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User:Noemie belacqua/Sandbox3: Difference between revisions

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Fly to the mission's deadspace location, and activate your Shield Hardener module. Destroy the one rat, and return to your agent.  
Fly to the mission's deadspace location, and activate your Shield Hardener module. Destroy the one rat, and return to your agent.  


=== Cash Flow for Capsuleers (6 of 10) ===
'''{{co|#9ef37c|Objective:}}''' Destroy a structure.


Part 6: Limited Ocular Filter implant<br>
By now you've probably used a bit of ammunition, so before you undock, make sure you have some spare ammunition in your combat ship's cargo hold before undocking (unless you're using Laser weapons, whose Tech 1 ammunition doesn't run out). You should also make sure that all your weapons are fully reloaded - either drag ammunition onto them in the Fitting screen, or (once you're in space), right-click on the weapon and select "Reload all".
Part 7: Small Armor Repairer I<br>
 
Part 8: Weapon Upgrades skillbook, 2x Overdrive Injector System I<br>
Undock and fly to the mission's location, where you will find an acceleration gate which leads you to a [[deadspace]] pocket. Approach and activate it, and it will fling your ship to a deadspace pocket. There are a few frigate rats here; you have to destroy them (and the additional ones which warp in, there are quite a few) to be able to activate the next acceleration gate. Don't forget to activate your shield hardener and your afterburner to make your ship more resistant to enemy fire and harder to hit.
Part 9: Stasis Webifier I<br>
 
Part 10: Racial combat frigate (e.g. Tristan for Gallente, Merlin for Caldari, Rifter for Minmatar), Sharpshooter skillbook<br>
Once all the rats have been destroyed, activate the acceleration gate, which will fling your ship to a second deadspace pocket, containing the outpost structure you're meant to destroy. The outpost itself goes down easily, but the moment it's destroyed two rats and two sentry guns (powerful immobile turrets) spawn. The frigates aren't a big threat, but the sentry guns will do significant damage to your ship if they hit you, so make sure you're flying as fast as you can around them (turn on your afterburner!). These sentry guns have poor [[Gunnery_Guide#Tracking|tracking]], and by flying around them at high speed you're maximising your ship's [[Velocities#Angular_Velocity|angular velocity]] and therefore making it difficult for the sentry guns to hit you. 
 
Return to your agent's station. Your ship has probably taken some armor damage in the last fight. If you have an Armor Repair module (note that you get one from the next mission) you can fit it to your ship and activate it the next time you're in space to repair your armor (your shields will regenerate on their own). Alternatively, if you're docked at a station with a Repairshop, you can use it to repair your ship for a small ISK fee. Click on the Repairshop icon in the Station Services panel (right-hand side of the screen), select your ship, and click "Repair Item".
 
'''{{co|#9ef37c|Reward:}}''' A Limited Ocular Filter [[Implant#Attribute_Enhancers|implant]], which you can "plug in" to your character's head to increase their [[Skills_and_Learning#Attributes|Perception attribute]] by 1 point, which slighly increases your training speed for skills which use the Perception attribute. You should plug the implant into your head (right-click on it and select "Plug in". Note that should your [[pod]] be destroyed, any implants you have plugged in will be destroyed too. You can view your plugged-in implants in your Character Sheet (click on your portrait in the upper left-hand corner), on the Character --&gt; Augmentations tab.
 
=== Cash Flow for Capsuleers (7 of 10) ===
'''{{co|#9ef37c|Objective:}}''' Destroy rats.
 
Your agent gives you an Armor Repairer module<!-- same for all factions? -->, which, once fitted and activated, will gradually repair your ship's armor while using up some of your ship's [[capacitor]] energy. Using a module like this to repair your armor during a fight is called "active armor tanking". Fit it to your ship and undock.
 
Warp to the mission's deadspace location and start engaging the rats. There will be several waves of rats, so it's likely that your ship's armor will start taking damage. When it does, activate your armor repairer and note how it repairs a chunk of your armor at the end of each module cycle. Your capacitor probably doesn't recharge quickly enough for you to run your armor repair module all the time (particularly if you're also using an afterburner, which you should be), so turn it off when you don't need it.
 
To fight as effectively as possible, make sure to keep your ship within your weapons' optimal range of your current target (using the "Orbit" or "Keep at Range" commands). Additionally, keep your Shield Hardener running and keep your ship's speed up (with your afterburner) to make your ship as hard to hit as possible. If you start to get overwhelmed with rats, warp out, repair your shields and armor, and then return to the deadspace location.
 
There is a large asteroid complex in the middle of the deadspace site. Note that you can shoot your weapons through it to hit rats on the other side, but you can't fly through it (you'll bounce harmlessly off it if you get too close, but this does slow you down considerably). If you're constantly bumping into it, [[Manual Piloting|fly your ship manually]] away from the asteroid; the rats will follow you, and you can re-engage them in open space.
 
Once all the rats have been destroyed, return to your agent.
 
=== Cash Flow for Capsuleers (8 of 10) ===
'''{{co|#9ef37c|Objective:}}''' Retrieve VIPs.
 
Warp to the mission's deadspace location, and approach the "Le Fleur Inn" (as usual, check your Overview preset and settings if you can't see it - the inn is a "Large Collidable Structure", and your overview must be set to display these). As you approach the structure, it will explode, damaging your ship.
 
The mission is now complete and you can return to your agent. Alternatively, when the hotel exploded a number of rats warp in, and you can engage them for bounties and loot. This group of rats is a step up from the rats in the last mission, but they are a good opportunity to practice the tactics you used in the last mission.
 
'''{{co|#9ef37c|Reward:}}''' Two Overdrive Injector System modules, which increase your ship's speed.
 
=== Cash Flow for Capsuleers (9 of 10) ===
'''{{co|#9ef37c|Objective:}}''' Destroy a structure.
 
If you have a spare low slot on your ship, fit one (or even both) of the Overdrive Injector System modules you received as a reward from the last mission; more speed never hurt anyone.
 
Undock and warp to the mission location, where you will find an acceleration gate guarded by three rats (you can destroy them, and the three additional ones which warp in, but it's optional and not much of a challenge at this point). Activating the acceleration gate flings your ship into the next deadspace area, where you will find the Narcotics Warehouse you're supposed to destroy; do so to complete the mission. If you want, you can also kill the three rats guarding the warehouse (as well as the three additional ones which warp in), but they are optional.
 
'''{{co|#9ef37c|Reward:}}''' A Stasis Webifier module, which slows down enemy ships (making them easier to hit).
 
=== Cash Flow for Capsuleers (10 of 10) ===
'''{{co|#9ef37c|Objective:}}''' Destroy the pirate leader's capsule.
 
Fit the Stasis Webifier you received from your previous mission to your ship, as it's helpful in destroying enemy ships faster.
 
Set a destination to the mission location (it's located in a system a few jumps away from your agent) and fly to the destination system via the stargates (the stargates on your route are marked in yellow on your Overview). Once you've arrived at the destination system, warp to the deadspace location, and activate the acceleration gate to enter the first deadspace pocket.
 
This mission consists of three deadspace pockets, connected via acceleration gates. You have to destroy all the rats in each pocket to be able to use the acceleration gate there to enter the next pocket. These "deadspace complexes" (a series of deadspace areas connected by acceleration gates) are fairly common in higher-end PvE [[missions]]. Note that if you have to warp out of a pocket (e.g. because your ship is taking too much damage and you need to repair), you will have to go through each pocket sequentially to reach your previous location; however, the rats in those pockets will not respawn.
 
* The first pocket contains five Corvette rats, and two more Frigate rats which warp in once you've destroyed the Corvettes.
* The second pocket contains four Frigate rats, and four more Frigates (in two groups) which warp in once the previous group has been destroyed.
* The third (and final) pocket contains a Stasis Tower and three Frigate rats. The Stasis Tower uses a Stasis Webifier to slow your ship down, making it take more damage from the rats. The pirate leader you're here to kill is manning the Stasis Tower; once you destroy it, he ejects in his [[pod|capsule]]. This is similar to what happens when a player's ship is destroyed, but unlike a player, the pirate leader doesn't immediately warp off in his capsule, giving you plenty of time to destroy it and complete the mission. His frozen corpse will then remain floating in space; unlike player corpses, unfortunately (or fortunately, depending on your point of view on such things) you can't take it back with you. EVE can be a very dark game if you look too closely.
 
The combat in this mission is easily the most challenging yet. If you're having trouble, read up on [[Gunnery Guide|how gunnery works in EVE]].
* Keep an eye on your range to your enemies; try to keep it around your weapon's optimal and falloff range (for hybrid, laser, and projectile artillery weapons try to keep them at about your optimal range; projectile autocannon weapons have such short optimal ranges that it's best to keep them inside your falloff range).
* Also keep an eye on your enemies' angular velocity (you can select to have it shown as a column on the Overview): a high angular velocity makes them difficult to hit; slow them down using your Stasis Webifier module. Also, the farther away they are from you, the lower their angular velocity will be. Additionally, using the "Stay at Range" command (as opposed to the "Orbit" command) usually reduces an enemy's angular velocity (because you'll tend to be flying directly at or away from them, as opposed to around them), but, for the same reasons, it also makes your ship easier to hit. Experiment a little to see what works best for your ship and weapon.
 
You can also experiment with different ammunition for your guns. All the [[turrets|turret weapons]] have a range of ammunition to choose from, ranging from short-range high-damage ammunition to long-range low-damage ammunition. You've probably been using the former, but you may want to buy some of the latter from the market and experiment with staying further away from the rats (and therefore hopefully out of their weapons' range) and hitting them with your longer-range ammunition. Your Stasis Webifier will, once again, come in handy to ensure your ship is faster than theirs and can therefore dictate the range at which the fight occurs, to your advantage.
 
'''{{co|#9ef37c|Reward:}}''' A combat frigate (e.g. a [[Tristan]]).


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