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User:Noemie belacqua/Sandbox3: Difference between revisions

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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]].  
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).  
* 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.  
* 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. Note that 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.  
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.  
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Fly to the mission location and locate the "damaged vessel". Target it, and, once you're in range (your Remote Armor Repair module has a maximum range, just like your guns), activate the Remote Armor Repair module. After the repair module completes a cycle, the friendly ship will warp off; you have completed your mission and can return to your agent.
Fly to the mission location and locate the "damaged vessel". Target it, and, once you're in range (your Remote Armor Repair module has a maximum range, just like your guns), activate the Remote Armor Repair module. After the repair module completes a cycle, the friendly ship will warp off; you have completed your mission and can return to your agent.


Repairing other ships in combat (referred to as "[[Guide to Logistics|logistics]" in EVE) is an important but somewhat specialised part of EVE gameplay. Most fleets (except perhaps the very smallest gangs) will include one or several logistics ships, who will try to keep their fleetmates alive under fire. While this mission gives a very basic introduction, it over-simplifies things perhaps a bit too much. For one thing, the "damaged vessel" wasn't actually damaged (you could see their shield/armor/structure status when you targeted them). Additionally, the mission implies that using your repair module repaired the damaged vessel's warp drive - in reality, there is no way to "damage" a ship's warp drive, although you can (see [[#Your Undivided Attention (3 of 10)|mission 3]]) use modules to temporarily prevent ships from warping away.  
Repairing other ships in combat (referred to as "[[Guide to Logistics|logistics]]" in EVE) is an important but somewhat specialised part of EVE gameplay. Most fleets (except perhaps the very smallest gangs) will include one or several logistics ships, who will try to keep their fleetmates alive under fire. While this mission gives a very basic introduction, it over-simplifies things perhaps a bit too much. For one thing, the "damaged vessel" wasn't actually damaged (you could see their shield/armor/structure status when you targeted them). Additionally, the mission implies that using your repair module repaired the damaged vessel's warp drive - in reality, there is no way to "damage" a ship's warp drive, although you can (see [[#Your Undivided Attention (3 of 10)|mission 3]]) use modules to temporarily prevent ships from warping away.  


'''{{co|#9ef37c|Objective:}}''' A Remote Armor Repair Systems skillbook, which allows you to use Remote Armor Repair modules (the [[Techs,_Tiers_and_Meta_levels#Civilian_Modules|Civilian]] repair module you used for this mission doesn't require any skills to use).  
'''{{co|#9ef37c|Reward:}}''' A {{sk|Remote Armor Repair Systems}} skillbook, which allows you to use Remote Armor Repair modules (the [[Techs,_Tiers_and_Meta_levels#Civilian_Modules|Civilian]] repair module you used for this mission doesn't require any skills to use).  


=== The Stand (5 of 10) ===
=== The Stand (5 of 10) ===
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Undock, warp to the mission's deadspace location, and activate the acceleration gate there. In the first deadspace pocket there is a lone rat; destroy it. Once it's destroyed, a large fleet warps in, including several cruisers (again, note their Overview icons), who will use Stasis Webifiers and [[EWAR Guide|other forms of electronic warfare on you]]. If you want to you can try and fight them, but you've got no hope. As the rats are not using Warp Disruptors on you, you ''could'' warp away and save your ship (which is what you'd normally do if you were overwhelmed), but in this case, the mission requires that your ship be destroyed by the rats.  
Undock, warp to the mission's deadspace location, and activate the acceleration gate there. In the first deadspace pocket there is a lone rat; destroy it. Once it's destroyed, a large fleet warps in, including several cruisers (again, note their Overview icons), who will use Stasis Webifiers and [[EWAR Guide|other forms of electronic warfare on you]]. If you want to you can try and fight them, but you've got no hope. As the rats are not using Warp Disruptors on you, you ''could'' warp away and save your ship (which is what you'd normally do if you were overwhelmed), but in this case, the mission requires that your ship be destroyed by the rats.  


Once your ship is destroyed, you will (once again) be left floating in your pod in space. Almost all rats (there are very few rare exceptions) ignore your pod (they don't try to destroy it or prevent you from warping away), so look around for a wreck with your character's name on it - that's all that's left of your ship. In EVE, when your ship is destroyed <!-- can I see my wreck? -->, half of the fitted modules and cargo are destroyed (along with all the fitted rigs), while the other half drop into space for anyone in the vicinity to pick up - and it's usually picked up by your victorious opponent (unless you were only fighting rats and there were no other players nearby).  
Once your ship is destroyed, you will (once again) be left floating in your [[pod]] in space. Almost all rats (there are very few rare exceptions) ignore your pod (they don't try to destroy it or prevent you from warping away), so look around for a wreck with your character's name on it - that's all that's left of your ship. In EVE, when your ship is destroyed <!-- can I see my wreck? -->, half of the fitted modules and cargo are destroyed (along with all the fitted rigs), while the other half drop into space for anyone in the vicinity to pick up - and it's usually picked up by your victorious opponent (unless you were only fighting rats and there were no other players nearby). It's not uncommon for your ship to be destroyed while playing EVE, so learn to treat your ships as expendable (or as the [[Golden Rules|first golden rule of EVE]] says, never fly what you cannot afford to lose).  


You have completed the mission; return to your agent.  
You have completed the mission; return to your agent.  


=== Don't Look Back (6 of 10) ===
'''{{co|#9ef37c|Objective:}}''' Use an Afterburner module.


Your agent gives you a Civilian Afterburner; fit it to a ship (any ship will do, even your Corvette).


5. "The Stand" . Fly into pirate base, kill >1 enemy, see how long you survive. Given a combat frigate (e.g. Incursus). Read the bold red text ;-)
Warp to the mission's location, and activate the acceleration gate there. In the first deadspace pocket, locate the "Asteroid Station" on your Overview and fly towards it (e.g. using the "Approach" command). Since the station is a long way away, activate your afterburner module to speed up your ship. When you get close to the station, the mission will be completed and you can return to your agent.  
Fit it with cheap modules (mostly weapons), and insure it! Well, you should be insuring pretty much every ship at the start of the game...
Warp to location, go through accel gate.
Destroy the lone frigate.
Reinforcements show up, including your first cruisers, and some drones. They SD you and web you (see effects bar), and will destroy your ship.
Note that they don't destroy your pod - very few NPCs do, but players will. Return to agent.


6. "Don't Look Back". Given a civilian afterburner.
=== Weapon of Choice (7 of 10) ===
Fit the AB to your ship.
'''{{co|#9ef37c|Objective:}}''' Use your race's other weapon system to destroy a rat.  
Fly to location, activate accel gate.
Fly towards the "Asteroid Station". activate your AB to fly faster.
When you get close to the station, the mission will complete. Return to agent.  


7. "Weapon of Choice." Introduction to race's secondary weapon (Gallente: Drones).
In addition to the [[turrets|turret weapons]] you've been using up to now, each race also uses another weapon system:
Given 2x civilian hobgoblin light drones.
* [[Drones]] for Amarr and Gallente
Activate a ship with a drone bay, and load the drones into the bay.
* [[Missile Launchers|Missiles]] for Caldari and Minmatar
Warp to location. [explain how to use drones] [minmatar and caldari probably have missiles at this point]
Once the rat is dead, recall your drones (don't forget!), and return to agent.


8. "The Pacifist". Follow FC instructions.
==== Drones ====
Warp to location.  
Drones are small semi-autonomous spacecraft which you can order to attack hostile ships. Your agent gives you two light drones (Civilian Hobgoblin) drones; in order to use them, you must use a ship with a drone bay, such as the Gallente Velator Corvette, the Gallente Tristan or Imicus Frigates, or the Amarr Tormentor or Magnate Frigates (the Amarr Impairor Corvette or the Gallente Incursus Frigate would also work, although they both have very small drone bays that can only fit one of the two drones you were given). Activate one of these ships and move your drones into the ship's drone bay <!-- screenshot -->
Follow FC instructions: take accel gate, don't engage.
Upon command, fly to prison facility and retrieve hostages.
Return to agent.
I guess this mission is supposed to teach you about following FC instructions?


9. "Glue". Given a Civilian Stasis Web. Use it on a pirate.  
Undock from the station. Once in space, note that a new window has appeared on your UI: the drone control window, <!-- screenshot --> which shows you which drones you have in your drone bay and which you have in space. Warp to the mission's location.
Fit the civilian web on your ship. (can also use a normal web)
<!-- this whole section needs to be checked for naming -->
Warp to location.
There is a single weak rat there that you need to destroy, so you can take your time to learn how drones work. Select the drone(s) in your drone bay, right-click and select "Launch". Your drones will now start orbiting your ship (and you can see them in the "In Space" section of the drone control window), awaiting your command. Target the rat, and order your drone(s) to attack it by selecting them, right-clicking on them, and selecting "Attack" (alternatively, the much easier shortcut key is {{button|R}}).  
Approach pirate ship. Use stasis web on him.  
 
CONCORD will warp in and destroy his ship.  
Note how your drone(s) fly towards the rat, and once they get close, start orbiting it and firing on it. While rats (and players) can and do attack drones, this rat will likely explode before it gets the chance. Once the rat has been destroyed, recall your drones to your drone bay (they won't follow you if you warp away), and return to your agent's station to complete the mission. 
Return to agent.  
 
Reward: Destroyer skillbook. Start training it if you want to use a Destroyer in the next mission.
==== Missiles ====
Missile ships use guided missiles which automatically home in on their target. Like guns, missiles have a limited range (roughly equivalent to their speed multiplied by their maximum flight time), but unlike guns, they are completely ineffective beyond their maximum range. Unlike guns they can't miss their target, but they do take time to cover the distance from your ship to the target, and will deal less damage to small and fast targets <!-- must be updated once I've flown the mission -->
 
=== The Pacifist (8 of 10) ===
'''{{co|#9ef37c|Objective:}}''' Follow instructions and retrieve hostages from a structure.
 
You can use any ship you like for this mission. Undock from the station and warp to the mission's location.  
 
A window will pop up with instructions from your (NPC) fleet commander, giving you detailed instructions; follow them closely. As soon as the fleet commander tells you to:
* Activate the acceleration gate
* In the first deadspace pocket, don't engage any enemy ships
* Fly to the prison structure and retrieve (loot) the hostage
* Return to your agent
 
This mission is very straightforward, and is intended to teach you to follow instructions from your fleet commander when flying in player [[fleets]] (there are no scenarios in EVE where you are flying in an NPC-controlled fleet).
 
=== Glue (9 of 10) ===
'''{{co|#9ef37c|Objective:}}''' Use a Stasis Webifier on a rat.
 
Fit your ship with a Stasis Webifier ("web") module (either one you have lying around, or the Civilian module your agent gives you for this mission). Warp to the mission's location, approach the rat, and (once you're within range - webs have a maximum range, beyond which they have no effect) activate the module.  
 
[[CONCORD]] ships will then warp in and destroy the rat. The mission is complete, you can return to your agent.  
 
This mission is intended to teach you about using webs, but if you've previously done the military career agent missions you should by now be more than familiar with their use. Webs are very commonly used in PvP (although more rarely used in PvE), as they slow down the enemy ship, making them easier to hit, and making it easier for you to keep your ship at an ideal distance for the weapons you have fitted.  
 
'''{{co|#9ef37c|Reward:}}''' A Destroyer skillbook. Inject and start training it to at least level I, as you'll be flying a Destroyer in the next mission.
 
=== The Exam (10 of 10) ===
'''{{co|#9ef37c|Objective:}}''' Destroy a rat.
 
Your agent gives you a [[Destroyer]] (e.g. a [[Catalyt]]). Destroyers are larger and slower than the Frigates you've been flying so far, but can mount many more weapons, making them particularly good at fighting Frigates. Assemble and activate your new Destroyer, then fit modules to it. It's recommended that you fit:
* As many turret weapons as will fit. You can strip your current ships of their module, or buy new modules from the market (they are not particularly expensive). It's best to only mount identical weapons (don't, for instance, mix long-range and short-range weapons, as no matter at what range you are, half your weapons will be ineffective).
* A propulsion module (afterburner or microwarpdrive).
You can fit the remaining slots on your ship with modules of your choice, if you want; a web probably isn't a bad idea. Keep in mind that you need to have trained at least level I in the Destroyer skill (that you received at the end the last mission) in order to fly your Destroyer.
 
Undock and warp to the mission location. There will be three rat Frigates for you to fight; one of them is the "terrorist leader" you're meant to destroy, the other are his wingmen. The terrorist leader will be flying a more advanced faction Frigate, which will warp disrupt (preventing you from warping away) and web (slowing you down) you.
 
Use the skills you've learned so far to win the fight. Keep at the appropriate range for weapons, turn on your propulsion module, use a web on your target (if necessary, and if you fitted one), and fire all your guns at one target it's destroyed. It's up to you whether you want to destroy the terrorist leader or his wingmen first - but keep in mind that as long as the former is alive, his warp disruptor will prevent you from fleeing should the fight go badly for you.
 
Once the terrorist leader has been destroyed, return to your agent.  


10. "The Exam". Given a Destroyer (e.g. Catalyst). Kill rat.
Warp to location.
3 frigates. Terrorist leader will WD you and web you. So you can't warp out.
Choose to either fight the wingmen or the terrorist leader first.
Once he's dead, return to agent.
Total rewards: ~1.5M ISK


== Advanced Military agent ==
The Advanced Military agent




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You're now on your way to the Career Agents. There are three sets of five agents per faction, but they all offer identical missions.
You're now on your way to the Career Agents. There are three sets of five agents per faction, but they all offer identical missions.
-->
-->
== Military Agent ==
<!-- == Military Agent ==


'''Cash Flow For Capsuleers'''
'''Cash Flow For Capsuleers'''
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Part 10: Racial combat frigate (e.g. Tristan for Gallente, Merlin for Caldari, Rifter for Minmatar), Sharpshooter skillbook<br>
Part 10: Racial combat frigate (e.g. Tristan for Gallente, Merlin for Caldari, Rifter for Minmatar), Sharpshooter skillbook<br>


<!-- == Industry Agent ==
== Industry Agent ==


It is possible to overlap these agents, for example, when you're waiting for a manufacturing job to build.
It is possible to overlap these agents, for example, when you're waiting for a manufacturing job to build.