More actions
| Line 226: | Line 226: | ||
== Weapon of Choice (7 of 10) == | == Weapon of Choice (7 of 10) == | ||
{{Missiondetails | |||
|Name= | |||
|Level= | |||
|Type= Encounter | |||
|Objective= Use your faction's signature weapon system to destroy a rat. | |||
|Faction= | |||
|Faction1= | |||
|Faction2= | |||
|Faction3= | |||
|Faction4= | |||
|DamageToDeal= | |||
|DamageToDeal1= | |||
|DamageToDeal2= | |||
|DamageToDeal3= | |||
|DamageToDeal4= | |||
|DamageToResist= | |||
|DamageToResist1= | |||
|DamageToResist2= | |||
|DamageToResist3= | |||
|DamageToResist4= | |||
|WebPoint= | |||
|EWAR= | |||
|ShipSizeLimit= | |||
|ShipSuggestion= | |||
|Rewards= Weapon system ({{icon|isis amarr|22}}Civilian Gatling Pulse Laser /{{icon|isis caldari|22}}Civilian Light Missile Launcher /{{icon|isis gallente|22}}2 x Civilian Hobgoblin /{{icon|isis minmatar|22}}Civilian Gatling Autocannon) (granted upon acceptance) | |||
|StandingLoss= | |||
|Extra= | |||
}} | |||
In addition to the [[turrets|turret weapons]] you've been using up to now, each faction also uses another weapon system: | * In addition to the [[turrets|turret weapons]] you've been using up to now, each faction also uses another weapon system: | ||
* [[Drones]] for {{icon|isis gallente|22}}Gallente, and to a lesser extent, {{icon|isis amarr|22}}Amarr. | ** [[Drones]] for {{icon|isis gallente|22}}Gallente ships, and to a lesser extent, {{icon|isis amarr|22}}Amarr ships. | ||
* [[Missile Launchers|Missiles]] for {{icon|isis caldari|22}}Caldari, and to a lesser extent, {{icon|isis minmatar|22}}Minmatar. | ** [[Missile Launchers|Missiles]] for {{icon|isis caldari|22}}Caldari ships, and to a lesser extent, {{icon|isis minmatar|22}}Minmatar ships. | ||
If you are working for a {{icon|isis amarr|22}}Amarr | * If you are working for a {{icon|isis amarr|22}}Amarr or {{icon|isis minmatar|22}}Minmatar agent, then the weapon granted to you would indeed be the same weapon class you already have been using up to this point, possibly worse in quality since it is a civilian variant. | ||
* 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. | |||
=== {{icon|isis gallente|22}}Trying out Drones === | === {{icon|isis gallente|22}}Trying out Drones === | ||
Drones are small semi-autonomous spacecraft which you can order to attack hostile ships. | * Drones are small semi-autonomous spacecraft which you can order to attack hostile ships. | ||
* Your {{sk|Drones}} skill dictates how many drones you can keep active at any given time; you will need this skill at level II to fly both of the light drones your agent gives you. * In order to use them, you must use a ship with a drone bay. All corvettes carry enough drone bay/bandwidth for one light drone except for [[Velator]] which can carry two. Among the ships given out by {{icon|isis gallente|22}}Gallente Career Agents in the station so far, [[Imicus]] and [[Tristan]] are good candidates to try out the two light drones in. | |||
* Activate a ship with at least some drone capability and move your drones into the ship's drone bay. | |||
* Once in space, note that a new window has appeared on your UI: the drone control window, which shows you which drones you have in your drone bay and which you have in space. | |||
There is a single | * There is a single rat in the mission location. Right-click on the Drones in Bay folder 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). Target the rat, and order your drone(s) to attack it by right-clicking on "Drones in Local Space" folder and selecting "Engage Target" (alternatively, the much easier shortcut key is {{button|R}}). | ||
* 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 | |||
=== {{icon|isis caldari|22}}Trying out Missiles === | === {{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. | |||
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. | |||
If you would like to try out missiles more, [[Kestrel]] is usually a good choice for beginning pilots, especially for PvE contents. | ** 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. | |||
== The Pacifist (8 of 10) == | == The Pacifist (8 of 10) == | ||