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| = Overview tab presets =
| | {{MissionLinks}} {{NPCTableCSS}} |
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| == Types == | | {{Missiondetails |
| | |Level= 4 |
| | |Type= Encounter |
| | |Objective= Kill Anire Scarlet |
| | |Faction1= Serpentis |
| | |Faction2= Angel Cartel |
| | |Faction3= Guristas |
| | |Faction4= Blood Raiders |
| | |DamageToDeal= |
| | |DamageToResist= |
| | |WebPoint= Elite frigates (last pocket) |
| | |EWAR= ECM (Guristas), dampening (Serpentis), Target painting (Angel) |
| | |ShipSizeLimit= |
| | |ShipSuggestion= Battleship (clear), T2/T3/faction cruiser (blitz) |
| | |Rewards= |
| | |Extra= |
| | }} |
| | {{MissionBriefing |
| | |<Pilot>, it's good to see you. I have something a little outside of the ordinary that needs taking care of. A personal business opportunity for the both of us, I guess you could say. |
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| The types tab is where you select what you want to see on your overview. You can use this tab to select specific things (entities) - if you’re a veldspar miner, you might only want veldspar asteroids and NPC rats. If you’re a PvPer, you might only want ships on your overview, or maybe even just specific types of ships.
| | Have you ever heard of Anire Scarlet? Well, she's practically an urban legend among the local pirates. It seems any outlaw with a clone bay and rhetorical skills can amass a following these days. The sorts of degenerates that hang around this area are easily impressed too. It seems Anire has built quite a posse, but then, that could just be another one of the myths about her. |
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| *'''Asteroid:''' Pretty self explanatory - all your different types of asteroids.
| | As for where you come in: all this attention has earned her a CONCORD bounty. I'd very much like to claim that ISK, <Pilot>, with your help. I've hired an undercover surveillance team to locate her, and they've had some luck turning up a lead. If you're able to follow it up and take her out then we can split the bounty money equally. The surveillance team found her flagship vessel, The Crimson Dawn. She is sure to be either inside it, or very close by. If you think yourself capable of eliminating her, then I'll trade you the coordinates. |
| *'''Celestial:''' All your large celestial objects - planets, moons, wormholes, and so on. Also contains beacons (cynosural fields), biomass (corpses), stargates, wrecks and containers.
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| *'''Charge:''' Contains bombs, which can now be deployed by stealth bombers, but only in 0.0 space. These are very dangerous - always good to have them on your overview. It also includes probes, which are usually good to have checked, as having them on overview makes seeing them on d-scan easier.
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| *'''Deployable:''' Mobile warp disruptors, otherwise known as bubbles. These are the deployable type that get anchored in space. The other type are used by interdictors and heavy interdictors, and don’t show up on your overview.
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| *'''Drone:''' All your various types of drones. Useful if you want to target drones of any kind, especially fighter drones.
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| *'''Entity:''' Some of your mission rats (NPC enemies), as well as a few useless things like billboards.
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| *'''NPC:''' CONCORD, some npc faction ships, and some rats.
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| *'''Orbitals:''' Orbital infrastructure, such as customs office.
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| *'''Planetary Interaction:''' Capsuler and Mercenary bases. Related to dust514.
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| *'''Ship:''' Player-owned ships. Usually you’ll have all of these selected, unless you want to target specific types of ships.
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| *'''Sovereignty Structures:''' Sovereignty related structures.
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| *'''Starbase:''' POS structures and modules - you might use these if you were attacking one, or living in one.
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| *'''Station:''' Pretty self-explanatory.
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| *'''Structure:''' Citadel - player created and owned station. This is added to the game at April 2016 via The Citadel Expension.
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| There is a "Filter" text box which makes it easy to locate a specific thing(s) (entities) thus saving you from open and scrolling through the various sub-type categories.
| | What do you say? Do we have a deal? |
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| | }} |
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| ==== States ====
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| In the States tab, you can further define what you want to see in the overview. Whilst the Types tab is pretty straightforward, some care has to be taken with the States tab.
| | Every pocket in this mission has ships from one randomly selected faction. Your fit should be able to fight with all of them. You can bring an extra ''Gate Key'' to skip warpin area or to give to fleet members. |
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| States are selected by toggling one of three radio buttons, each one corresponding to the three conditions located on the right of the States window.
| | The mission pockets are [[Deadspace|semi deadspace]]. This means that you can warp within a pocket grid but any warps from outside the pocket will land on the warpin area. |
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| *'''<font color="green">Always show</font>''' (column on the left) - Entities with this state will always be shown regardless of the display setting of additional states they may have.
| | '''Blitz:''' |
| *'''<font color="brown">Filter out</font>''' (column in the center)- Entities with this state will be filtered out unless they have additional states that are set to always show. | | * Bring your own gate key and skip first room. |
| *'''<font color="sky blue">Show by default</font>''' (column on the right) - Entities with this state will be shown unless they have additional states that are filtered out. | | * Rush to acceleration gates and make your way to last room. All gates are open. |
| | * Kill Scarlet and return to agent. |
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| '''''IMPORTANT: States selection doesn't let you say what you want to see, rather it lets you say what you don’t want to see.''''' | | === Warp-in === |
| | {{MessageBox|Anire Scarlet |
| | |Well, well. You're the one who's given my boys some trouble, I see. Don't worry, I'll make this as fast and painless as possible. Anire Scarlet is nothing if not merciful. |
| | |collapsed= no}} |
| | The gate deeper into the mission requires one ''Gate Key''. The key is dropped by last battleship. The key is not consumed on use so you can keep it and skip fighting at warpin next time you get this mission. |
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| ''If a player has an attribute that you '''haven’t''' selected, they '''won’t show up on your overview'''.''
| | you can warp in at distance to snipe. |
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| '''Example:''' You want to see a war target, so you select '''Pilot is at war with your corporation/alliance'''. You would think this would give you war targets on your overview, but it’s a bit more complicated than that.
| | At first some merchants are on the gate. The hostiles arrive soon. The hostiles are either Serpentis ships or Angel ships. |
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| Suppose that player also has a bounty on him. Since you haven’t got bounty checked, he won’t show up. You need to select all the attributes that a war target could possibly have in order to see war targets.
| | {{NPCTableHead|Initial defenders (Angel)}} |
| | {{NPCTableRow|Cruiser|4|Gistum Liquidator/Marauder}} |
| | {{NPCTableRow|Battleship|5|Gist Malakim/Nephilim/Warlord|ewar= TP|cargo= Last one drops the gate key.}} |
| | |} |
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| Additionally, the States tab and the Types tab interact which often leads to problems and confusion for newer players. For example, if you are setting up a drone preset where all you want to see are drones and nothing else [i.e. no ships, no rats etc.], many newer players will deselect everything in Types except for Drones and then deselect everything in States thinking that those attributes deal only with showing pilots - which is what you don't want in your Drones preset. The problem with this is that you will not see your Drones in the Overview because Drones belong TO pilots; in order to see your own drones, you must select "pilot is in your alliance" in the States tab. If you want to see the drones of your enemies, then you will also have to select "pilot is at war with your corporation/alliance" etc. Feel free to test this out with your own drones, you will be pleasantly surprised. The same principle applies if you're mining with jetcans, if you only select "Cargo Container" under Celestial in Types and deselect everything in States, nobody's cans will show up in your overview because by deselecting everything in States, you are not allowing your Overview to show cans that belong to pilots - and since all cans invariably belong to a pilot, none will thus show. This same principle applies to other objects like wrecks etc. because the States tab doesn't just show pilots, but it shows what those pilots own.
| | {{NPCTableHead|Initial defenders (Serpentis)}} |
| | {{NPCTableRow|Elite Cruiser|2|Corelum Chief Safeguard|ewar= Damp}} |
| | {{NPCTableRow|Battlecruiser|3|Corelatis Squad Leader}} |
| | {{NPCTableRow|Battleship|4|Core Admiral/High Admiral|cargo= Last one drops the gate key.}} |
| | |} |
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| This is the trick to the overview, and (apart from bugs) the most common reason why players can’t see all the things they want to see.
| | === 1st pocket === |
| | You will see Anire Scarlet when you warp in but she warps to next pocket before you have time to engage. |
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| | This room contains either Guristas ships or Blood Raider ships. |
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| ==== Save Button ====
| | Gate to next room is not locked so you can skip combat. The gate is 29 km away. |
| The '''Save''' button allows you to save the preset you currently have in the selected tab. It opens a dialogue box that reads "Type in label for the preset". In the text field you can enter the name you want for the preset. The field will auto populate the current name of the preset, which makes for quicker updating and editing of a preset. Note that this only saves the preset loaded to the currently selected tab for recall later and doesn't save the rest of your overview settings.
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| | {{NPCTableHead|Initial defenders (Guristas)}} |
| | {{NPCTableRow|Battlecruiser|3-5|Pithatis Enforcer/...}} |
| | {{NPCTableRow|Battleship|4|Pith Exterminator/Eliminator|ewar= ECM}} |
| | |} |
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| == The Appearance Tab ==
| | {{NPCTableHead|Initial defenders (Blood Raider)}} |
| | {{NPCTableRow|Cruiser|4|Corpum Arch Priest/...}} |
| | {{NPCTableRow|Battleship|4|Corpus Cardinal/Monsignor}} |
| | |} |
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| ==== Colortag ==== | | === 2nd pocket === |
| | You can see Anire again when you warp in. This time you will have enough time to get one or two shots at her. If you have enough DPS you can kill her here and complete the mission prematurely. If you manage to kill her here you will be able to loot an +3 charisma implant from her wreck. Anire Scarlet is most vulnerable to EM/Thermal damage; it is advisable to preload EMP ammo or Mjolnir missiles before warping into the pocket. |
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| Colortags allow you to set which tags appear or do not appear, and which tags have priority. Setting colortags correctly is important because they dictate which state you see. For example, if you have '''Pilot has a bounty on him''' set higher than '''Pilot is at war with your corporation/alliance''', you will only see the black skull bounty colortag rather than the red star war target colortag. The consequences of this could obviously be very bad.
| | This room contains initially either Serpentis ships or Serpentis and Guristas ships. Regardless of which are present first more Guristas battleships will spawn as reinforcement. |
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| Also note that colortag settings also affect chat channels and brackets in space. Colortags can be set to blink; this is a good idea to make wartargets in local much more obvious, for example.
| | The gate to next room is again unlocked. The gate is 19 km away. |
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| Another thing to remember is that changing these settings won’t dictate what you can and can’t see in your overview - you will still see all the things you dictated in the States tab. The only thing you’re changing here is how said things are displayed in your overview, in chat and in space.
| | {{NPCTableHead|Initial defenders (Guristas battleship)}} |
| | {{NPCTableRow|Destroyer|3|Corelior Artillery/Cannoneer}} |
| | {{NPCTableRow|Battleship|4|Pith Conquistador/Massacrer}} |
| | |} |
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| The outlaw tag will not display for a pilot with -5 or lower security status in the local chat window. A pilot will only show as outlaw in local if he has gained that tag for reasons other than -5 or lower security status; such as a criminal or suspect flag, or if he is flagged for aggression against yourself, or flagged for theft against your corp.
| | {{NPCTableHead|Initial defenders (Serpentis battleships)}} |
| | {{NPCTableRow|Cruiser|3-5|Pithum Silencer}} |
| | {{NPCTableRow|Battleship|6|Core Port Admiral/ Rear Admiral}} |
| | |} |
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| | {{NPCTableHead|Spawn (Serpentis)}} |
| | {{NPCTableRow|Battleship|3|Core Flotilla/Vice Admiral|ewar= Damp}} |
| | |} |
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| ==== Background ==== | | {{NPCTableHead|Spawn (Guristas)}} |
| | {{NPCTableRow|Battleship|4|Pith Eliminator/Extinguisher|ewar= ECM}} |
| | |} |
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| The Background tab allows you to change the background of items in your overview, as well as the background of icons in space. It doesn’t affect things in chat.
| | === 3rd pocket === |
| | Last pocket. This time Anire Scarlet has nowhere to run to so you can finish her. |
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| You can change the colour of the background of any pilot state. Generally, as backgrounds are quite distracting, many players keep them unchecked except for outlaws and war targets. In a situation where you want to be able to see neutrals or hostiles very clearly, such as in nullsec or wormhole space, it can be handy to keep all backgrounds checked.
| | The initial defenders are from a random faction. The spawn's faction is based on the initial defender's faction, if Guristas, then the spawn will be Blood Raider, if Angels then Serpentis.<br>Anire Scarlet deals quite high damage for a battlecruiser. |
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| You can also toggle flashing backgrounds. This is where the term “red flashy” comes from - players generally have war targets and outlaws set to a flashing red background. This is useful for highlighting certain pilots in your overview.
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| Like in the Colortags tab, backgrounds have priorities. If a pilot fulfills two or more criteria, the highest ranked one will take priority.
| | Note: Scarlet's Station does not drop loot. |
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| == The Columns Tab == | | {{NPCTableHead|Initial defenders}} |
| | {{NPCTableRow|Battlecruiser|1|Anire Scarlet|trigger= Mission objective|cargo= Chance of dropping +3 charisma implant}} |
| | {{NPCTableRow|Sentry|1|Angel Heavy Missile Battery}} |
| | {{NPCTableRow|Sentry|1|Blood Heavy Missile Battery}} |
| | {{NPCTableRow|Sentry|1|Guristas Cruise Missile Battery}} |
| | {{NPCTableRow|Sentry|1|Serpentis Cruise Missile Battery}} |
| | |} |
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| Columns let you select which columns you want to see in your overview. Some of them are pretty useless, so you obviously don’t want those columns cramping your style.
| | {{NPCTableHead|Initial defenders (Angel and Blood Raider)}} |
| | {{NPCTableRow|Elite Frigate|2|Arch Gistii Rogue/Hijacker|ewar= Web|point= yes}} |
| | {{NPCTableRow|Elite Cruiser|4|Arch Gistum Breaker/...}} |
| | {{NPCTableRow|Battlecruiser|3|Gistatis Primus/Tribuni}} |
| | {{NPCTableRow|Battlecruiser|3|Corpatis Bishop}} |
| | {{NPCTableRow|Battleship|4|Corpus Archon}} |
| | |} |
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| *'''Icon:''' This is the object’s icon, useful for quickly seeing the difference between a stargate and a station, or a war target and a corp member.
| | {{NPCTableHead|Initial defenders (Guristas)}} |
| | {{NPCTableRow|Elite Frigate|2|Dire Pithi Imputor|ewar= Web|point= yes}} |
| | {{NPCTableRow|Elite Cruiser|3|Dire Pithum Abolisher/...|ewar= ECM}} |
| | {{NPCTableRow|Battlecruiser|4|Pithatis Enforcer/Executor}} |
| | {{NPCTableSeparator|Group 2 (100 km)}} |
| | {{NPCTableRow|Battlecruiser|4|Corpatis Bishop/Seer}} |
| | {{NPCTableRow|Battleship|4|Corpus Archon/Prophet}} |
| | |} |
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| *'''Distance:''' The object’s distance from your ship.
| | {{NPCTableHead|Initial defenders (Serpentis variant 1)}} |
| | {{NPCTableRow|Battlecruiser|4|Corelatis Squad Leader/Wing Leader}} |
| | {{NPCTableRow|Battleship|4|Core Baron/Commodore}} |
| | |} |
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| *'''Name:''' The name of the object, be it a player name, the name of a station, or the name of a stargate or another item.
| | {{NPCTableHead|Reinforcements}} |
| | {{NPCTableRow|Battleship|4|Corpus Oracle/Apostle }} |
| | |} |
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| *'''Type:''' Shows what type of ship a pilot is flying, which is a very useful thing to know.
| | {{NPCTableHead|Initial defenders (Serpentis variant 2)}} |
| | {{NPCTableRow|Battleship|4|Core Port Admiral/Rear Admiral}} |
| | |} |
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| *'''Tag:''' The tag that a fleet commander (FC) has assigned to an object. Useful when primary and secondary targets are called, although an FC will usually just shout out the name over Mumble. Mostly used for shooting rats, where the FC wants pilots to destroy enemies in a certain order, but doesn’t want to have to call out each target.
| | {{NPCTableHead|Reinforcements (100 km)}} |
| | {{NPCTableRow|Battleship|5|Corpus Cardinal/Patriarch}} |
| | |} |
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| *'''Corporation and Alliance:''' A pilot’s corporation and alliance.
| | {{NPCTableHead|Initial defenders (Serpentis variant 3)}} |
| | {{NPCTableRow|Battleship|5|Core Grand Admiral/High Admiral}} |
| | |} |
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| *'''Faction and Militia:''' Used in Factional Warfare.
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| *'''Size:''' The object’s size in meters.
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| *'''Velocity:''' The object’s general velocity. Very useful in PvP to see enemy ship speeds to determine if they are kiting your fleet, or if they've been tackled by scrams and webs to slow them down, etc.
| | {{Missionrelated}} |
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| *'''Radial Velocity:''' How fast an object is traveling, and whether it is traveling towards or away from you.
| | [[Category:Security missions]] |
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| *'''Transversal Velocity:''' How fast an object is traveling perpendicular to you. In theory useful for gunnery pilots in gauging whether a target can be hit or not, and potentially valuable for frigate and interceptor pilots trying to avoid being hit by guns. An object with a faster transversal velocity, at a specific distance, will be harder to hit, and vice versa.<br/>Angular velocity is usually much more useful as it translates directly into turret tracking, since it takes into consideration the distance to the object. Angular velocity is the most valuable tab for gunnery pilots.<br/>Transversal velocity could still be useful in trying to gauge how the angular velocity could change if the movement direction of the object changes. (e.g.: an object with low transversal velocity could quickly increase its angular velocity by changing its direction to be perpendicular to yours. But if its transversal velocity is already close to its velocity, then it's already moving perpendicular to you, and its angular velocity can only decrease)
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| *'''Angular Velocity:''' is an object’s speed relative to you, measured in radians per second. This means that angular velocity takes distance from a target into account, a very important factor when trying to hit something. Even if a ship has a high transversal velocity, it may still have a very low angular velocity because it is far away; meaning it might still be easy to hit. Basically, if the number in the angular velocity tab is lower than your tracking speed you can hit targets that are the right size for your guns. If the target's angular velocity is higher than your tracking speed, then you will miss targets that are the right size for your guns. See [[Turret Damage#Target_size|Target size]].
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