Eve invasion sansha guide. Sansha Invasion in EVE Online

EVE Online is a dynamic space battle simulator that is filled with confrontations between players and other players, and more. The developers introduce new content with each patch, and a real surprise for all fans of the PVE component was the introduction of such a thing as invasions into the world of New Eden.

One of these global events was the invasion of the Sansha, a race pursuing the goals of universal domination and enslavement of the remaining inhabitants of comic spaces. Of course, ordinary capsuleers are protected by Concorde forces, but sometimes the invading forces are several dozen times larger than the number of defender ships, so ordinary players also have to contribute to the victory over the next horde of invaders.

Features of interactivity

The main feature of Sansha's invasion of EVE Online is the unpredictability of the latter's actions. Enemy forces can appear in any system, and the security level plays a very relative role here. Very often participants gameplay they are simply not ready for a fierce battle, and yet another system submits to the will of the Sansha race. After defeating the defense forces, the invaders establish their own rules in the constellation, which never correspond to the interests of representatives of other nations.

Once upon a time, the leader of the nation Sansha captivated millions of colonists with rosy promises of a bright future, but the scoundrel planned to use his gullible fellow citizens in cruel experiments. As a result of his experiments, he managed to create mutants out of sane people who were stupid and obedient to his will in everything, whose only goal was the enslavement (or destruction) of all those who disagreed with this order of things.

Joining the invading resistance forces is quite simple; you just need to find the system that has come under attack on the map. The pilot’s personal log will also contain other useful information:

  • How to contact potential partners to fight the forces of Sansha;
  • What forces (how many and what kind of ships) will be required to protect the sector;
  • What reward will players receive if they immediately win the system;
  • What is due to the participants in the confrontation when the entire constellation is liberated from invaders.

For all participants in the interactivity, a special chat channel is provided in which you can cooperate with other users. This is especially true for beginners and single players who are not members of any corporations.

Organization and cooperation play a very important role here, since not a single player can cope with the hordes of Sansha alone. And the offered rewards will be a good incentive for you to get to know other inhabitants of the universe and, who knows, find a corporation that will become your real home?

Don't assume that farming in EVE Online by fighting Sansha is a routine activity that can be easily accomplished. The enemy fleet has a colossal difference from other representatives of pirates who are negatively opposed to you - they unite into entire armadas controlled by intelligent intelligence. The enemy will constantly use electronic warfare against you, switch between different targets and, in general, behave like a real person.


Negative effects

The consequences of losing and conquering another system by invading forces have several negative effects at once:

  • Impact on each individual pilot - the combat characteristics of your ships will be significantly reduced, which will affect the comfort of farming game currency in the usual way;
  • For an entire fleet - some capabilities will be unavailable due to the use of cyno-silencers by enemies;
  • The overall impact is that the situation will become seriously complicated, since the Sansha, united in flights and fleets, will act much more intelligently than their slightly stupid pirate brothers.

In general, we can say for sure that nothing good should be expected from Sansha, so all pilots located near (and not only) the system under attack should take all possible actions to repel the attack.

How to release systems?

The process of liberating controlled (or contested) systems consists of sequential actions of players traveling through all complex locations. Your path as a resister begins with the simplest battles, where only Sansha reconnaissance troops are present. Next, you should appear in the systems where the vanguard fleet of invaders is located. Here the situation will be more complicated, since the enemy’s ships will be more powerful, and there will be more Sansha themselves.

The main forces of the aliens will be concentrated in systems that have Assault status. This is where most of the action-packed battles between defenders and attackers take place. The rewards for killing will be significant, but the ability to use weapons will also be affected by some restrictions.

The main task for your fleet will be the confrontation with the leaders of the Sansha group, who are located in the Headquaters systems. You can get here only after you have freed all other sectors from the villains. Victory over the “boss” will mark the end of the invasion and the reconquest of the entire constellation, after which the participants in the interactivity will be paid all due rewards, the value of which depends on the personal contribution of each pilot to the common (good, of course) cause. As rewards after the Sansha invasion, you receive not only game currency, but also other “goodies”:

  • Increasing your social status, necessary to raise your rating and improve relationships with NPCs of all races;
  • Concorde LP points, which can later be used to purchase special combat modules;
  • Other rewards set by the EVE Online developers.

Participation in the invasion is an excellent option for all players to unwind from everyday life in space and take part in real action, the cost of losing is equal to your life. Well, and all the ships that you will use in battle, of course. So, be careful and don’t forget to bring your friends, as only close and cohesive teamwork will allow you to achieve success!

The article briefly tells you inside and out about Sansha’s invasion, how to evict her quickly and what to take with you. Targeted at 0.0 corporations and alliances that had not dealt with Sansha before, but had to, since she paralyzed their logistics/hunting/mining/passing through systems.

It may also be useful for those hunting for faction fighter-bombers Shadow or faction (cough cough) supercarrier Revenant.

Sanshi Invasion.

After Sansha's attack on the constellation, she hangs in it for 7 days or until the mother is killed.

Penalties in systems under Sansha attack:
1) Cyno does not work;
2) Resistances and damage of all spikes in the system have been reduced;
3) Reduced bounty from NPCs;
4) Sansha camps gates (except high sec) and flies in belts.

To swap a plex with a mother, you need to bring Sansha’s influence control to 0% (bar in the magazine). For completing the plex they give from 0.5% to 3-4% to the level of influence, while Sansha’s influence is restored over time.

Systems are divided into 4 types:

1) Staging point - a system with simple websites for 1-3 pilots, for which they give almost nothing. Just for training.
2) Vanguard - a system with plexes for a fleet of 10 people (0.5-1% to the level of influence for completing the plex).
3) Assault - a system with complexes for a fleet of 20 people (1-2% to the level of influence).
4) Headquarters - a system with complexes for a fleet of 40 people (3-4% to the level of influence). Also in this system a mother will spawn (a mother needs at least 60 people).

Reward.

There are no bounties or loot with Sanshi. Salvag as usual. The fleet receives a reward (if the number of people in it does not exceed the permissible limit) for completing the plex in the form of claims and Concord LP. We receive claims immediately, but only after successfully repelling the invasion. If the invasion could not be repulsed within 7 days, all LPs are burned.
Also, the mother drops BPCs for the factional spikes of Sansha (phantasm, nightmare), as well as BPCs for the factional fighter-bombers Shadow and the factional supercarrier.. Revenant.

Passing complexes.

Sansha hits with all types of damage, tanks with a shield, and is an omni-tank. Has all types of electronics. Sleeper ai: prefers to focus damage on ecm spikes -> logistics -> the most damaging spikes. If the spike is pumped out well, change the target. Drones are practically never hit. Jam works for Sansha: frigates and cruises jam well, bsh in 2-3 attempts. During the jam, Sansha flies away from the fleet in the Ministry of Internal Affairs, trying to go beyond the jam range. Sansha spikes can also have their own specialization, which is written in the information, for example, logisticians, snipers, team spikes.

When the thorns fit on Sanshu there should be no active tanks. The only thing that can save you from Sansha is logisticians. The tank must have maximum resists and a buffer (like a pvp fit).

For a fleet of 10 people, ideally you need 3 logisticians, the rest is DPS and sometimes a hacker. 2 logisticians are acceptable, but if one is jammed or neutralized, a very unpleasant situation will result. Also, at least one spike should take Mining drones I. In such a fleet, the DPS spikes should be able to hit frigates less often. Nets and painters, close-in turrets (blasters, machine guns, pulses) will not interfere. Logisticians are sure to circle the orbit around the fc.

System for a fleet of 10 people, as written above, Vanguard.

Fastest plex: Nation Commander Outpost (nco).
Goal: Destroy several waves of frigates (orbit 5-20 km).
Niarga Myelen is always a primary. Jamit and Neutrite.
Tama Cerebellum and Eystur Rhomben are worth killing approximately equally.
Sansha Nation Commander is a frigate with the DPS of several bsh, it is better to demolish it early, while it is a trigger for the next wave (the last spike, except the commander himself, can also be a trigger).
Blitz plex is possible in 7-8 minutes.

Second most difficult: Nation Mining Colony (nmc)
Goal: destroy several waves of frigates and cruises until a container appears in which you need to put Lyavite ore (255 pcs). Ore can be mined on the site.
Since it’s 60 km to the asteroid with ore, then 60 km to the container, it’s worth taking a fast spike with mining drones.
Mara Paleo - Logistician who spawns in the first wave, orbit 60 km. If there is something to demolish, then the focus should be on it from the very beginning. In other cases, it’s better to just ignore him, he’s not a trigger.
Primary: Niarga Myelen -> other frigates -> kruzaks.
If the ore was dug up before the plex, a blitz is possible in 11-12 minutes, if not... then 15-20.

The most difficult plex for 10 people: Override Transfer Array.
Goal: hack towers, and demolish cruises, bsh.
This site requires a very fast hacker and 3-4 logisticians. A hacker must travel 150 km to different towers. Until a hacker breaks into the tower, the spikes are virtually invulnerable.
There is no point in demolishing frigates (except Niarga Myelen), they immediately respawn. The main goal is: cruises Auga Hypohysis and bsh Deltole Tegmentum, they are also the trigger for a new wave and tower.
With each wave of NPCs, there will be more and more spikes, DPS and pumping will increase, but after the last Auga Hypohysis and Deltole Tegmentum are demolished, all other spikes (except perhaps a couple of frigates) will flee from the battlefield.
Blitz is possible in 15-20 minutes on faction and t3 spikes. For others it may take about half an hour.

What’s most interesting is that the reward for any of these plexes is the same :)

Briefly about the rest of the plexes.

Assault (20 people), composition: 5-6 logisticians, 5-6 snipers (capable of locking and damaging at 120-160 km), the rest are bsh, khaki, bk. You can take 1-2 scorpions.
Completed on average in 30-40 minutes.
The fastest Nation Commander Stronghold: we destroy the waves until a commander with a name with numbers appears, for example Slave Tama01, and focus all the fire on him. After he is killed, the entire fleet escapes.
Acceptable plex Overwhelmed Civilian Facility: demolish the waves and arch the Obelisk (structure without an icon) until a freighter appears (with a container icon) and put a Captured Civilian in it.
Nation Consolidation Network: a complex complex where you need to split into 2 groups, leave khaki and bk in one (since they won’t be allowed into the gate), and bsh in the other. The third room is sometimes bad, it’s better to choose another plex;)

Headquarters (40 people), composition: 8-10 logisticians, ~15 snipers, the rest are bsh, khaki, bk. Scorpovs should be added to the watch list for logisticians, they will often be primaries.
Completed in 40-90 minutes.
Fastest plex: Nation Rebirth Facility, nothing to do except demolish waves. Triggers: in the first wave of Vylade Dien, in the rest of Yulai Crus Cerebi, a reward is given for the last Ostingele Tectum.
Acceptable plex True Power Provisional Headquarters - you need to cut 60 km to the gates twice. The gate appears immediately, without an icon. After all the spikes are demolished, the gate object disappears, and a new acceleration gate appears in its place (re-align is required if you were flying to the first object). In the end, you need to demolish the non-combat structure - the station... in the best case, in 15 minutes...
True Creations Research Center - it's buggy, it doesn't allow logisticians and 8 waves spawn within 2 minutes.

Kundalini Manifest \ The Uroborus (60+++ people), composition of 15+ logisticians, the rest is close bsh (khaki, bk) with maximum dps, scorpions.
Either it is completed in 30 minutes, or the fleet flies off on eggs.
The site has several towers that can be hacked by hackers, which provide certain advantages, for example, repairing the shield of the entire fleet as from several logisticians for a couple of minutes or the complete flight of the mother’s escort (although a new one arrives after a few minutes).
The worst thing about this site is the fighter bombers. One bomber damages like 5 bsh. From alpha they can easily take down 20k armor with 80% resists, the next salvo is delivered in 5-6 seconds.
Name: Lirsautton Parichaya. Despite the small cross, they have a fairly large signature; hitting them is not difficult. At the same time they have quite a lot of HP. There must always be primaries. If you are lucky and you see how bombers are locking you, I advise you to warp (if possible) or risk tanking (if you are on bsh), immediately broadcasting and writing in the chat.
Every 5-6 minutes the mother spawns 8 such bombers. She also knows how to neutralize and produce mass production (ECM).
When all the fighter bombers are demolished, it is worth focusing the fire only on the mother. All other living creatures in the complex should be slaughtered, because... she will respawn. After the new bombers spawn, you should immediately focus fire on them, then again on the mother, until she is eventually defeated.

Good luck:)

PS. someone casually said that she would go away faster if you didn’t touch her. Perhaps this is true. But IMHO a week is the minimum through which she will fall if you don’t touch her (namely, don’t go through plexes).


Z.Y. They also say that the sunny toad also chops off breeches.

About choosing a community


Despite the fact that in invasion systems there is a constellation-wide chat for “gathering fleets under the auspices of Concord”, it is used only for spam advertising of the corresponding communities. There are only a few corporations that are exclusively engaged in farming invasions. Invasions are farmed by communities, which you can join through a chat channel; a list of active communities can always be found here:

From the name it follows that this fit is intended for farming Vanguard sites (dozens) and is designed for annihilation of small items using sensor boosters, grids and blasters. There are no engines, because you don’t need to travel through dozens of complexes, but there are warp accelerators, since you need to warp between complexes often, and this affects the isco-hours in the same way as the dps. In terms of survivability, this fit is tanked much better than required, and this was done on purpose so that newcomers who slept through the aggro would not merge. If you don’t know how to do something from the fit (or it doesn’t fit), you can always (and should, since this will increase the consumption of the entire fleet) replace the T2 modules with factional ones and prepare for the move.

Moving and starting farming

Every time an invasion is closed, a new one is opened, and the community management chooses the most convenient one available; the current location (dest) of the invasion is written in the header and mailing list of the channel. Information about the location and status of all intrusions is here:

Since different channels usually different destas - you are unlikely to be able to actively participate in several channels at once - moving across the entire empire every day is extremely inconvenient, but after gaining experience you can connect to English-speaking brothers in the invasion - the terminology is the same everywhere and does not require special knowledge of the language. You just need to keep track of what fleets are flying in your current constellation during your in-game time.

We are interested in which station the fleet base is located in the constellation, so we fly there. But we’re flying for a reason, we’re traveling as a travel fit, you’ve heard about suicidal people, right? It’s also worth grabbing a fit for the twenty, usually this only requires 100 mn MZD and a plate, which will allow us not to sit on the machine when the fleet farms the 20 (Assault), and not the ten (Vanguard), we fill the remaining space in the hold with fractions cartridges.

Usually, a schedule is written in the header of the chat channel - when the next fleets are planned, and whether they fly in at the moment active, if they fly, it will be written which one and in which system. Here our task is to point in the channel, indicating your ship type and current (not saved! fit), and wait for an invitation to the fleet, having received an invitation, we carefully read the fleet header, usually they write here important information- what tags do DPS shoot at, what tags do they snipe at, who should they issue drones to, who should they anchor on.

For a newcomer who came to the invasion for the first time, it is important to do one thing after joining the fleet: say that you came to the invasion for the first time and ask for instructions. After this, the Fleet Commander will take a short break, pour himself something stronger, and tell him that an ordinary fighter in the fleet has only two duties - shoot tags and give broadcasts, with small nuances, the explanation and understanding of which usually takes a couple of weeks, which is what a newbie will do continue to study under the strict guidance of the FC.

The guy in the picture on the right - Sansha Kuwaki - dreamed of a bright future. Over a hundred years ago, he founded the Sanshi Nation and was full of hopes of creating a beautiful but utopian society. The closer Kuwaki got to success, the more he went crazy. Through inhuman experiments, combining the technologies of capsuleers and living experimental subjects, he brought out new creatures: zombie-like, with the cold prudence of a computer, but human ingenuity.

When the rest of the inhabitants of New Eden found out about this, Sansha was sentenced to humiliation. All imperial forces united and trampled the Nation, leaving it with pitiful remnants of its former power. But Kuwaki didn't give up. Persistence, hard work, vast life experience and the desire to take his place in the sun - everything moved Sanshu towards revival.

On January 25, 2011, the capsuleers met with the organized forces of the Nation's combat wing, raised from the ashes. Pilots to this day tirelessly fight the Sansha pirates, but their numbers are not decreasing.

The war continues.

Sansha Incursions (also known as Incursions) are one of the most attractive ways to make money in highsec. Sansha selects a random constellation, in the systems of which complexes with acceleration gates begin to appear, behind which several waves of NPCs await the pilots, and at the end of the complex - a payment to the wallet (plus LP - details below). In highsec, complexes of varying complexity require from 5 to 40 people, so this activity is often not only profitable, but also interesting.

In addition to these complexes, also called “sites,” all NPCs in the system (for example, pirates on belts and gates) are replaced by Sanshu. It hits hard, uses electronics, dizit, and in general can cause a lot of inconvenience to a small ship.

Leveling up the minimum skills and preparing one ship, taking into account the availability of insurance, provides you with the opportunity to join the fleet and farm at any time in your career!

Where to find the invasion

In “The Agency” – Encounters – Incursions. Sansha chooses a random constellation to invade and occupies it, causing various effects. In highsec and lowsec, only one invasion can exist at a time; in nullsec, three. Such a constellation is called a “focus” or “dest”. In the corresponding systems, complexes begin to appear, and a short time after their passage, new ones are created, thus, as long as the death is alive, there are always complexes for farming.

For completing the complex, each pilot in the fleet receives a payment in claims for jack (immediately upon completion of the complex), and also accumulates Concorde LP to the pool. How many LPs you have already accumulated in the focus can be seen in “The Agency” – Encounters – Incursions – click on the constellation. At the moment when the capsuleers complete the Kundalini Manifest complex (Uroborus in lowsec) with Sanshi’s mothership, the LP from this pool goes to your disposal, in addition, the focus “closes” - it disappears from the magazine, new ones stop appearing. The countdown begins until a new dest appears, a random interval ranging from 12 to 36 hours. You can view active invasions, their age and other information, for example, on Dotlan or Shadow Launch.

Each invasion after its appearance goes through three stages: established (constellation captured), mobilized (mobilization) and withdrawal (retreat). These statuses tell pilots how long a given invasion can survive before being closed. Established is the first stage, in which the invasion lives for up to 5 days. Mobilization lasts two days, and the retreat lasts 24 hours. At the end of the retreat, the invasion “leaves” (closes on its own), and no one receives the HP accumulated at the focus, so at the end of the life cycle it is important to kill the mothership.

The concept is associated with the appearance of the mothership.

Complexes

Each system in the constellation is allocated to a specific type of complex.

The payment and the required number of people depend on the location of the invasion; in low- and zerosec you can have more people, and the full payment is written in the journal. In highsec, the payment of ISK and LP is reduced by approximately 30%, for example, for the HQ complex the pilot will receive 31.5m ISK and 7000 LP. If there are more (or less) people in the fleet, the payout is reduced! The complexes are divided into groups according to the required number of people and payment.

In one system there are only complexes from one group:

  • Vanguard (VG, “tens”) – passage 5-10 minutes, you need from 5 to 10 people, payout 10,395m + 1400 LP (in low and zeros up to 15 people, 15m + 2k LP);
  • Assault (AS, “twenties”) – completed in 10-15 minutes, you need from 10 to 20 people, payout 18.2m + 3.5k LP (in low/zeros up to 30 people, 26m + 5k LP);
  • Headquarters (HQ, “magpies”) – completed in 8-20 minutes, for payout from 20 to 40 people, payout 31.5m + 7K LP (low/zeros – from 20 to 60 people, 45m + 10k LP);

A site with a mothership stands out separately, The Kundalini Manifest in highsec and zerosec and Uroborus in lowsec. For a payout of 63m + 14k LP in highsec you need from 40 to 80 people, in low and zeros from 40 to 120 with a payout of 90m + 20k LP. Low-securing Ouroboros stands out from the list with a chance to drop BPC on Revenant, factional Sansha mothership.

There are also Scout complexes designed for groups of 3 to 5 people, but in the vast majority of cases, farming them is not profitable. Their peculiarity is that you do not have to be part of the fleet to receive the payment - 5 people from those who caused the most damage will receive the reward. In addition, on these complexes the NPCs do not have points, so if something goes wrong, you can always warp them.

Finding a system with the necessary complexes is not difficult; all information about the invasion in a given constellation and complexes is in “The Agency” – Encounters – Incursions. You can also use third-party sites to search, such as the page on eve-survival or the EVE-Uni wiki. Usually, all communities involved in farming forty-ones try to set up an invasion system as an HQ collection system, or as close as possible to it with repairs, if in the forty-one system itself, for example, there are no stations (citadels).

Influence

Influence information appears in the upper left of the screen in the invasion constellation. At the top is the type of system (Staging is a system with Scout complexes), just below is a bar with the level of influence. While in a system with an active invasion, capsuleers are subject to penalties: a ban on activating zinc (only ordinary ones, carpet zinc can be burned), a reduced bounty payment (reward for the head of an NPC, does not apply to payment for complexes), reduced shield and armor resists, reduced damage .

Bounty is always cut by 50%, but penalties for damage and resists depend on the type of system: in VG (10) systems – 10% penalty for resists and damage, AS – 25% and HQ – 50%. Taking into account the mechanics of how resists work, this means that a ship in system 40 with full influence will have a resist of 73% reduced to 59%.

Passing the complexes reduces the effect of the influence. Each complex 10 “rolls back” the influence by 1%, the AS complex by 2% and the forty by 4%. On the other hand, the influence level increases on its own by 1% every 20 minutes. When a focus appears, the influence level is 100% (the effects are fully expressed). When its level reaches 0% (provided that at least one HQ 40 complex has been completed), a complex with a mothership appears.

Contests and general information about passing

The most profitable complexes for farming are forties and tens. Twenty (Assault) are not as popular because, compared to tens, they require more effort and organization, and the result is not much better (if not less). Good ten, which will farm more than an AS fleet, is much easier to assemble. Magpies are more profitable than both of them with a result of 120 to 250 million per hour, depending on different conditions.

The fleet must include logisticians (2 on tens, 7-8 on forties), and traffic police ships, and it is desirable to have clogs and snipers in equal proportions.

To make their work easier, fleets use bonuses - special ships that distribute links.

What happens at the complexes, how to get through them? In general, the passage of complexes is associated with the completion of two tasks - killing waves of NPCs and a certain “task”, which varies depending on the complex. For example, on the VG complex Nation Mining Colony, after killing all the NPCs, it becomes possible to place a stack of special ore in a certain container, after which the fleet receives a payment; and at the TCRC HQ complex the task is to kill the tower, while NPCs are destroyed only when necessary.

The faster the fleet passes the complex, the more money pilots earn in the same period of time. Therefore, passage tactics were developed for all complexes, and the task of each participant in the invasions is to understand their role as best as possible and carry out the commands of the FC, because this will lead to an increase in the efficiency of farming the entire fleet.

The question often arises, what if another fleet comes inside while passing the complex, who will be paid? The reward will be given to the pilots of the fleet that collectively inflicted more pure damage (including resists). To win contests, non-standard positions for ships, overheating of turrets and other measures that can be considered emergency are sometimes used. It’s better to warm up the guns and spend 10 million on repairs (earning 21.5 million for the complex) than not to warm up and lose the contest, earning zero. In addition, since two or more fleets are shooting at the same targets, the complex is completed much faster, so victories in contests significantly increase the cost.

To organize regular farming, communities have been created, each of which has spent billions of isks and many hours (not disdaining to borrow other people’s experience) to develop optimal tactics and fits. These elements vary slightly among different communities, but each of them considers its own to be the most effective and jealously monitors compliance with the requirements.

Since December 2010, a certain event has been constantly happening in New Eden, seriously affecting the lives of capsuleer pilots. The Sansha invasion of EVE Online is a real challenge that attracts not only loot hunters, but also all pilots whose business involves being in certain star systems. Pirates from the Sansha Nation, led by a mad experimenter named Sansha Kuwaki, invade different systems New Eden and wreak havoc and destruction. This is an echo of the scientist’s unsuccessful attempt to create an ideal state.

Start playing EVE Online and see the quality and uniqueness of this universe. This game is worth trying for every gamer.

What characterizes Sansha's invasion of EVE Online?

First of all, one of the main differences between the Sansha invasion in EVE Online and a simpler PVE is that the pilots are opposed by a highly organized enemy, using the entire arsenal of ship modules and tactics. This includes conducting concentrated fire on specific ships, destroying drones, using “nets” and “scramblers,” and even using bombers. Also, Sansha's invasion of EVE Online literally forces pilots to form fleets and interact with each other - otherwise, you can forget about a quiet life in the system. Rewards are paid only if the invasion is successfully repelled, and their volume directly depends on the number of participants. Many corporations or solo pilots are amassing fleets to repel Sansha's invasion of EVE systems Online, so you don't have to fight the pirates alone.

Fleet Organization for the Sansha Invasion

The fleet that participates in repelling an invasion may include either ships that specialize in tanking with shields, or ships that tank with armor. There are no mixed fleets. It should be assumed that most commanders are interested in at least battlecruisers.

Communication channels

When pirates from the Sansha Nation invade a certain constellation, a separate communication channel is created for all capsuleers, through which they can coordinate their efforts for joint defense. Here those wishing to join the fleet can leave their messages and a description of the ship’s equipment. Simple phrases: LFSF - "I'm looking for a fleet, a tank with a shield" and LFAF - "I'm looking for a fleet, a tank with armor" will help you quickly find a suitable group.

Share