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User:Noemie belacqua/Sandbox3: Difference between revisions

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* Hybrid ammunition for [[Turrets#Hybrid turrets|hybrid weapons]]
* Hybrid ammunition for [[Turrets#Hybrid turrets|hybrid weapons]]
* Missiles for [[Missile Launchers|missile launchers]]
* Missiles for [[Missile Launchers|missile launchers]]
* Projectile ammunition for [[Turrets#Projectile turrets|projectile weapons]]).
* Projectile ammunition for [[Turrets#Projectile turrets|projectile weapons]])


You load ammunition into your weapon by dragging it onto the fitted weapon on the Fitting screen. It's also a good idea to carry some spare ammunition in your ship's cargo bay, so that you can reload your weapon with fresh ammunition once it's empty. While the mission text recommends you fit a Shield Booster or Armor Repairer module, it's not strictly necessary; if you happen to have one lying around, by all means fit it to your ship.  
You load ammunition into your weapon by dragging it onto the fitted weapon on the Fitting screen ({{button|ALT}} + {{button|F}}). It's also a good idea to carry some spare ammunition in your ship's cargo bay, so that you can reload your weapon with fresh ammunition once it's empty. While the mission text recommends you fit a Shield Booster or Armor Repairer module, it's not really necessary; if you happen to have one lying around, by all means fit it to your ship.  


Undock from the station and warp to the mission's deadspace pocket; you will encounter several rats. As before, target them, order your ship to stay at an ideal distance for your weapons, and destroy them. If you have an Afterburner module it can be a good idea to keep it activated if you're orbiting enemies, as it will make your ship [[Gunnery_Guide#Tracking|more difficult to hit]].  
Undock from the station and warp to the mission's deadspace pocket; you will encounter several rats. As before, target them, order your ship to stay at an ideal distance for your weapons, and destroy them. If you have an Afterburner module it can be a good idea to keep it activated if you're orbiting enemies, as it will make your ship [[Gunnery_Guide#Tracking|more difficult to hit]].  


When you destroy the last rat in the deadspace pocket it will drop a cargo container into space; if you cannot see it on your overview, switch to a different overview preset. Either right-click or use the radial menu on the cargo container's entry in the Overview and select the "Open Cargo" command. You need to be within 2500 m to retrieve items from containers in space; if you're further away, your ship will automatically fly closer before opening a window where you can loot the items from the container. Retrieve ("loot") the civilians and store them in your ship's cargo bay.
When you destroy the last rat in the deadspace pocket it will drop a cargo container into space; if you cannot see it on your overview, switch to a different overview preset. Either right-click or use the radial menu on the cargo container's entry in the Overview and select the "Open Cargo" command. You need to be within 2500 m to retrieve items from containers in space; if you're further away, your ship will automatically fly closer before opening a window where you can retrieve ("loot") the items from the container.


Before you return to your agent, note that the enemies you destroyed leave behind wrecks (again, if you cannot see any wrecks on your overview, switch to a different overview preset). Some of these wrecks contain loot, and these are marked with a specific icon. <!-- screenshot of wreck icons --> If you want to retrieve the loot in the wrecks (it's not mandatory for completing the mission), use the same method as you used for the cargo container above. While most items you loot will have relatively little value, the amount does add up over time, and specific "elite" rats can drop very valuable items when destroyed.  
Before you return to your agent, note that the enemies you destroyed leave behind wrecks (again, if you cannot see any wrecks on your overview, switch to a different overview preset). Some of these wrecks contain loot, and these are marked with a specific icon. <!-- screenshot of wreck icons --> If you want to retrieve the loot in the wrecks (it's not mandatory for completing the mission), use the same method as you used for the cargo container above. While most items you loot will have relatively little value, the amount does add up over time, and specific "elite" rats can drop very valuable items when destroyed.  
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Note that the mission listing on the Info Panel doesn't show a green check mark - that's because even though you have retrieved the civilans, you haven't yet returned them to the agent's station, which is a requirement for completing the mission. Therefore, return to your agent's station. While you're flying back, right-click on the civilians you rescued (in your ship's cargo bay) and select "Show Info"; note with dark amusement that, to capsuleers (like yourself), civilians are classified as "Livestock".  
Note that the mission listing on the Info Panel doesn't show a green check mark - that's because even though you have retrieved the civilans, you haven't yet returned them to the agent's station, which is a requirement for completing the mission. Therefore, return to your agent's station. While you're flying back, right-click on the civilians you rescued (in your ship's cargo bay) and select "Show Info"; note with dark amusement that, to capsuleers (like yourself), civilians are classified as "Livestock".  


'''{{co|#9ef37c|Reward:}}''' Your race's [[Frigate#Fast_Frigates|fast combat frigate]] (e.g. an [[Atron]]).   
'''{{co|#9ef37c|Reward:}}''' Your race's [[Frigate#Fast_Frigates|fast combat frigate]] (e.g. an [[Atron]] or an [[Executioner]]).   
 
=== Cash Flow for Capsuleers (3 of 10) ===
'''{{co|#9ef37c|Objective:}}''' Destroy rats and retrieve items from a cargo container.
 
While your Corvette is more than capable of handling this mission, you might as well take your shiny new combat Frigate out for a spin. Before you can use it, however, you must first [[assembling|assemble it]]: Find it in your Ship Hangar, right-click on it and select "Assemble". Then right-click on your ship again and select "Make Active" to, well, activate it (i.e. to have your character change from piloting your Corvette to piloting your new Frigate).
 
There are two things you should do before taking your new ship out:
* Fit some modules to it.
** At the very least your ship needs some weapons - your agent will have given you two race-appropriate turret weapons (e.g. Railguns or Beam Lasers); open the Fitting screen and drag the turrets to your ship's High Power Slots ("[[high slot]]s"). Don't forget to load them with ammunition. If your ship has more than two turret slots you can also fit the weapon you received in [[#Cash Flow for Capsuleers (1 of 10)|mission 1]] - although if you fitted it to another ship for mission 2 you will need to remove it first. To do this, either activate the previous ship and drag the weapon from the Ship Fitting screen to the Item Hangar, or right-click on the previous ship and select "Strip Fitting" (which will remove ''all'' the modules currently fitted to that ship and put them in your Item Hangar).
** Some kind of propulsion module (afterburner or microwarpdrive) would be helpful, but don't fret too much if you don't have one to hand. Later missions will reward you with one, or, if you're impatient, you can always [[trading|buy]] one from other players through the market.
* [[Insuring your ship|Insure your ship]]. It's good practice to always insure your ships as a new player. The insurance premiums are very low, and the insurance will pay you most of the value of the ship's hull (''excluding'' any modules or cargo) should it be destroyed.
 
Once you're ready, undock from the station. Once in space you'll notice that you have an icon for each of your weapon modules - while you can target and fire each weapon individually, it's almost always a good idea to fire them together at one target. You can make this easy by dragging the modules onto each other to "stack" them, allowing you to fire all your weapons with a single click or button press.
 
Warp to the mission's deadspace location, and start fighting the rats there. You will encounter some Drone rats for the first time (you can identify them by their icon on the Overview, compared with the Frigates and Corvettes you have been fighting so far) <!-- screenshot -->. Some of these (the helpfully named Webber Drones) will use [[web|Stasis Webifier]] modules on you (this is referred to as "webbing"), slowing your ship down and making it easier to hit with weapons. An icon will apear above your capacitor indicating that an enemy is webbing you <!-- screenshot! -->; you can move your mouse over it to show which enemy is doing the webbing; you may wish to destroy these first.
 
A [[Destroyer]] rat (note the different Overview icon) will also appear and taunt you in the Local chat channel, but will warp off before you can engage it. The last rat that you destroy will drop a cargo container into space; as before, loot its contents, and return to your agent's station.
 
=== Cash Flow for Capsuleers (4 of 10) ===
'''{{co|#9ef37c|Objective:}}''' Approach a structure in space.
 
This mission is very simple. Fly to the mission's deadspace location, and find the "Smuggler Stargate" on your [[Overview]]. You may need to switch to a different Overview preset (or modify the presets) in order to see it. Order your ship to approach it; as you're flying, take the time to admire the pretty scenery. When you get close enough, the mission will complete (look for the green tick mark in your Info Panel) - return to your agent's station. Note that your ship will start taking damage as you approach the stargate, but unless you stay in the vicinity for a long time you won't be in danger.
 
'''{{co|#9ef37c|Reward:}}''' A 1MN Afterburner module. Unless you've already done so, fit it to your combat Frigate.
 
=== Cash Flow for Capsuleers (5 of 10) ===
'''{{co|#9ef37c|Objective:}}''' Activate a resistance module, destroy one rat.
 
Your agent will give you a Shield Hardener module, which, when fitted to your ship and activated, will reduce the damage your ship takes from a specific [[damage types|damage type]]. There are four damage types in EVE (Electromagnetic, Thermal, Kinetic, and Explosive), and your ship is differently susceptible to each. Fit the Shield Hardener module to your ship (it's a [[mid slot]] module; if you don't have any spare mid slots, remove one of the existing modules and fit the Shield Hardener) and undock.
 
To see the effects of the Shield Hardener in action, once in space, open the Fitting window. Then open the Attributes panel (on the right-hand side of the Fitting window) and make sure the "Defense" section is expanded (i.e. the details are visible). This part of the Fitting window shows you how much damage your ship can take before being destroyed (commonly known as "[[Tanking|tank]]") - note that your tank is made up of shields, armor, and structure, and each has a different resistance to the four damage types. Assuming you're being shot at by all four damage types equally, adding the three tank types together gives you your ship's "effective hitpoints" (EHP), which are a good overall indication of how tough your ship is.
 
Note your shields' resistance to the four damage types, then activate your Shield Hardener module (it doesn't provide any benefits unless it's active). Note how your shields' resistance to the module's damage type increase, and how this also increases your ship's effective hit points. NPCs (rats) in EVE [[NPC Damage Types|are very predictable]] in what damage types they deal - your agent will have given you a Shield Hardener to counter the local rats' preferred damage type.
 
Fly to the mission's deadspace location, and activate your Shield Hardener module. Destroy the one rat, and return to your agent.
 


Part 3: Propulsion jamming skillbook, 2 small weapons (e.g. 75mm Gatling Rail I for Gallente, 125mm Gatling Autocannon I for Minmatar) <br>
Part 4: 1MN Afterburner <br>
Part 5: Shield Management skillbook<br>
Part 6: Limited Ocular Filter implant<br>
Part 6: Limited Ocular Filter implant<br>
Part 7: Small Armor Repairer I<br>
Part 7: Small Armor Repairer I<br>