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Enforcer (Career Agent): Difference between revisions

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=== Cash Flow for Capsuleers (2 of 10) ===
=== Cash Flow for Capsuleers (2 of 10) ===
'''{{co|#9ef37c|Objective:}}''' Destroy rats and retrieve civilians.


Fit the weapon you received as a reward from your last mission on your ship - if you were using a [[Techs, Tiers and Meta levels#Civilian Modules|Civilian]] weapon before, then this new weapon will be a significant upgrade. However, note that all non-civilian ship-mounted weapons require ammunition:
{{Missiondetails
* Laser crystals for [[Turrets#Energy turrets|energy weapons]]
|Name=
* Hybrid ammunition for [[Turrets#Hybrid turrets|hybrid weapons]]
|Level=
* Missiles for [[Missile Launchers|missile launchers]]
|Type= Encounter
* Projectile ammunition for [[Turrets#Projectile turrets|projectile weapons]]
|Objective= Destroy rats and retrieve civilians.
|Faction=
|Faction1=
|Faction2=
|Faction3=
|Faction4=
|DamageToDeal=
|DamageToDeal1=
|DamageToDeal2=
|DamageToDeal3=
|DamageToDeal4=
|DamageToResist=
|DamageToResist1=
|DamageToResist2=
|DamageToResist3=
|DamageToResist4=
|WebPoint=
|EWAR=
|ShipSizeLimit=
|ShipSuggestion=
|Rewards= Attack or combat frigate ({{icon|isis amarr|22}}[[Executioner]] /{{icon|isis caldari|22}}[[Merlin]] /{{icon|isis gallente|22}}[[Atron]] / {{icon|isis minmatar|22}}[[Slasher]])
|StandingLoss=
|Extra=
}}


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 (with the exception of T1 frequency crystals which do not run out). 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.
* Feel free to try out the new weapon module from the previous mission, noting that it requires ammunition. You load ammunition into your weapon by dragging it onto the fitted weapon on the Fitting screen ({{button|ALT}} + {{button|F}}) or right-clicking on the weapon in space and selecting which ammunition to load (which takes a few seconds). It's also a good idea to carry some spare ammunition in your ship's cargohold so that you can reload your weapon with fresh ammunition once it's empty (with the exception of T1 frequency crystals which do not run out).
 
* While the mission text recommends you fit a Shield Booster or Armor Repairer module, it's not really necessary.
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 that you can loot for civilians.
 
[[File:Overview-wrecks.jpg|thumb|right|300px|Different wrecks on the overview.]]
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.
* 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. 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.
 
* The frigate given out as reward is ideal for completing the remaining missions in the chain due to its increased combat capabilities and speed compared to a corvette.
[[File:Overview-wrecks.jpg|thumb|right|300px|Different wrecks on the overview.]] 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. 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.  
 
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 civilians, you haven't yet returned them to the agent's station, which is a requirement for completing the mission. 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:}}''' A faction-specific fast or combat frigate ({{icon|isis amarr|22}}[[Executioner]] /{{icon|isis caldari|22}}[[Merlin]] /{{icon|isis gallente|22}}[[Atron]] / {{icon|isis minmatar|22}}[[Slasher]]). These frigates are ideal for completing the remaining missions due to their increased combat capabilities and speed.


=== Cash Flow for Capsuleers (3 of 10) ===
=== Cash Flow for Capsuleers (3 of 10) ===