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* If you are getting this mission from a {{icon|isis caldari|22}}Caldari or {{icon|isis gallente|22}}Gallente agent, you have a chance to try out your faction's signature weapon system. | * If you are getting this mission from a {{icon|isis caldari|22}}Caldari or {{icon|isis gallente|22}}Gallente agent, you have a chance to try out your faction's signature weapon system. | ||
* Note that you can complete this missions without having to use the weapon granted to you - you can dispose of the rat in whichever way you please. | * Note that you can complete this missions without having to use the weapon granted to you - you can dispose of the rat in whichever way you please. | ||
=== {{icon|isis caldari|22}}Trying out Missiles === | |||
* In order to fit the light missile launcher module, you need a ship that has a launcher hardpoint. Note that there are many ships with multiple hardpoints but none of which are launcher-compatible. Regardless of factions, your corvette will allow mounting a missile launcher on them, and thus you are free to use it for this mission. Among the ships given out by {{icon|isis caldari|22}}Caldari Career Agents in the station so far, [[Heron]] will serve nicely, and if you decided not to sacrifice one for [[Advanced_Military_Career_Agent#Angel of Mercy (2 of 10)|mission 2]], [[Griffin]] will also do. | |||
* The general combat mechanics of missiles are similar to how turrets work, with some notable differences. | |||
** Missiles have a limited range (roughly equivalent to their maximum velocity multiplied by their maximum flight time), but they do not have the optimal/falloff distinction - any missile that reaches its destination before its timer runs out hits the target, while they will be completely ineffective beyond their maximum range. | |||
** Missile damage is also uniform, meaning that it will not deal either higher-than-usual (e.g., wrecks, smashes) or lower-than-usual (e.g., grazes, glances off) damage. | |||
** They can't miss their target as long as it is in range, but they do take time to cover the distance from your ship to the target, and they will deal less damage to small and fast targets. | |||
** Missile launchers do not consume capacitor energy when firing, and they generally take longer to cycle and reload compared to turrets. | |||
* If you would like to try out missiles more, [[Kestrel]] is usually a good choice for beginning pilots, especially for early PvE contents. | |||
=== {{icon|isis gallente|22}}Trying out Drones === | === {{icon|isis gallente|22}}Trying out Drones === | ||
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* Once the rat has been destroyed, recall your drones by by right-clicking on "Drones in Local Space" folder and selecting "Return to Drone Bay" (they won't follow you if you warp away). If you accidentally warped away before scooping the drones in, you can warp back to the mission location, right-click on your capacitor, and select "Reconnect to Lost Drones" to re-establish your link with the drones again. | * Once the rat has been destroyed, recall your drones by by right-clicking on "Drones in Local Space" folder and selecting "Return to Drone Bay" (they won't follow you if you warp away). If you accidentally warped away before scooping the drones in, you can warp back to the mission location, right-click on your capacitor, and select "Reconnect to Lost Drones" to re-establish your link with the drones again. | ||
* If you find drone combats to your liking, then [[Tristan]] serves as a good starting-level drone ship, although your damage potential would likely be quite limited compared to other options such as [[Incursus]] until you reach level V of your {{sk|Drones}} skill to be able to field all five drones. | * If you find drone combats to your liking, then [[Tristan]] serves as a good starting-level drone ship, although your damage potential would likely be quite limited compared to other options such as [[Incursus]] until you reach level V of your {{sk|Drones}} skill to be able to field all five drones. | ||
== The Pacifist (8 of 10) == | == The Pacifist (8 of 10) == | ||