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(Redirected from Missile Projection)

Overview

These skills are important for anyone who uses missile launchers. Training missile skills will be key for most Caldari combat pilots, but some Minmatar and Amarr ships use missiles too, as secondary or even as primary weapons.

Perception and Willpower are important for perfecting your skill at missiles.

The following are the skills in the Missiles section (in alphabetical order):

Skill (Multiplier) Purpose Alpha Limit
Auto-Targeting Missiles (3x) Use and operation of Auto-Targeting Missiles. ▨▨▨▨▨
Bomb Deployment (4x) Use and operation of bombs used by Stealth Bombers. ▨▨▨▨▨
Breacher Pod Clone Efficacity (5x) Bonus to Breacher Pod damage. ▨▨▨▨▨
Breacher Pod Clone Longevity (7x) Bonus to damage effect duration ▨▨▨▨▨
Breacher Pod Launcher Operation (3x) Operation of breacher pod launchers. ▨▨▨▨▨
Breacher Pod Projection (5x) Bonus to Breacher Pod maximum velocity. ▨▨▨▨▨
Breacher Pod Rapid Firing (5x) Reduction of Breacher Pod Launcher cycle time ▨▨▨▨▨
Cruise Missile Specialization (8x) Allows use of T2 Cruise Missiles. ▨▨▨▨▨
Cruise Missiles (5x) Use and operation of Cruise Missiles. ◼◼◼◼
Defender Missiles (2x) Use and operation of Defender Missiles. ▨▨▨▨▨
Guided Missile Precision (5x) Increased damage to small targets. ◼◼◼▨▨
Heavy Assault Missile Specialization (5x) Allows use of T2 Heavy Assault Missiles (HAM). ◼◼◼▨▨
Heavy Assault Missiles (3x) Use and operation of Heavy Assault Missiles (HAM). ◼◼◼◼◼
Heavy Missile Specialization (5x) Allows use of T2 Heavy Missiles. ◼◼◼▨▨
Heavy Missiles (3x) Use and operation of Heavy Missiles. ◼◼◼◼◼
Missile Bombardment (2x) Bonus to missile flight time (increases range). ◼◼◼◼
Missile Launcher Operation (1x) Basic missile skill and bonus to rate of fire. ◼◼◼◼◼
Missile Projection (4x) Bonus to missile velocity (increases range). ◼◼▨▨▨
Rapid Launch (2x) Bonus to rate of fire. ◼◼◼◼
Rocket Specialization (3x) Allows use of T2 Rockets. ◼◼◼▨▨
Rockets (1x) Use and operation of Rockets. ◼◼◼◼◼
Light Missile Specialization (3x) Allows use of T2 Light Missiles. ◼◼◼▨▨
Light Missiles (2x) Use and operation of Light Missiles. ◼◼◼◼◼
Target Navigation Prediction (2x) More damage against fast moving targets. ◼◼◼▨▨
Torpedo Specialization (8x) Allows use of T2 Torpedoes. ▨▨▨▨▨
Torpedoes (4x) Use and operation of Torpedoes. ◼◼◼◼
Warhead Upgrades (5x) Increased damage to all missiles. ◼◼◼▨▨
XL Cruise Missile Specialization (10x) Allows use of T2 XL Cruise Missiles. ▨▨▨▨▨
XL Cruise Missiles (7x) Use and operation of XL Cruise Missiles. ▨▨▨▨▨
XL Torpedo Specialization (10x) Allows use of T2 XL Torpedoes. ▨▨▨▨▨
XL Torpedoes (7x) Use and operation of XL Torpedoes. ▨▨▨▨▨

Support Skills

These skills are generally not needed to fit hardware (there are a couple of exceptions, which are noted) but support missile deployment and maximise damage. Increasing the level in any of these skills will increase your proficiency with missiles.


Missile Launcher Operation

Basic operation of missile launcher systems. 2% Bonus to missile launcher rate of fire per skill level.
 Attributes:
 Multiplier: 1x
 Price: 30k ISK
 Alpha max level: V
 Prerequisites: none
 I required for: Tech 1 and Faction Missile Launchers and Missiles;  Heavy Assault Missile Specialization;  Rocket Specialization;  Light Missile Specialization;  Heavy Missile Specialization;  Cruise Missile Specialization;  Torpedo Specialization;  Rockets;  Missile Bombardment;  XL Cruise Missile Specialization;  XL Torpedo Specialization;  Structure Missile Systems
 II required for: Rocket Launcher II; Polarized Rocket Launcher;  Target Navigation Prediction;  Light Missiles;  Auto-Targeting Missiles;  Rapid Launch
 III required for: Rapid Light Missile Launcher II; Light Missile Launcher II; Rapid Heavy Missile Launcher II;  Minmatar Offensive Systems;  Heavy Assault Missiles;  Heavy Missiles;  Missile Projection
 IV required for: Heavy Assault Missile Launcher II; Heavy Missile Launcher II; Tech 2 Torpedo Launchers; Polarized Heavy Assault Missile Launcher;  Warhead Upgrades;  Torpedoes;  Guided Missile Precision
 V required for: Tech 2 Missiles; XL Torpedo Launchers; XL Cruise Missile Launchers; Tech 1 and Faction Rapid Torpedo Launchers;  XL Cruise Missiles;  Caldari Offensive Systems;  Cruise Missiles;  XL Torpedoes
 Notes: The base skill of the missiles category. Plan to train it to V in the medium term if you use missiles, even if you only use them as a secondary weapon.



Guided Missile Precision

Skill at precision missile homing. Proficiency at this skill increases the accuracy of a fired missile's exact point of impact, resulting in greater damage to small targets. 5% decreased factor of signature radius for all missile explosions per level of skill.
 Attributes:
 Multiplier: 5x
 Price: 1M ISK
 Alpha max level: III
 Prerequisites: Missile Launcher Operation IV
 Notes: Helpful support skill once you start using medium and large missiles, as now and then you will need to kill small targets with them.



Missile Bombardment

Proficiency at long-range missile combat. 10% bonus to all missiles' maximum flight time per level.
 Attributes:
 Multiplier: 2x
 Price: 100k ISK
 Alpha max level: IV
 Prerequisites: Missile Launcher Operation I
 IV required for:  Bomb Deployment
 Notes: A flight time bonus is effectively a range bonus.



Missile Projection

Skill at boosting missile bay trigger circuits and enhancing guided missiles' ignition systems. 10% bonus to all missiles' maximum velocity per level.
 Attributes:
 Multiplier: 4x
 Price: 250k ISK
 Alpha max level: II
 Prerequisites: Missile Launcher Operation III
 Notes: A bonus to velocity is a bonus to missile range.



Rapid Launch

Proficiency at rapid missile launcher firing. 3% bonus to missile launcher rate of fire per level.
 Attributes:
 Multiplier: 2x
 Price: 60k ISK
 Alpha max level: IV
 Prerequisites: Missile Launcher Operation II
 Notes: DPS boost. Essential support skill.



Target Navigation Prediction

Proficiency at optimizing a missile's flight path to negate the effects of a target's speed upon the explosion's impact. 10% decrease per level in factor of target's velocity for all missiles.
 Attributes:
 Multiplier: 2x
 Price: 90k ISK
 Alpha max level: III
 Prerequisites: Missile Launcher Operation II
 Notes: Like Guided Missile Precision, this skill helps you hurt small targets with large missiles.



Warhead Upgrades

Proficiency at upgrading missile warheads with deadlier payloads. 2% bonus to all missile damage per skill level.
 Attributes:
 Multiplier: 5x
 Price: 2M ISK
 Alpha max level: III
 Prerequisites: Missile Launcher Operation IV
 Notes: DPS boost. Essential support skill.


Rockets and Light Missiles

Rockets and light missiles are generally fitted to frigates (and sometimes cruisers) and are best for dealing damage to frigates.


Rockets

Skill with small short range missiles. Special: 5% bonus to rocket damage per skill level.
 Attributes:
 Multiplier: 1x
 Price: 30k ISK
 Alpha max level: V
 Prerequisites: Missile Launcher Operation I
 I required for: Tech 1 and Faction Rocket Launchers; Tech 1 and Faction Rockets
 V required for: Tech 2 Rockets;  Rocket Specialization
 Notes:



Rocket Specialization

Specialist training in the operation of advanced rocket launchers. 2% bonus per level to the rate of fire of modules requiring Rocket Specialization.
 Attributes:
 Multiplier: 3x
 Price: 1M ISK
 Alpha max level: III
 Prerequisites: Missile Launcher Operation I; Rockets V
 I required for: Rocket Launcher II; Polarized Rocket Launcher; Tech 2 Rockets
 Notes:



Light Missiles

Skill with manually targeted missiles. Special: 5% Bonus to light missile damage per skill level.
 Attributes:
 Multiplier: 2x
 Price: 30k ISK
 Alpha max level: V
 Prerequisites: Missile Launcher Operation II
 I required for: Tech 1 and Faction Light Missile Launchers; Tech 1 and Faction Light Missiles
 III required for:  Heavy Assault Missiles;  Heavy Missiles
 V required for: Tech 2 Light Missiles;  Light Missile Specialization
 Notes:



Light Missile Specialization

Specialist training in the operation of advanced light missile launchers and arrays. 2% bonus per level to the rate of fire of modules requiring Light Missile Specialization.
 Attributes:
 Multiplier: 3x
 Price: 1M ISK
 Alpha max level: III
 Prerequisites: Missile Launcher Operation I; Light Missiles V
 I required for: Rapid Light Missile Launcher II; Light Missile Launcher II; Tech 2 Light Missiles
 Notes:


Heavy Missiles

Heavy Missiles are the bigger brother versions of Rockets and Light Missiles. These can be fitted to cruises and battlecruisers. They deal greater damage than Rockets and Light Missiles however are most effective against larger vessels such as battlecruisers and battleships and not very effective against frigates.

There are two main types: Heavy Missiles and Heavy Assault Missiles. The Assault variation can inflict more damage however has a greatly reduced range relative to Heavy Missiles which can have great ranges (50+km).


Heavy Missiles

Skill with heavy missiles. Special: 5% bonus to heavy missile damage per skill level.
 Attributes:
 Multiplier: 3x
 Price: 125k ISK
 Alpha max level: V
 Prerequisites: Missile Launcher Operation III; Light Missiles III
 I required for: Tech 1 and Faction Heavy Missiles Launchers; Tech 1 and Faction Heavy Missiles
 III required for:  Torpedoes;  Cruise Missiles
 V required for: Tech 2 Heavy Missiles;  Heavy Missile Specialization
 Notes:



Heavy Missile Specialization

Specialist training in the operation of advanced heavy missile launchers. 2% bonus per level to the rate of fire of modules requiring Heavy Missile Specialization.
 Attributes:
 Multiplier: 5x
 Price: 3M ISK
 Alpha max level: III
 Prerequisites: Missile Launcher Operation I; Heavy Missiles V
 I required for: Heavy Missile Launcher II; Rapid Heavy Missile Launcher II; Tech 2 Heavy Missiles
 Notes:



Heavy Assault Missiles

Skill with heavy assault missiles. Special: 5% bonus to heavy assault missile damage per skill level.
 Attributes:
 Multiplier: 3x
 Price: 125k ISK
 Alpha max level: V
 Prerequisites: Missile Launcher Operation III; Light Missiles III
 I required for: Tech 1 and Faction Heavy Assault Missile Launchers; Tech 1 and Faction Heavy Assault Missiles
 V required for: Tech 2 Heavy Assault Missiles;  Heavy Assault Missile Specialization
 Notes:



Heavy Assault Missile Specialization

Specialist training in the operation of advanced heavy assault missile launchers. 2% bonus per level to the rate of fire of modules requiring Heavy Assault Missile Specialization.
 Attributes:
 Multiplier: 5x
 Price: 3M ISK
 Alpha max level: III
 Prerequisites: Missile Launcher Operation I; Heavy Assault Missiles V
 I required for: Heavy Missile Launcher II; Polarized Heavy Assault Missile Launcher; Tech 2 Heavy Assault Missiles
 Notes:


Cruise Missiles and Torpedoes

Cruise Missiles fit to battleships and--like Heavy to Light--have a greater damage output but are effective against bigger ships such as battleships and capitals.

Cruise Missiles are guided whereas Torpedoes are not. This is a disadvantage of using Torpedoes, however their DPS is generally greater than Cruise Missiles.


Cruise Missiles

Skill at the handling and firing of very large guided missiles. 5% bonus to cruise missile damage per skill level.
 Attributes:
 Multiplier: 5x
 Price: 750k ISK
 Alpha max level: IV
 Prerequisites: Missile Launcher Operation V; Heavy Missiles III
 I required for: Tech 1 and Faction Cruise Missile Launchers; Tech 1 and Faction Cruise Missiles
 V required for: Tech 2 Cruise Missiles;  XL Cruise Missiles;  Cruise Missile Specialization
 Notes:



Cruise Missile Specialization

Specialist training in the operation of advanced cruise missile launchers. 2% bonus per level to the rate of fire of modules requiring Cruise Missile Specialization.
 Attributes:
 Multiplier: 8x
 Price: 10M ISK
 Alpha max level: Alpha pilot can not train this skill.
 Prerequisites: Missile Launcher Operation I; Cruise Missiles V
 I required for: Cruise Missile Launcher II; Tech 2 Cruise Missiles
 Notes:



Torpedoes

Skill at the handling and firing of torpedoes. 5% bonus to torpedo damage per skill level.
 Attributes:
 Multiplier: 4x
 Price: 500k ISK
 Alpha max level: IV
 Prerequisites: Missile Launcher Operation IV; Heavy Missiles III
 I required for: Tech 1 and Faction Torpedo Launchers; Tech 1 and Faction Torpedoes
 V required for: Tech 2 Torpedoes;  Torpedo Specialization;  XL Torpedoes
 Notes:



Torpedo Specialization

Specialist training in the operation of advanced torpedo launchers. 2% bonus per level to the rate of fire of modules requiring Torpedo Specialization.
 Attributes:
 Multiplier: 8x
 Price: 10M ISK
 Alpha max level: Alpha pilot can not train this skill.
 Prerequisites: Missile Launcher Operation I; Torpedoes V
 I required for: Torpedo Launcher II; Polarized Torpedo Launcher; Rapid Torpedo Launcher II; Tech 2 Torpedoes
 Notes:


XL Cruise Missiles and Torpedoes

Similar to Cruise Missiles and Torpedoes. Fitted to capital ships.


XL Cruise Missiles

Skill at the handling and firing of XL Cruise Missiles. 5% bonus to XL Cruise Missile damage per skill level.
 Attributes:
 Multiplier: 7x
 Price: 15M ISK
 Alpha max level: Alpha pilot can not train this skill.
 Prerequisites: Missile Launcher Operation V; Cruise Missiles V
 I required for: Tech 1 and Faction XL Cruise Missile Launchers; T1 and Faction XL Cruise Missiles
 V required for: XL Cruise Missile Launcher II; Tech 2 XL Cruise Missiles;  XL Cruise Missile Specialization
 Notes: For capital-sized long-range missile launchers.



XL Cruise Missile Specialization

Specialist training in the operation of advanced XL cruise missile launchers. 2% bonus per level to the rate of fire of modules requiring XL Cruise Missile Specialization.
 Attributes:
 Multiplier: 10x
 Price: 30M ISK
 Alpha max level: Alpha pilot can not train this skill.
 Prerequisites: Missile Launcher Operation I; XL Cruise Missiles V
 I required for: XL Cruise Missile Launcher II; Tech 2 XL Cruise Missiles
 Notes:



XL Torpedoes

Skill at the handling and firing of XL Torpedoes. 5% bonus to XL Torpedo damage per skill level.
 Attributes:
 Multiplier: 7x
 Price: 15M ISK
 Alpha max level: Alpha pilot can not train this skill.
 Prerequisites: Missile Launcher Operation V; Torpedoes V
 I required for: Tech 1 and Faction XL Torpedo Launchers; Tech 1 and Faction Torpedoes
 V required for: XL Torpedo Launcher II; Tech 2 Torpedoes;  XL Torpedo Specialization
 Notes:



XL Torpedo Specialization

Specialist training in the operation of advanced XL torpedo launchers. 2% bonus per level to the rate of fire of modules requiring XL Torpedo Specialization.
 Attributes:
 Multiplier: 10x
 Price: 30M ISK
 Alpha max level: Alpha pilot can not train this skill.
 Prerequisites: Missile Launcher Operation I; XL Torpedoes V
 I required for: XL Torpedo Launcher II; Tech 2 Torpedoes
 Notes:


Breacher Pods

Breacher Pod Clone Efficacity

Specialist combat training of Breacher Pod clones. +5% to the maximum damage per second cap per skill level.
 Attributes:
 Multiplier: 5x
 Price: TBD ISK
 Alpha max level: Alpha pilot can not train this skill.
 Prerequisites: Breacher Pod Launcher Operation I



Breacher Pod Clone Longevity

Specialist research on extending the short lifespans of Breacher Pod clones. +10% to damage effect duration per skill level.
 Attributes:
 Multiplier: 7x
 Price: TBD ISK
 Alpha max level: Alpha pilot can not train this skill.
 Prerequisites: Breacher Pod Launcher Operation III



Breacher Pod Launcher Operation

Operation of breacher pod launchers. +5% to the maximum percentage of target HP damaged per second per skill level.
 Attributes:
 Multiplier: 3x
 Price: TBD ISK
 Alpha max level: Alpha pilot can not train this skill.
 Prerequisites: Infomorph Psychology I; Missile Launcher Operation III
 I required for: Breacher Pod Clone Efficacity; Small Bracher Pod Launcher; SCARAB Breacher Pod S
 II required for: Breacher Pod Projection; Breacher Pod Rapid Firing; Medium Bracher Pod Launcher; SCARAB Breacher Pod M
 III required for: Breacher Pod Clone Longevity



Breacher Pod Projection

Specialist training in the operation of Breacher Pod Launchers. +10% to Breacher Pod maximum velocity per skill level.
 Attributes:
 Multiplier: 5x
 Price: TBD ISK
 Alpha max level: Alpha pilot can not train this skill.
 Prerequisites: Breacher Pod Launcher Operation II



Breacher Pod Rapid Firing

Specialist training in the preparation of Breacher Pods. -10% to Breacher Pod Launcher cycle time per skill level.
 Attributes:
 Multiplier: 5x
 Price: TBD ISK
 Alpha max level: Alpha pilot can not train this skill.
 Prerequisites: Breacher Pod Launcher Operation II


Other Skills

Auto-Targeting Missiles

Skill with auto-targeting missiles. Special: 5% bonus to Auto-Targeting Missile (light, heavy and cruise) damage per skill level.
 Attributes:
 Multiplier: 3x
 Price: 37.5k ISK
 Alpha max level: Alpha pilot can not train this skill.
 Prerequisites: Missile Launcher Operation II
 I required for: Tech 1 and Faction Auto-Targeting Missiles
 Notes: Auto-targeting missiles don't require designated targets -- instead, they attack any hostile things within range. They can be helpful if you're jammed by ECM, but they're only useful in certain situations and need not be a high training priority. Before Odyssey, this skill was called FoF (Friend or Foe) Missiles.



Bomb Deployment

Basic operation of bomb delivery systems. 5% reduction of Bomb Launcher reactivation delay per skill level.
 Attributes:
 Multiplier: 4x
 Price: 10M ISK
 Alpha max level: Alpha pilot can not train this skill.
 Prerequisites: Missile Bombardment IV
 I required for: Bomb Launcher I; Concussion Bomb; Scorch Bomb; Shrapnel Bomb; Electron Bomb
 III required for: Lockbreaker Bomb
 IV required for: Void Bomb; Focused Void Bomb
 V required for: Bomb Launcher II
 Notes: This skill is used to launch bombs from stealth bombers. It is only useful to bomber pilots.



Defender Missiles

Skill with anti-missile missiles. Special: 10% bonus to defender missile max velocity per skill level.
 Attributes:
 Multiplier: 2x
 Price: 45k ISK
 Alpha max level: Alpha pilot can not train this skill.
 Prerequisites: none
 I required for: Defender Launcher I, Defender Missile I
 Notes: Defender missiles are used to destroy incoming bombs. Defender Launchers may only be fit on destroyers, and each destroyer may only fit one Defender Launcher. Prior to Patch YC118.10, these were used to destroy incoming missiles.