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Missions: Difference between revisions

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Dozyʹ m (talk | contribs)
Dozyʹ m (talk | contribs)
added 'stuff to bring'
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Note: Say you have a pocket with wrecks that you want to loot and/or salvage, but there's a pirate you have to keep alive in it to farm. You would need someone to loot/salvage while you tank the rat (or vice versa). You could also try fitting salvagers and/or tractor beams on a tanky ship or just abandon the wrecks.
Note: Say you have a pocket with wrecks that you want to loot and/or salvage, but there's a pirate you have to keep alive in it to farm. You would need someone to loot/salvage while you tank the rat (or vice versa). You could also try fitting salvagers and/or tractor beams on a tanky ship or just abandon the wrecks.
==Stuff to Bring==
Besides ammo/crystals there are things you might want to carry in your cargo.
'''Tag/Keys''': Gate Key for Dread Pirate Scarlet, Angel Diamond Tag for L4 Angel Extravaganza bonus room, or Zbikoki's Hacker Card for Worlds Collide. When doing [[Mission_Fleet#Locust_Fleet|Locust Fleet]] you don't may not want to fly all the way back to station to pick them up. Consider carrying extra for fleet mates (how many times I've had people warp out of AE bonus room then they can't get back in to help because they don't have diamond tag?)
'''Warp Core Stabilizers''': These are great during wartime. If your mission is in a different system than your agent, you can fill your lows with core stabs so you can escape if you jumped into some war targets. When you arrive at the system your mission is in, just dock up and refit your usual low modules (which you placed in your cargo hold before you left :) ). I saved my hurricane for a WT this way (having 6 core stabs means need at least 3 scramblers and 1 disruptor to stop your warp). This isn't a good idea for just missions. It's a good idea to always keep core stabs in your cargohold. If a WT comes into your system you can dockup, refit, then go to a different system (remember to count: if there's 3 WTs and you have only 4 core stabs you could be scrammed). If you plan to do this, know your aggression mechanics and have a hardy shield tank.
'''ECM drones''': Also good for wartime. If you're scrammed, try unleashing these guys. If your lucky, the WT will lose lock and you can warp away.
'''Extra Mods''': Most people switch resists for what rat they're against. Say you're mid-mission and discover your tank isn't so great. It's easier to refit in that system then jump back to your base to pickup extra resists. Also applies if you want more damage mods. Having an omni-shield buffer goes nice with lows full of core stabs when traveling is nice during war. Remember you have a limited cargo space, so don't go overboard.
Remember: only bring what you can afford to lose


==Finding an agent==
==Finding an agent==