Difference between revisions of "Enforcer (Career Agent)"

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=== Cash Flow for Capsuleers (3 of 10) ===
 
=== Cash Flow for Capsuleers (3 of 10) ===
'''{{co|#9ef37c|Objective:}}''' Destroy rats and retrieve items from a cargo container.
 
  
'''{{co|#9ef37c|Granted when accepted:}}''' Two faction-specific weapon modules ({{icon|isis amarr|22}}2 x Dual Light Beam Laser I /{{icon|isis caldari|22}}2 x Light Electron Blaster I /{{icon|isis gallente|22}}2 x 75mm Gatling Rail I /{{icon|isis minmatar|22}}2 x 125mm Gatling AutoCannon I)
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{{Missiondetails
 
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|Name=
While your corvette is more than capable of handling this mission, you might as well take your shiny new frigate that you received from the previous mission out for a spin. Before you can use it, however, you must first [[assembling|assemble it]]: Find it in your Ship Hangar, right-click on it and select "Assemble". Then right-click on your ship again and select "Make Active" to, well, activate it (i.e. to have your character change from piloting your Corvette to piloting your new Frigate).
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|Type= Encounter
There are two things you should do before taking your new ship out:
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|Objective= Destroy rats and retrieve Secret Documents.
* Fit some modules to it.
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|Faction=
** At the very least your ship needs some weapons - accepting this mission will have given you two faction-appropriate turret weapons; open the Fitting screen and drag the turrets to your ship's High Power Slots ("[[high slot]]s"). Don't forget to load them with ammunition. If your ship has more than two turret slots (which will be the case if you're using the one given by the previous mission) you can also fit the weapon you received in [[#Cash Flow for Capsuleers (1 of 10)|mission 1]] - although if you fitted it to another ship for mission 2 you will need to remove it first. To do this, either activate the previous ship and drag the weapon from the Ship Fitting screen to the Item Hangar, or right-click on the previous ship and select "Strip Fitting" (which will remove ''all'' the modules currently fitted to that ship and put them in your Item Hangar).
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|Faction1=
** Some kind of propulsion module (afterburner or microwarpdrive) would be helpful, but don't fret too much if you don't have one to hand. Later missions will reward you with one, or, if you're impatient, you can always [[trading|buy]] one from other players through the market.
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|Faction2=
* [[Ship Insurance|Insure your ship]]. It's good practice to always insure your ships as a new player. The insurance premiums are very low, and the insurance will pay you most of the value of the ship's hull (''excluding'' any modules or cargo) should it be destroyed. Note, however, that repackaging the ship renders the insurance void, and therefore you will often have to manually fly it if you want to move the ship to another location without losing the insurance.
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|Faction3=
 
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|Faction4=
Once you're ready, undock from the station. When in space you'll notice that you have an icon for each of your weapon modules - while you can target and fire each weapon individually, it's almost always a good idea to fire them together at one target. You can make this easy by dragging the modules onto each other to "stack" them, allowing you to fire all your weapons with a single click or button press. Note that for weapon modules to be stacked, they need to be of the same type and carry the same number and type of ammunition.
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|DamageToDeal=
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|DamageToDeal2=
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|DamageToDeal3=
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|DamageToDeal4=
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|DamageToResist=
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|DamageToResist1=
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|DamageToResist4=
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|WebPoint=
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|EWAR=
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|ShipSizeLimit=
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|ShipSuggestion= Frigate
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|Rewards= Two weapon modules ({{icon|isis amarr|22}}2 x Dual Light Beam Laser I /{{icon|isis caldari|22}}2 x Light Electron Blaster I /{{icon|isis gallente|22}}2 x 75mm Gatling Rail I /{{icon|isis minmatar|22}}2 x 125mm Gatling AutoCannon I) (granted upon acceptance)
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|StandingLoss=
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|Extra=
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}}
  
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* If you wish to fly the new frigate obtained from the last mission, don't forget to take useful modules from the ship you were flying previously to the new one. To unfit modules, either activate the previous ship and drag the weapon from the Ship Fitting screen to the Item Hangar, or right-click on the previous ship and select "Strip Fitting".
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* A weapon occupies a turret/launcher hardpoint in addition to a high fitting slot. You can check out how many hardpoints a ship has in the fitting screen or in the "Show Info" panel. Depending on the ship you're flying, you may not be able to fit all three of the weapons you've gained from the missions so far.
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* Although not strictly necessary for this mission, it is a good habit to [[Ship Insurance|insure your ship]] to recover most of the value of the ship's hull (but NOT any modules or cargo) should it be destroyed. Note, however, that repackaging the ship renders the insurance void, and therefore you will often have to manually fly it if you want to move the ship to another location without losing the insurance.
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* While you can target and fire each weapon individually, it's almost always a good idea to fire them together at one target. You can make this easy by clicking "group all weapons" button in the fitting screen or dragging the modules onto each other in space to stack them, allowing you to fire all your weapons with a single click or button press. Note that for weapon modules to be grouped, they need to be of the same type and carry the same type and number of ammunition.
 
[[File:Ewar-npc-webbed.jpg|thumb|right|The EWAR (electronic warfare) display shows any hostile EWAR affecting your ship.]]
 
[[File:Ewar-npc-webbed.jpg|thumb|right|The EWAR (electronic warfare) display shows any hostile EWAR affecting your ship.]]
Warp to the mission's deadspace location, and start fighting the rats there. You will encounter some Drone rats for the first time in this mission chain (you can identify them by their icon on the Overview, compared with the frigates and corvettes you have been fighting so far) <!-- screenshot -->. Some of these (the helpfully named Webber Drones) will use [[web|Stasis Webifier]] modules on you (this is referred to as "webbing"), slowing your ship down and making it easier to hit with weapons. An icon will appear above your capacitor indicating that an enemy is webbing you; you can move your mouse over it to show which enemy is doing the webbing. You may wish to destroy these first.  
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* In the mission deadspace, you will encounter some Drone rats for the first time in this mission chain (you can identify them by their icon on the Overview, compared with the frigates and corvettes you have been fighting so far). Some of these (the helpfully named Webber Drones) will use [[web|Stasis Webifier]] modules on you (this is referred to as "webbing"), slowing your ship down and making it easier to hit with weapons. An icon will appear above your capacitor indicating that an enemy is webbing you; you can move your mouse over it to show which enemy is doing the webbing. You may wish to destroy these first.  
 
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* A [[Destroyer]] rat (note the different Overview icon) will also appear and taunt you in the Local chat channel, but will warp off before you can engage it. They are named differently for each faction ({{icon|isis amarr|22}}The Devout /{{icon|isis caldari|22}}Tahamar /{{icon|isis gallente|22}}Wolf /{{icon|isis minmatar|22}}Steon) and will serve as the primary antagonist throughout the rest of the mission chain.
A [[Destroyer]] rat (note the different Overview icon) will also appear and taunt you in the Local chat channel, but will warp off before you can engage it. They are named differently for each faction ({{icon|isis amarr|22}}The Devout /{{icon|isis caldari|22}}Tahamar /{{icon|isis gallente|22}}Wolf /{{icon|isis minmatar|22}}Steon) and will serve as the primary antagonist throughout the rest of the mission chain. The last rat that you destroy will drop a cargo container into space; loot it to obtain secret documents, and return to your agent's station.
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* The last rat that you destroy will drop a cargo container; loot it to obtain Secret Documents.
  
 
=== Cash Flow for Capsuleers (4 of 10) ===
 
=== Cash Flow for Capsuleers (4 of 10) ===

Revision as of 19:54, 21 November 2020

The Military Career Agent is one of the five career agents in the game, which show new players different types of PvE activities in EVE. The military career agent missions teach you about PvE combat. In total these missions pay about 2M ISK in rewards.

Cash Flow for Capsuleers (1 of 10)

Type Encounter
Objective Destroy NPC pirates ("rats").
Rewards Faction-specific weapon and ammunition - See table below.


  • You can use any ship, including your corvette, as long as it's armed with some weapons.
Move your mouse over your weapon to show its characteristics.
Set your ship's default orbit distance.
  • You can check your weapon's optimal and falloff ranges by hovering a mouse over it - these are the maximum distances at which your weapon will be effective against enemies. It's probably a good idea to set your ship's default "orbit" and "keep at range" distances to around your weapon's optimal range. To do this, right-click on any entry in the Overview, go into the "Orbit" sub-menu, then into the "Set Default" sub-menu, and select the appropriate range. Repeat for "Keep at Range".
Right-click in space to warp to the mission location.
Rats targeting and firing at your ship.
  • Once you arrive at the deadspace pocket, you will encounter several rats. After you have destroyed them, two more rats will appear further away. If your ship has a propulsion module (e.g., an Afterburner or a Microwarpdrive) fitted, you can activate it to increase your ship's speed.
  • If there is a yellow box around the rat's icon in the Overview, it is targeting your ship. If the box turns red, it is taking offensive actions, such as firing weapons at you.
  • You can check a rat's description, bounty, and damage resistance profiles in its "Show Info" panel (available either from the Selected Item window or right-click menu).
  • When the mission is turned in, the agent grants you a faction-specific weapon along with ammunition as bonus rewards. The table below lists the faction-specific rewards given along with links to the detailed description of each weapon system. Note that weapons outside the Civilian variant require ammunition to operate.
Faction-Specific Rewards
Faction Reward Bonus Reward Weapon Type
Isis amarr.png Dual Light Beam Laser I 3 x Multifrequency S Energy Turret
Isis caldari.png 75mm Gatling Rail I 2,000 x Antimatter S Hybrid Turret
Isis gallente.png 75mm Gatling Rail I 2,000 x Antimatter S Hybrid Turret
Isis minmatar.png 125mm Gatling AutoCannon I 2,000 x EMP S Projectile Turret

Cash Flow for Capsuleers (2 of 10)

Type Encounter
Objective Destroy rats and retrieve civilians.
Rewards Attack or combat frigate (Isis amarr.pngExecutioner /Isis caldari.pngMerlin /Isis gallente.pngAtron / Isis minmatar.pngSlasher)


  • 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 (ALT + 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.
  • When you destroy the last rat in the deadspace pocket, it will drop a cargo container that you can loot for civilians.
Different wrecks on the overview.
  • 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.

Cash Flow for Capsuleers (3 of 10)

Type Encounter
Objective Destroy rats and retrieve Secret Documents.
Ship suggestion Frigate
Rewards Two weapon modules (Isis amarr.png2 x Dual Light Beam Laser I /Isis caldari.png2 x Light Electron Blaster I /Isis gallente.png2 x 75mm Gatling Rail I /Isis minmatar.png2 x 125mm Gatling AutoCannon I) (granted upon acceptance)


  • If you wish to fly the new frigate obtained from the last mission, don't forget to take useful modules from the ship you were flying previously to the new one. To unfit modules, either activate the previous ship and drag the weapon from the Ship Fitting screen to the Item Hangar, or right-click on the previous ship and select "Strip Fitting".
  • A weapon occupies a turret/launcher hardpoint in addition to a high fitting slot. You can check out how many hardpoints a ship has in the fitting screen or in the "Show Info" panel. Depending on the ship you're flying, you may not be able to fit all three of the weapons you've gained from the missions so far.
  • Although not strictly necessary for this mission, it is a good habit to insure your ship to recover most of the value of the ship's hull (but NOT any modules or cargo) should it be destroyed. Note, however, that repackaging the ship renders the insurance void, and therefore you will often have to manually fly it if you want to move the ship to another location without losing the insurance.
  • While you can target and fire each weapon individually, it's almost always a good idea to fire them together at one target. You can make this easy by clicking "group all weapons" button in the fitting screen or dragging the modules onto each other in space to stack them, allowing you to fire all your weapons with a single click or button press. Note that for weapon modules to be grouped, they need to be of the same type and carry the same type and number of ammunition.
The EWAR (electronic warfare) display shows any hostile EWAR affecting your ship.
  • In the mission deadspace, you will encounter some Drone rats for the first time in this mission chain (you can identify them by their icon on the Overview, compared with the frigates and corvettes you have been fighting so far). Some of these (the helpfully named Webber Drones) will use Stasis Webifier modules on you (this is referred to as "webbing"), slowing your ship down and making it easier to hit with weapons. An icon will appear above your capacitor indicating that an enemy is webbing you; you can move your mouse over it to show which enemy is doing the webbing. You may wish to destroy these first.
  • A Destroyer rat (note the different Overview icon) will also appear and taunt you in the Local chat channel, but will warp off before you can engage it. They are named differently for each faction (Isis amarr.pngThe Devout /Isis caldari.pngTahamar /Isis gallente.pngWolf /Isis minmatar.pngSteon) and will serve as the primary antagonist throughout the rest of the mission chain.
  • The last rat that you destroy will drop a cargo container; loot it to obtain Secret Documents.

Cash Flow for Capsuleers (4 of 10)

Objective: Approach a structure in space.

This mission is very simple. Fly to the mission's deadspace location, and find the "Smuggler Stargate" on your Overview. You may need to switch to a different Overview preset (or modify the presets) in order to see it. Order your ship to approach it; as you're flying, take the time to admire the pretty scenery. When you get close enough, the mission will complete (look for the green tick mark in your Info Panel) - return to your agent's station. Note that your ship will start taking damage as you approach the stargate, but unless you stay in the vicinity for a long time you won't be in danger.

Reward: A 1MN Afterburner module. Unless you've already done so, fit it to your combat Frigate.

Cash Flow for Capsuleers (5 of 10)

Objective: Destroy one rat and (optionally) try out a shield hardener module.

Granted when accepted: A faction-specific Civilian Shield Hardener module (Isis amarr.pngCivilian EM Shield Hardener /Isis caldari.pngCivilian Kinetic Shield Hardener /Isis gallente.pngCivilian Thermal Shield Hardener / Isis minmatar.pngCivilian Explosive Shield Hardener).

Your agent will give you a Civilian Shield Hardener module, which, when fitted to your ship and activated, will reduce the damage your ship takes from a specific damage type. There are four damage types in EVE (Electromagnetic-EM, Thermal, Kinetic, and Explosive), and your ship is differently susceptible to each. Fit the Shield Hardener module to your ship (it's a mid slot module; if you don't have any spare mid slots, remove one of the existing modules and fit the Shield Hardener) and undock.

To see the effects of the Shield Hardener in action, once in space, open the Fitting window. Then open the Attributes panel (on the right-hand side of the Fitting window) and make sure the "Defense" section is expanded (i.e. the details are visible). This part of the Fitting window shows you how much damage your ship can take before being destroyed (commonly known as "tank") - note that your tank is made up of shields, armor, and structure, and each has a different resistance to the four damage types. Assuming you're being shot at by all four damage types equally, adding the three tank types together gives you your ship's "effective hitpoints" (EHP), which are a good overall indication of how tough your ship is.

Note your shields' resistance to the four damage types, then activate your Shield Hardener module (it doesn't provide any benefits unless it's active). Note how your shields' resistance to the module's damage type increases, and how this also increases your ship's effective hit points. NPCs (rats) in EVE are very predictable in what damage types they deal - your agent will have given you a Shield Hardener to counter the local rats' preferred damage type.

Fly to the mission's deadspace location, and activate your Shield Hardener module. Destroy the one rat, and return to your agent.

Cash Flow for Capsuleers (6 of 10)

Objective: Destroy a structure.

By now you've probably used a bit of ammunition, so before you undock, make sure you have some spare ammunition in your combat ship's cargo hold before undocking (unless you're using Laser weapons, whose Tech 1 ammunition doesn't run out). You should also make sure that all your weapons are fully reloaded - either drag ammunition onto them in the Fitting screen, or (once you're in space), right-click on the weapon and select "Reload all".

Undock and fly to the mission's location, where you will find an acceleration gate which leads you to a deadspace pocket. Approach and activate it, and it will fling your ship to a deadspace pocket. There are a few frigate rats here; you have to destroy them (and the additional ones which warp in, there are quite a few) to be able to activate the next acceleration gate. Don't forget to activate your shield hardener and your afterburner to make your ship more resistant to enemy fire and harder to hit.

Once all the rats have been destroyed, activate the acceleration gate, which will fling your ship to a second deadspace pocket, containing the outpost structure you're meant to destroy. The outpost itself goes down easily, but the moment it is fired upon two rats and two sentry guns (powerful immobile turrets) spawn. The frigates aren't a big threat, but the sentry guns will do significant damage to your ship if they hit you, so make sure you're flying as fast as you can around them (turn on your afterburner!). These sentry guns have poor tracking, and by flying around them at high speed you're maximising your ship's angular velocity and therefore making it difficult for the sentry guns to hit you. If you find dealing with sentry guns difficult, you also have the option of ignoring them and warping back away to the station, as the mission objective is marked as complete as soon as the pirate outpost goes down. Your ship's computer will warn you against taking any loot from the container that drops when the outpost is destroyed, but it is unclear if it drops anything deemed illegal by each of the empire factions.

Return to your agent's station. Your ship has probably taken some armor damage in the last fight. If you have an Armor Repair module (note that you get one from the next mission) you can fit it to your ship and activate it the next time you're in space to repair your armor (your shields will regenerate on their own or after docking to a station). Alternatively, if you're docked at a station with a Repairshop, you can use it to repair your ship for a small ISK fee. Click on the Repairshop icon in the Station Services panel (right-hand side of the screen), select your ship, and click "Repair Item".

Reward: A Limited Ocular Filter implant, which you can "plug in" to your character's head to increase their Perception attribute by 1 point, which slighly increases your training speed for skills which use the Perception attribute. You should plug the implant into your head (right-click on it and select "Plug in"). Note that should your pod be destroyed, any implants you have plugged in will be destroyed too. You can view your plugged-in implants in your Character Sheet (click on your portrait in the upper left-hand corner), on the Character --> Augmentations tab.

Cash Flow for Capsuleers (7 of 10)

Objective: Destroy rats.

Granted when accepted: A faction-specific self-repair module (Isis amarr.pngIsis gallente.pngIsis minmatar.pngSmall Armor Repairer I or Isis caldari.pngSmall Shield Booster I).

Your agent gives you either an Armor Repairer module or a Shield Booster module, which, once fitted and activated, will gradually repair your ship's armor or shield respectively while using up some of your ship's capacitor energy. Using a module like this to repair your armor or shield during a fight is called "active armor/shield tanking". Fit it to your ship and undock.

Warp to the mission's deadspace location and start engaging the rats. There will be several waves of rats, so it's likely that your ship's armor will start taking damage. When it does, activate your armor repairer or shield booster and note how it repairs a chunk of your armor/shield. Note that armor is repaired at the end of an armor repairer cycle while shield is boosted at the beginning of a shield booster cycle. Your capacitor probably doesn't recharge quickly enough for you to run your armor repair module indefinitely (particularly if you're also using an afterburner, which you should be), so turn it off when you don't need it.

To fight as effectively as possible, make sure to keep your ship within your weapons' optimal range of your current target (using the "Orbit" or "Keep at Range" commands). Additionally, keep your Shield Hardener running and keep your ship's speed up (with your afterburner) to make your ship as hard to hit as possible. If you start to get overwhelmed with rats, warp out, repair your shields and armor, and then return to the deadspace location.

There is a large asteroid complex in the middle of the deadspace site. Note that you can shoot your weapons through it to hit rats on the other side, but you can't fly through it (you'll bounce harmlessly off it if you get too close, but this does slow you down considerably). If you're constantly bumping into it, fly your ship manually away from the asteroid; the rats will follow you, and you can re-engage them in open space.

Once all the rats have been destroyed, return to your agent.

Cash Flow for Capsuleers (8 of 10)

Objective: (Attempt to) retrieve VIPs.

Warp to the mission's deadspace location, and approach the "hotel" (as usual, check your Overview preset and settings if you can't see it - the inn is in the "Large Collidible Structure" category, and your overview must be set to display these). As you approach the structure, a bomb will go off, destroying the hotel and damaging your ship. When the hotel goes down, it leaves behind a cargo container with random "livestock" loot, presumably the hapless survivors of the terrorist attack (e.g., tourists, janitors, marines, etc.).

The mission is now complete and you can return to your agent. Alternatively, when the hotel exploded a number of rats warp in, and you can engage them for bounties and loot. This group of rats is a step up from the rats in the last mission, but they are a good opportunity to practice the tactics you used in the last mission.

Reward: Two Overdrive Injector System I modules, which increase your ship's speed at the expense of reduced cargohold capacity.

Cash Flow for Capsuleers (9 of 10)

Objective: Destroy a structure.

If you have a spare low slot on your ship, fit one (or even both) of the Overdrive Injector System I modules you received as a reward from the last mission, while keeping in mind that they reduce cargohold capacity; more speed never hurt anyone.

Undock. Note that the Overdrive Injector System modules cannot be activated (unlike, say, your Shield Hardener) - they are so-called "passive modules", which provide their bonuses at all times and don't need to be activated (this also means that they use no capacitor energy).

Warp to the mission location, where you will find an acceleration gate guarded by three rats (you can destroy them, and the three additional ones which warp in, but it's optional and not much of a challenge at this point). Activating the acceleration gate flings your ship into the next deadspace area, where you will find the Narcotics Warehouse you're supposed to destroy; do so to complete the mission. If you want, you can also kill the three rats guarding the warehouse (as well as the three additional ones which warp in), but they are optional.

Reward: A Stasis Webifier I module, which slows down enemy ships (making them easier to hit).

Cash Flow for Capsuleers (10 of 10)

Objective: Destroy the pirate leader's capsule.

Fit the Stasis Webifier you received from your previous mission to your ship, as it's helpful in destroying enemy ships faster.

Set a destination to the mission location (it might be located in a system a few jumps away from your agent) and fly to the destination system via the stargates (the stargates on your route are marked in yellow on your Overview). Once you've arrived at the destination system, warp to the deadspace location, and activate the acceleration gate to enter the first deadspace pocket.

This mission consists of three deadspace pockets, connected via acceleration gates. You have to destroy all the rats in each pocket to be able to use the acceleration gate there to enter the next pocket. These "deadspace complexes" (a series of deadspace areas connected by acceleration gates) are fairly common in higher-end PvE missions. Note that if you have to warp out of a pocket (e.g. because your ship is taking too much damage and you need to repair), you will have to go through each pocket sequentially to reach your previous location; however, the rats in those pockets will not respawn.

  • The first pocket contains six corvette rats, and two more frigate rats which warp in once you've destroyed the corvettes.
  • The second pocket contains four frigate rats, and four more frigates (in two groups) which warp in once the previous group has been destroyed.
  • The third (and final) pocket contains a Stasis Tower and three rats - two weak frigates and the Stolen Navy Ship. The Stasis Tower uses a Stasis Webifier to slow your ship down, making it take more damage from the rats. The pirate leader you're here to kill is manning the Stasis Tower; once you destroy it, he ejects in his capsule. This is similar to what happens when a player's ship is destroyed, but unlike a player, the pirate leader doesn't immediately warp off in his capsule, giving you plenty of time to destroy it and complete the mission. His frozen corpse will then remain floating in space; unlike player corpses, unfortunately (or fortunately, depending on your point of view on such things) you can't take it back with you. EVE can be a very dark game if you look too closely.

The combat in this mission is easily the most challenging yet. If you're having trouble, below are some suggestions:

  • The stolen navy ship is the one who does the most damage and should be the primary target to bring down as soon as possible. You will benefit the most from a fast frigate fitted with an afterburner and a stasis webifier, as they will allow you to catch up to the stolen navy ship within your turrets' optimal range even when you're slowed down by the enemy Statis Tower. Once the navy ship goes down, the other frigates do not pose too much of a threat.
  • Alternatively, you may also try bringing down the Stasis Tower while ignoring enemy fire. While dealing no damage on its own, the Stasis Tower is quite tanky, and you might need to warp out, repair, and come back to the deadspace pocket to successfully pull it off without losing your ship.
  • To make sure you're utilizing your weapons' maximum potential, read up on 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).
  • 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 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.

Reward: A faction-specific frigate (Isis amarr.pngPunisher /Isis caldari.pngMerlin /Isis gallente.pngTristan /Isis minmatar.pngRifter).