Standard Multibody Tracking Pylon & Large Multibody Tracking Pylon.
> No triglavian ships, drifter BS destroyed but other tracking structures could not be engaged. Facility dropped 10 run Large Entropic Disintegrator I Blueprint.
> Second Pocket NPCs : Drone BS (not damaged) & 2 Standard Multibody Tracking Pylon
> Destoryed Drone BS and Facility dropped Raging Gamma Filament, 10 run Small Entropic Disintegrator I Blueprint, Unstable Medium Shield Extender Mutaplasmid, Unstable Stasis Webifier Mutaplasmid
> Third Pocket NPCs : Standard Multibody Tracking Pylon + 7 Light Drones inflicting Thermal Damage
> Facilty dropped Unstable Medium Shield Booster Mutaplasmid and Unstable 1MN Afterburner Mutaplasmid
> Final gate lead to exit from Abyssal Deadspace.

#01-003 : Used "Calm Exotic Filament "
> Effect : 50% Scan Resolution Bonus, -50% Kinetic Resistance Penalty
> First Pocket NPCs : 8 Light Drones inflicting Explosive Damage
> Vexor run the first pocket easily. Facilty dropped Unstable Warp Disruptor Mutaplasmid
> Second Pocket NPCs : Drone Battleship and nothing else.
> Facilty dropped Unstable Medium Armor Plate Mutaplasmid
> Third Pocket NPCs : Large Multibody Tracking Pylon + 8 Light Drones inflicting Explosive Damage
> Facility dropped Unstable Small Shield Extender Mutaplasmid, Unstable Warp Disruptor Mutaplasmid, Unstable X-Large Shield Booster Mutaplasmid
> Final gate lead to exit from Abyssal Deadspace.

As stated before, the modules keep their active/passive state while passing through Abyssal gates.

#01-004 : Used "Calm Firestorm Filament"
> Effect : 50% Armor HP Bonus, -30% Thermal Resistance Penalty
> First Pocket NPCs : Drone BS and nothing else.
> Facility dropped Calm Firestorm Filament, Unstable 1MN Afterburner Mutaplasmid, Unstable 50MN Microwarpdrive Mutaplasmid, Unstable Medium Armor Repairer Mutaplasmid, Unstable Small Shield Extender Mutaplasmid, Unstable Warp Disruptor Mutaplasmid
> Second Pocket NPCs : 8 Light Drones inflicting Kinetic Damage
> Facilty dropped Chaotic Electrical Filament, Unstable Large Armor Repairer Mutaplasmid, Unstable Medium Energy Neutralizer Mutaplasmid, Unstable Stasis Webifier Mutaplasmid, Unstable Warp Disruptor Mutaplasmid
> Third Pocket NPCs : Heavily damaged Drifter BS & Light Deviant Automata Suppressor (A Triglavian structure equipped with a light point-defense system that will target all drones and missiles within its field of fire.)
> Facility dropped Unstable 50MN Microwarpdrive Mutaplasmid, Unstable Medium Armor Repairer Mutaplasmid
> Final gate lead to exit from Abyssal Deadspace.

Drifters in Abyssal space seems to have Shields, Armor and Hull unlike in J-Space.

#01-005 : Used "Calm Gamma Filament"
> Effect : 50% Shield HP Bonus, -30% Explosive Resistance Penalty
> First Pocket NPCs : 7 Light Drones inflicting EM Damage
> Facility dropped Unstable Large Shield Booster Mutaplasmid, Unstable Stasis Webifier Mutaplasmid, 5 run Vedmak Blueprint
> Second Pocket NPCs : 8 Light Drones inflicting EM Damage, Light Deviant Automata Suppressor, Standard Multibody Tracking Pylon & Large Multibody Tracking Pylon (A large Triglavian structure that appears to be designed to support ships in close proximity by increasing their tracking capabilities.)
> I approached to Deviant Automata Suppressor and let it kill the NPC Light Drones. They attack your drones and/or NPC drones but not ships. Facilty dropped Calm Electrical Filament, Unstable Medium Shield Booster Mutaplasmid, Unstable X-Large Shield Booster Mutaplasmid
> Third Pocket NPCs : Drone Battleship & there was also Bioluminescence Cloud that gives 300% Signature Radius
> Facility dropped Calm Firestorm Filament, Fierce Electrical Filament, Unstable Large Shield Booster Mutaplasmid, Unstable Warp Disruptor Mutaplasmid.
> Final gate lead to exit from Abyssal Deadspace.

Result : Tier 1 deadspace pockets can be run be T1 Cruisers and possible with T1 Meta modules without any complications.
"In Blasters I Trust"


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Ersin Oghuz

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Post 2018.04.30 13:33

Re: "The Triglavian Collective" Expedition Initiative

Trial #02 (Tier 2 Abyssal Anomalies)

My Fit : I began using the same Vexor fit I used for Tier 1 trials.
SPOILER WARNING!
[Vexor, ILN Enterprise]
Damage Control II
Energized Adaptive Nano Membrane II
1600mm Steel Plates II
Medium Armor Repairer II
Energized Explosive Membrane II

10MN Y-S8 Compact Afterburner
Stasis Webifier II
Medium Cap Battery II
Stasis Webifier II

Dual 150mm Railgun II
Dual 150mm Railgun II

Medium Ancillary Current Router I
Medium Anti-Kinetic Pump I
Medium Anti-Thermal Pump I

Hobgoblin II x5
Hammerhead II x5
Federation Navy Ogre x2

Javelin M x1600
Nanite Repair Paste x100
Spike M x1600
Caldari Navy Antimatter Charge M x1600


#02-001 : Used "Agitated Electrical Filament"
> Effect : 50% Capacitor Recharge Bonus, -50% EM Resistance Penalty
> First Pocket NPCs : Drone Battleships & Multibody Tracking Pylon (60% turret tracking speed bonus)
> My armor goes below 15% and got hull damage (25% damage) while killing drone battleship. No overheating. Facilty dropped Demavik Blueprint, Unstable Medium Shield Extender Mutaplasmid, Unstable 100MN Afterburner Mutaplasmid.
> Second Pocket NPCs : 16 Light Drone inflicting Thermal Damage.
> Having hard time to cope the incoming damage first but while killing drone it stabilized. Facility dropped Raging Exotic Filament, Unstable Stasis Webifier Mutaplasmid.
> Third Pocket NPCs : 2 Webbing Drone and +10 Light Drones with Explosive Damage
> Similar to previous pocket but managed well after killing several drones. Facility dropped Medium Entropic Disintegrator I Blueprint, Unstable 50MN Microwarpdrive Mutaplasmid.
> Final gate leads out from Abyssal space.

Shields Gone, Armor Repaired, 75% Hull HP

#02-002 : Used "Agitated Firestorm Filament"
> Effect : 50% Armor HP Bonus, -30% Thermal Resistance Penalty
> First Pocket NPCs : Light Deviant Automata Suppressor, 1 Webber and 14 Light Drones inflicting Kinetic Damage
> Easier to run this time but still need effort with T1 Cruiser. I apporached to the Suppressor and let it destroy drones. Facility dropped Large Entropic Disintegrator I Blueprint, Unstable Large Armor Repairer Mutaplasmid, Unstable Small Energy Neutralizer Mutaplasmid.
> Second Pocket NPCs : 16 Light Drones inflicting Thermal Damage and 1 Large Multibody Tracking Pylon
> Since Armor HP is good it was easier to run this pocket. Facility dropped Medium Veles Entropic Disintegrator.
> Third Pocket NPCs : 15 Ligth Drones inflicting kinetic damage and Standard Multibody Tracking Pylon.
> Facilty dropped Chaotic Gamma Filament.
> Last gate leads to exit.

Armor is good and repaired and no hull damage taken.

#02-003 : Used "Agitated Dark Filament"
> Effect : 50% Velocity Bonus, -30% Turret Optimal and Falloff Range Penalty
> First Pocket NPCs : 11 EM Damage Light Drones, 3 Light Armor Logistic Drones, 1 Standard Multibody Tracking Pylon
> I had no issue while destroying light drones even with 3 logistics drones on grid repairing NPCs. Facility dropped Large Entropic Disintegrator I Blueprint, Medium Entropic Disintegrator I Blueprint, Small Entropic Disintegrator I Blueprint, Unstable 50MN Microwarpdrive Mutaplasmid.
> Second Pocket NPCs : Heavily damaged Drifter BS, Large Multibody Tracking Pylon.
> Drifter BS was 40-45km away could not track me well and/or have the range to inflict damage possible due to the pocket effect. I had no issue destroying him with my drones. Facility dropped 5 run Vedmak Blueprint.
> Third Pocket NPCs : +15 Explosive Damage Light Drones
> I had a hard time coping with incoming damage. I overheated my repairer and even with overheated repairer, armor is down to 25% and then stabilized after killing majority of the drones. Low capacitor alert most of the time due to constant usage of repairer. 32-64% heat damage on low slot tank modules, lowest at 1600mm plate and highest at armor repairer and energized adaptive nano membrane. Facility dropped Unstable Small Armor Repairer Mutaplasmid.
> Final gate leads out from Abyssal space.

This was also not easy. My ship got out with shields gone and armor is at 30%. Hull was intact.

:!: Also note that there is a corporation named "Peruna Clade" with CLPER ticker and member of Triglavian Collective (other corporations : Svarov Clade [CLSVA] and Velesian Clade [CLVEL]) and each time you destroy/engage their ships you loss standings with the corporation (not alliance). So far I lost standings with CLPER only. 1.2% loss each time. "Clade" may mean nation or clan since it was revealed that Triglavian Collective is a formation of three races/entities.
"In Blasters I Trust"


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K950

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Post 2018.04.30 15:58

Re: "The Triglavian Collective" Expedition Initiative

I'll be making a post on Reddit in the coming days (less than a week) which will be a basic review of these sites.

Thought about a wiki page on the subject but after my Reddit post I probably won't want to talk about the same subject twice -- I'm not a fan of these complexes, too linear and boring. It'll have interesting info in it though for any wiki curators.
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K950

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Post 2018.05.02 01:55

Re: "The Triglavian Collective" Expedition Initiative

I thought about making a Reddit post but in reflection I think it'd be better suited as part of the wiki itself.

I'm not sure who has "priority" over that page but I'm thinking of overhauling it considerably. A message to me here or in game will work: the Access bug is affecting my main so I can't go into Abyssal deadspace on SISI now to try out Tier 3+ sites.

I'll probably begin the overhaul process in a few days, I want to give those who have a vested interest in that page to get in touch with me so we can share info.
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Rafnar Caldon

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Post 2018.05.02 04:40

Re: "The Triglavian Collective" Expedition Initiative

Feel Free to use any of my screen shot or ask if you want something specific. That is if you need anything.
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Ersin Oghuz

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Post 2018.05.02 06:20

Re: "The Triglavian Collective" Expedition Initiative

Yes working on wiki and making it a good source for new content is better then Reddit :) Thanks.
Can we use "discussion" option of that page to avoid multiple confliction modifications ? There are three of us working on this right now I think.
"In Blasters I Trust"


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Hirmuolio Pine

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Post 2018.05.02 07:35

Re: "The Triglavian Collective" Expedition Initiative

I have some notes about the abyss on my sandbox page https://wiki.eveuniversity.org/User:Hir ... e/sandbox2

I used Vagabond to run the sites. Worked pretty well up to and including level 5. Choose the right ammo to the weather (in practice +50% damage bonus in L1, +70% damage bonus in L5). Stay far from dark matter as the range penalties kill you. Exotic particles may also be hard since there is no kinetic projectile ammo. Electrical storm is the best to do since cap is good to have.

SPOILER WARNING!
[Vagabond, Hirmuolio Pine's Vagabond]
Assault Damage Control II
Gyrostabilizer II
Gyrostabilizer II
Gyrostabilizer II
Tracking Enhancer II

10MN Afterburner II
Adaptive Invulnerability Field II
Pithum C-Type Medium Shield Booster
Shield Boost Amplifier II

Core Probe Launcher II
425mm AutoCannon II,EMP M
425mm AutoCannon II,EMP M
425mm AutoCannon II,EMP M
425mm AutoCannon II,EMP M
425mm AutoCannon II,EMP M

Medium Anti-Explosive Screen Reinforcer II
Medium Anti-Kinetic Screen Reinforcer II

Acolyte II x5
Last edited by Hirmuolio Pine on 2018.05.02 10:18, edited 1 time in total.
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Cassiel Seraphim

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Post 2018.05.02 08:40

Re: "The Triglavian Collective" Expedition Initiative

K950 wrote:I'll probably begin the overhaul process in a few days, I want to give those who have a vested interest in that page to get in touch with me so we can share info.
It would help if you share what you had in mind for the overhaul.

This is by no means a fully fleshed out idea of mine, but just looking at the page I see a few things that probably should be overhauled:

1) The "Triglavian Collective" is a topic of its own, it's more like an NPC faction similar to Sisters of EVE, Sleepers etc. It should be an article about the Collective on a more holistic view with links to dedicated articles for the rest.

2) The "Abyssal deadspace" should be a separate topic with details. Perhaps a short summary with a {{main}} tag for it on the Triglavian article, but it should definitely not bloat the Triglavian article with details in my opinion.

3) The "Entropic Disintegrator" should be a separate topic with details just like the above mentioned Abyssal deadspace, with summary and link to the article for more details.

4) Similarly "Triglavian Ships" won't need more than a mention (short summary highlighting their strengths and weaknesses) and link to their ship pages (and the above mentioned Entropic Disintegrator article) once those are finished.

5) "Mutaplasmids" is a topic of its own too, all the effects etc, short summary with main-tag might be worth having on the Abyssal page, but don't think it's needed for the Triglavian article.
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K950

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Post 2018.05.02 21:45

Re: "The Triglavian Collective" Expedition Initiative

Excellent reminder there sir, I'll have to think about how I can merge my content I partially finished with something more in lines of a wiki post.

All involved with the wiki page for this new content please X up here. From that we can form a small group to bring together ideas and hash out the particulars of the page.

Interesting ideas on branching out the subtopics (i.e. Disintegrators) into separate pages. As part of each sub-topic we have to consider how much is there to speak on each sub-topic: if it's one or two paragraphs at the most, with maybe a reference table, it's probably best not to have its own page, however that is only my perspective and may not be shared by others.

Here is the entirety of my work on a Reddit friendly post. I didn't get past the end because I can't go into the higher tier sites on my main, only on my alts who can't fly T2 ships and don't have the support skills to survive in T4 and T5 sites.

I'll have to carefully curate information to save what has already been worked out into something useful. I think Ersin was involved with a few edits but I'll wait for actual Xs to see who we can bring together to work the page out into something nice.

  Code:
Abyssal Deadspace Report

"What actually transpires beneath the veil of an event horizon? Decent people shouldn't think too much about that."
    Academician Prokhor Zakharov, "For I Have Tasted The Fruit"; upon completion of the Singularity Inductor Secret Project
   
Hi again guys,

I'm K950 of EVE University and this is another summary of some of the new PvE content that CCP has been tossing into the waters to see what the fish bite. Some, like the [Resource Wars](https://www.reddit.com/r/Eve/comments/7stx3t/resource_wars_mining_operation_discourse/) which is generally acknowledged to be a rather big failure, will be left to rot. I believe CCP is really trying to keep people involved in this silly game and I have to acknowledge their efforts; some of those efforts could be best allocated towards fixing existing nagging problems (FW) but I don't decide those matters.

Abyssal Deadspace Complexes
This is a new kind of PvE environment first announced at the Fanfest this year. Part of the game is to figure out how to dunk other people doing PvE while not being plastered yourself doing the same; this idea of a private domain to focus on your PvE has been festering for some time. A lot of people don't want to play PvP in a PvP game. There's nothing particularly wrong with that, as I'm not paying for their subscription, and they're playing the game they want to, but why would you play an FPS game without engaging other players?

Before I get too far in explaining these complexes and their basic mechanics, I will say this first, loud and clear:

'''Abyssal Deadspace complexes can be dangerous. The sites have a 20 minute site timer and failure to complete the site, which more or less requires a specific ship setup to complete, will cost you your ship and your pod.'''

These complexes introduce some new things to the game. I'll try my best to sort them out into a logical setup; the complexes themselves, the environment inside, the rewards thereof, and afterthoughts. Remember that these mechanics and details are accurate as of right now -- this may change as people naturally figure out how to shorten the process from Loot Over There to Loot Over Here.

The Complex
Naturally I should start on how to find one of these secret zones. As the Fanfest notes indicated, these are private complexes that only the person who activated the Filament for the site can access. Here is a step-by-step walkthrough of how to run one of these sites:

1) Buy or obtain a Filament. These are detailed below.
2) Head to a system which is relatively safe. Empty nullsec back end systems, outlying lowsec systems that nobody really goes to (until now!) are ideal. Quiet highsec systems which aren't bristling with edgy combat pilots also work.
3) Activate the Filament from your cargo hold. Your ship will jump to a special system.
4) Shoot and destroy the NPCs in each of the 3 pockets. Destroy the Triglavian structure near the acceleration gate, and loot the contents.
5) There are damage clouds and certain types of clouds that have different localized effects in them that may either help you or pose a significant threat. You have 20 minutes to complete the site; if you fail in in that time, your ship and pod will be destroyed with no chance of escape. (/moveme works on SISI to escape.)

I think it's time for a table. Below is a table that showcases what you need to access a site, its effects, estimated difficulty, suggested ship...

Site Tier | Required Filament | Filament Source | Effects | Difficulty | Suggested Ship/Setup | Reward
1 | Calm | NPC Sell Orders | Light | Easy | Vexor | Mutaplasmids, Filaments, Blueprints
2 | Agitated | From Sites| Minor | Not so bad | Vexor | Mutaplasmids, Filaments, Blueprints
3 | Fierce | From Sites| Moderate | Pay Attention | Ishtar / Gila | Mutaplasmids, Filaments, Blueprints
4 | Raging | From Sites| Significant | Brutal | Ishtar / Gila | Mutaplasmids, Filaments, Blueprints
5 | Chaotic | From Sites| Outright Dangerous | Extremely dangerous | Ishtar / Gila | Mutaplasmids, Filaments, Blueprints

Follow on down below for more detail.

Some Technical Things
There are five types of system effects:
* Electrical Storm: EM Resistance Penalty, Capacitor Recharge Time (GJ/s for laymen) Bonus
* Plasma Firestorm: Thermal Resistance Penalty, Armor Hitpoint Bonus
* Gamma-Ray Afterglow: Explosive Resistance Penalty, Shield Hitpoint Bonus
* Exotic Particle Storm: Kinetic Resistance Penalty, Scan Resolution Bonus
* Dark Matter Field: Turret Optimal Range + Falloff Penalty (up to -50%), Ship Velocity Bonus (+50%)

The name of the filament itself gives clues as to what tier and difficulty it is. A Raging Exotic Filament meands that it is a Class 4 site with Exotic Particle Storm effect. A Fierce Dark Filament is a Class 3 site with Dark Matter Field effect.

New modules and items, a lot to process. This post is not meant to discuss the finer points of Abyssal components, Triglavian ships, or weapons, but is merely a summary designed to satisfy the curious and inform the newcomers on the basics.
* Entropic Disintegrators are a new class of weapon for Triglavian ships. There are 3 sizes, Small, Medim and Heavy, with Meta 0, Meta 1 Compact, Meta 2 Scoped, and Tech II versions. You need the skill books to use them like you would normal weapon systems.
* Entropic Suppressor modules are damage modifiers for the same above, much like Gyrostabilizers or Heat Sinks.
* Triglavian ships are available in 3 forms: frigate, cruiser and battleship.
* Abyssal modules are user-modified versions of conventional modules which can change a few attributes of the named module. It's a new class of module to compliment Meta, Tech II, Officer, Deadspace, Storyline and Faction modules.
* Mutaplasmids are trinkets you use to try to modify the base stats of certain modules. From lowest tier to highest, they rate: Decayed, then Gravid, then Unstable. Ancillary modules only have the choice of Abnormal Mutaplasmids. The benefits can get better the higher you go, but the penalties get stronger too.

In each complex is an acceleration gate to the next complex. There are 3 complexes per "site". The last one teleports you back to "Normal Space" where you activated the Filament. In each complex are NPCs, there may be clouds of toxic materials or other modifiers to the battle environment, such as signature radius bloom (4x multiplier to your signature radius); , called Crystal Environments internally. There are 5 smaller types, 4 medium types, 3 large types and 1 X-L type, then there's some Caustic Clouds (47467, 47468) and some tracking enhancement pylon structures (47469, 47470), with some point defense systems that damage missiles and drones (including the NPC ones). It's damage is pretty small, about the same as a single medium smartbomb...

The boundary zone is roughly 100km from the acceleration gate (I simply turned around from the warp in and noted the distance, it could be a different shape). Roughly 10km from the boundary a red disk appears to mark the boundary. Beyond this point area of effect damage from Unstable Abyssal Depths (47465) increases with each second. It is omni damage and increases in a linear fashion until you either die, move out the boundary or the site timer runs out and you perish anyways. To put the damage to te test I sat in an Onyx like so:

    [Onyx, Onyx - Shield AB RLML X-L SB Regen -SISI Mk2]
   
    Damage Control II
    Capacitor Flux Coil II
    Capacitor Flux Coil II
    Capacitor Flux Coil II
   
    Republic Fleet 10MN Afterburner
    Pithum B-Type Adaptive Invulnerability Field
    Pith X-Type X-Large Shield Booster
    Shield Boost Amplifier II
    Pithum A-Type EM Ward Amplifier
    Republic Fleet Large Cap Battery
   
    Rocket Launcher II, Dread Guristas Mjolnir Rocket
    Rocket Launcher II, Dread Guristas Inferno Rocket
    Rocket Launcher II, Dread Guristas Scourge Rocket
    Rocket Launcher II, Dread Guristas Nova Rocket
    [Empty High slot]
    True Sansha Warp Disruption Field Generator
   
    Medium Capacitor Control Circuit II
    Medium Capacitor Control Circuit II
   
   
    High-grade Crystal Alpha
    High-grade Crystal Beta
    High-grade Crystal Gamma
    High-grade Crystal Delta
    High-grade Crystal Epsilon
    High-grade Crystal Omega
    Zainou 'Gnome' Shield Management SM-706
    Inherent Implants 'Squire' Capacitor Management EM-806
    Zainou 'Gnome' Shield Operation SP-906
    Eifyr and Co. 'Alchemist' Neurotoxin Recovery NR-1005
    Agency 'Hardshell' TB7 Dose III
    Strong Blue Pill Booster

Near the end of time, I could not go on further because TiDi was kicking in and I wasn't sure when I would be registered as "Dead" so I bailed. With these high resists in a Calm Plasma Firestorm site, I registered in excess of 4200 DPS before I was able to bail (damage ticks for 630 DMG for awhile, then 631, then 632, seemed to slow down after awhile). I calculated this resistance by the following:

[Damage Tick] / ((EM Shield DMG Resonance + TH Shield DMG Resonance + KN Shield DMG Resonance + EX Shield DMG Resonance)/(4 shield types, averaging out each) = Approximate Damage Per Tick
630 / (( .19 + .11 + .11 + .19)/4) = 4200

I don't know what penalties I rolled but I didn't notice any towards capacitor capacity or shield capacity. I also went in with a flat resistance profile Maller and confirmed it's omnidamage, then went in with a ... Augoror Navy Issue with a bucketload of buffer and got some graphs, of which are shown below.

The sites have a site timer which is visible in your timer stack in the upper left of your display. Warnings appear at the 2 minute and 30 second mark above (or below) your capacitor doughnut.

Moving on, Loot is found in the storage containers near the acceleration gates, which only have 300 HP so they're easy to pop. They're called Triglavian Research Facilities (47951). The acceleration gates are kind of wierd in that they teleport you to a different destination.

You cannot warp within the site, cloak, use a mobile depot, the directional scanner is not supposed to work (but it was noted that other people were visible on dscan in the early days within 0.1 AU), combat and core probes don't work (they get removed from space and cannot be recovered), the map doesn't work, Local doesn't work, all convienient blinders to make sure you stay focused on the Job. Should you fail to complete the site, by reason of ship death, boundary violation to a point where you ship couldn't handle the DPS, you disconnect, or otherwise, your ship and pod are summarily erased and you wake up in your medical station. You don't even get time to see explosions.

Here is a table for future reference of each of the NPCs.
typeID | Ship Class | Notes
47876 | Tier 1 Drone Battleship | Each has higher resistances and damage as the tier goes up
47877 | Tier 2 Drone Battleship
47878 | Tier 3 Drone Battleship
47879 | Tier 4 Drone Battleship
47880 | Tier 5 Drone Battleship | -55% Web Effect to 15km
47953 | Tier 1 Drifter Battleship | Omniresist profile
47954 | Tier 2 Drifter Battleship | Omniresist profile
47955 | Tier 3 Drifter Battleship | Omniresist profile
47956 | Tier 4 Drifter Battleship | Omniresist profile
47957 | Tier 4 Drifter Battleship | Omniresist profile
47958 | Stasis Webification Cruiser | -50% Web Effect to 10km. Omniresist profile
47959 | Warp Scrambling Cruiser | 2 points of scram strength to 10km. Omniresist profile
47960 | Energy Neutralization Cruiser | 200GJ neutralized every 10 sec to 10km. Omniresist
47847 | Small EM Damage Drone (weak)
47848 | Small Thermal Damage Drone (weak)
47849 | Small Kinetic Damage Drone (weak)
47850 | Small Shield Logistics Drone  | 30hp transfered every 5sec to 7.5km
47851 | Small Stasis Webification Drone | -20% Web Effect to 10km
47852 | Small Weapon Disruption Drone | About equivalent to an unscripted, unbonused, unskilled Meta 0 TD/GD, effect to 10km
47853 | Small Sensor Dampening Drone | Roughly equivalent to a meta sensor damp - range 10km
47854 | Small Target Painting Drone | 10% (1.1x multiplier) to Signature Radius to 10km
47855 | Small Explosive Damage Drone (weak)
47856 | Small EM Damage Drone
47857 | Small Thermal Damage Drone
47858 | Small Kinetic Damage Drone
47859 | Small Explosive Damage Drone
47860 | Small Armor Logistics Drone | 30hp transfered every 5sec to 7.5km

Shooty Time
Manifold harmonic fields : within, the true nature of the universe becomes apparent. Layers : within layers. Worlds : within worlds. Inside : the heart of everything opens, and everything opens to it. - Caretaker Lular H'minee, "Resonance : Power" - upon completion of The Manifold Harmonics Secret Project. Kind of a "meh" SP unless you by default have like a +3 or +4 Planet rating on the SE table and -- we're getting off track.

I tried to think about possible ship solutions and setups the moment the annoucements went out. A tough combat site, where failure is rewarded with a medical report, and the options for tomfoolery and Special Guest Reporting (with a Scram) are not really possible in the same dynamics what we are famailiar with. I thought about QLBL Omens, pulse Omens, HAM Caracals supported with cap boosted Large Shield Booster setups, and stuff of the sort. I figured that since the time limit is there, the only option is to use superior DPS to blow through the site before any serious problems manifested themselves.

Tier 1 and 2 Sites
These class of sites are more or less intended for less capable pilots or ones who don't want to fork out the ISK for a more serious setup. I can't blame them: a disconnect or some other failure and you don't get much chance to really recover. For these sites, a T1 cruiser hull works fine enough. There are two practical options: A Vexor or a RLML Caracal. The Vexor will be similar to concepts used in higher end sites.

Caracal comes first.
    [Caracal, Caracal - Shield AB RLML Passive PvE]
   
    Ballistic Control System II
    Ballistic Control System II
    Ballistic Control System II
    Shield Power Relay II
   
    10MN Monopropellant Enduring Afterburner
    Large Shield Extender II
    Large Shield Extender II
    Adaptive Invulnerability Field II
    EM Ward Amplifier II
   
    Rapid Light Missile Launcher II, Scourge Fury Light Missile
    Rapid Light Missile Launcher II, Scourge Fury Light Missile
    Rapid Light Missile Launcher II, Scourge Fury Light Missile
    Rapid Light Missile Launcher II, Scourge Fury Light Missile
    Rapid Light Missile Launcher II, Scourge Fury Light Missile
   
    Medium Core Defense Field Purger I
    Medium Core Defense Field Purger I
    Medium Core Defense Field Purger I
   
   
    Acolyte II x2

This setup does have two problems. First, dealing with the drone swarms is a bit of a problem. I would suggest two launchers per frigate, with the last 5th launcher paired with your two drones. Finally if you don't T2 RLMLs you're at a significant disadvantage because you'll want the Fury missiles for the cruisers and battleship for more DPS. Finally the reload time is annoying but you can't use HAMs unless you go with a high application setup which costs you tank. MWD optional - I don't think you really need it though.

Here is the Vexor.
    [Vexor, Vexor - Armor AB No Guns Triglavian Driver]
   
    Medium Armor Repairer II
    Drone Damage Amplifier II
    Drone Damage Amplifier II
    Energized Adaptive Nano Membrane II
    Reactive Armor Hardener
   
    10MN Monopropellant Enduring Afterburner
    Large Compact Pb-Acid Cap Battery
    Omnidirectional Tracking Link II, Tracking Speed Script
    Stasis Webifier II
   
    Medium 'Vehemence' Shockwave Charge
    Medium 'Vehemence' Shockwave Charge
    [Empty High slot]
    [Empty High slot]
   
    Medium Capacitor Control Circuit I
    Medium Capacitor Control Circuit I
    Medium Ancillary Current Router I
   
   
    Acolyte II x1
    Hammerhead II x2
    Ogre I x2
    Hammerhead II x3
    Acolyte II x4
   
This is a decent setup. You may question the CCC rigs and that is because of the threat of neuting and sites which may require you to rep more. It should be roughly cap stable with the smartbombs off. The smartbombs are good at clearing out drone swarms (alternate their cycles) and the 2 heavy 2 medium 1 light drone combot does respectable damage to a battleship target, yet the 5 light drones on tap can deal with ones outside smartbomb range. The Tracking Link and web are there to help with drone application. Don't smartbomb your own drones - you will surely regret it. Make sure not to smartbomb a neutral in highsec...

You could also run 4 Electron Blasters for another 200 DPS with faction antimatter against select targets (cruiser and battleship, forget frigates).
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Cassiel Seraphim

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Post 2018.05.03 06:43

Re: "The Triglavian Collective" Expedition Initiative

K950 wrote:All involved with the wiki page for this new content please X up here. From that we can form a small group to bring together ideas and hash out the particulars of the page.
Or we just keep posting in this thread that was made for that purpose.

K950 wrote:Interesting ideas on branching out the subtopics (i.e. Disintegrators) into separate pages. As part of each sub-topic we have to consider how much is there to speak on each sub-topic: if it's one or two paragraphs at the most, with maybe a reference table, it's probably best not to have its own page, however that is only my perspective and may not be shared by others.
My main argument is that it shouldn't be on the Triglavian Collective page and while it could possibly just be a blurb on the general turret page, I think it's different enough to warrant being on a separate page. It doesn't have falloff, it doesn't cycle like normal turrets do, it shuts off outside of optimal, it builds up damage over time etc.
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Hirmuolio Pine

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Post 2018.05.03 15:20

Re: "The Triglavian Collective" Expedition Initiative

Since the triglavian ships are the only things that can use the new weapon they could be on same page.
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Cassiel Seraphim

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Post 2018.05.03 20:21

Re: "The Triglavian Collective" Expedition Initiative

Unlike the Distintegrator, the Triglavian ships themselves are extremely similar to normal ships and it might not be enough content to fill a separate page just for Triglavian ships. We don't have articles about Serpentis ships, Angel ships etc.
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K950

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Post 2018.05.06 04:06

Re: "The Triglavian Collective" Expedition Initiative

I'm not in charge of anything so now is an excellent time for the Wiki Curator(s) to advise us how they think of the current progress.

I'm a proponent of keeping the Abyssal Deadspace content on the Triglavian page, as it's related to Triglavian lore and content.

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