Difference between revisions of "Fitting missile launchers"
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[[Category:Work in progress]] | [[Category:Work in progress]] | ||
− | == Overview == | + | == 1 - Overview == |
− | This is intended as an extension to the existing UniWiki Missile Launchers page. It provides more detailed information about the differences between available equipment for each class of Missile Launcher and a rough price comparison to show how much of your hard earned ISK you'll have to spend to get a given level of performance. | + | This is intended as an extension to the existing UniWiki Missile Launchers page. It provides more detailed information about the differences between available equipment for each class of Missile Launcher and a rough price comparison to show how much of your hard earned ISK you'll have to spend to get a given level of performance. The raw data for the various missiles and missile launchers is attributed to Evelopedia data provided by CCP. The data has been reformatted for easier reading and for ease of comparison. |
− | == | + | == 2 - Description of Tables Contents == |
− | |||
− | + | Tables will be grouped by the class of missile that the launcher can fire, Light, Heavy, Battleship or Citadel Missiles. Within each missile class tables will be grouped by their guided ( with longer ranged but lower relative damage ) or unguided ( with shorter ranged but higher relative damage ) types. A brief description of each launcher type will then be provided with suggestions on what class of hulls they are best fit on and the best type of targets for each. | |
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− | == Light Missile Class == | + | The following table for each launcher will list the following |
+ | * Table Key: | ||
+ | ** Name - A useful search name for the launcher to find it within the market window | ||
+ | ** Meta - It's meta value, higher is generally better. | ||
+ | ***( See footnote at end of article for more detail on the Meta value. ) | ||
+ | ** Cost - Approximate Cost in Millions of ISK as found in Jita as of the most recent update. | ||
+ | ** Cost % - Approximate percentage increase in cost over the meta 0 version of the same launcher. | ||
+ | *** Meta 0's are the reference point so all % values will be not applicable represented by a '-'. | ||
+ | ** Rate - Raw rate of fire in seconds per launch. | ||
+ | ** Rate % - Percentage increase in rate of fire over meta 0 version. | ||
+ | ** # Shots - Number of missiles of the indicated type that the launcher can hold. | ||
+ | *** Calculated from launcher capacity in m3 / Missile's volume in m3 from Evelopedia. | ||
+ | ** Shots % - Percentage increase in missile capacity. | ||
+ | ** Power - Power grid usage in Megawatts. | ||
+ | ** PG % - Percentage decrease in power grid usage. | ||
+ | ** CPU - CPU usage in teraflops. | ||
+ | *** CPU % - Percentage decrease in CPU usage. | ||
+ | |||
+ | All percentage values except for Cost are in favor of the pilot/fit when positive and detrimental to the pilot/fit when negative. | ||
+ | |||
+ | == 3 - Missile Classes == | ||
+ | === 3.1 - Light Missile Class === | ||
Missile ammo suitable for killing Capsules, Drones, Frigates, Destroyers and small Industrials. Also probably get the greatest benefit from the Target Navigation Prediction skill as the intended targets all have small signature radii are relatively fast and have low effective hit points. | Missile ammo suitable for killing Capsules, Drones, Frigates, Destroyers and small Industrials. Also probably get the greatest benefit from the Target Navigation Prediction skill as the intended targets all have small signature radii are relatively fast and have low effective hit points. | ||
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Best fit on Frigate and Destroyer hulls and most of their T2 variants. Exception would be Stealth Bombers which are T2 Frigates optimized for carrying Bombs and Torpedoes. | Best fit on Frigate and Destroyer hulls and most of their T2 variants. Exception would be Stealth Bombers which are T2 Frigates optimized for carrying Bombs and Torpedoes. | ||
− | === | + | ==== 3.1.1 - Standard Missiles ==== |
− | " | + | The "guided" projectiles of the Light Missile class which can benefit from the Standard Missile & Standard Missile Specialization skills. These missiles will also get the greatest benefit from Guided Missile Precision skill as it minimizes the effect of the intended target classes small signature radii. |
− | ==== Standard Missile Launchers ==== | + | ===== A. Standard Missile Launchers ===== |
{| border="1" | {| border="1" | ||
! Name !! Meta !! Cost !! Cost% !! Rate !! Rate % !! # of Shots !! Shots % !! Power !! PG % !! CPU !! CPU % | ! Name !! Meta !! Cost !! Cost% !! Rate !! Rate % !! # of Shots !! Shots % !! Power !! PG % !! CPU !! CPU % | ||
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Each row will list a "Meta" level for that piece of equipment. Meta can be used as a ro | Each row will list a "Meta" level for that piece of equipment. Meta can be used as a ro | ||
rough estimate of it's value in combat and ranges from 0 to 8. The higher the value generally the more punch it can deliver in combat AND it will have a correspondingly higher price. Also the meta level gives an indication of where and how the equipment can be obtained: | rough estimate of it's value in combat and ranges from 0 to 8. The higher the value generally the more punch it can deliver in combat AND it will have a correspondingly higher price. Also the meta level gives an indication of where and how the equipment can be obtained: | ||
+ | |||
+ | A relative measure of combat power, availability and price from 0-8. | ||
+ | The higher numbers generally have more combat power, are less available and / or cost more. | ||
+ | Actual value in game may depend highly on pilot skill and prices in Eve are always highly volatile depending on many factors. | ||
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NOTE: Any type and meta level CAN be looted from destroyed player ships but, of course, the determination of which equipment is dropped and which is destroyed is highly random. | NOTE: Any type and meta level CAN be looted from destroyed player ships but, of course, the determination of which equipment is dropped and which is destroyed is highly random. | ||
+ | |||
+ | [[Category:Eve Lexicon]] | ||
+ | [[Category:Guides]] | ||
+ | [[Category:PvP]] | ||
+ | [[Category:PvE]] | ||
+ | [[Category:Ship Fitting]] |
Revision as of 04:30, 3 November 2010
This page is a work in progress. For specific guides and syllabi, please contact the original author before making significant changes.. |
1 - Overview
This is intended as an extension to the existing UniWiki Missile Launchers page. It provides more detailed information about the differences between available equipment for each class of Missile Launcher and a rough price comparison to show how much of your hard earned ISK you'll have to spend to get a given level of performance. The raw data for the various missiles and missile launchers is attributed to Evelopedia data provided by CCP. The data has been reformatted for easier reading and for ease of comparison.
2 - Description of Tables Contents
Tables will be grouped by the class of missile that the launcher can fire, Light, Heavy, Battleship or Citadel Missiles. Within each missile class tables will be grouped by their guided ( with longer ranged but lower relative damage ) or unguided ( with shorter ranged but higher relative damage ) types. A brief description of each launcher type will then be provided with suggestions on what class of hulls they are best fit on and the best type of targets for each.
The following table for each launcher will list the following
- Table Key:
- Name - A useful search name for the launcher to find it within the market window
- Meta - It's meta value, higher is generally better.
- ( See footnote at end of article for more detail on the Meta value. )
- Cost - Approximate Cost in Millions of ISK as found in Jita as of the most recent update.
- Cost % - Approximate percentage increase in cost over the meta 0 version of the same launcher.
- Meta 0's are the reference point so all % values will be not applicable represented by a '-'.
- Rate - Raw rate of fire in seconds per launch.
- Rate % - Percentage increase in rate of fire over meta 0 version.
- # Shots - Number of missiles of the indicated type that the launcher can hold.
- Calculated from launcher capacity in m3 / Missile's volume in m3 from Evelopedia.
- Shots % - Percentage increase in missile capacity.
- Power - Power grid usage in Megawatts.
- PG % - Percentage decrease in power grid usage.
- CPU - CPU usage in teraflops.
- CPU % - Percentage decrease in CPU usage.
All percentage values except for Cost are in favor of the pilot/fit when positive and detrimental to the pilot/fit when negative.
3 - Missile Classes
3.1 - Light Missile Class
Missile ammo suitable for killing Capsules, Drones, Frigates, Destroyers and small Industrials. Also probably get the greatest benefit from the Target Navigation Prediction skill as the intended targets all have small signature radii are relatively fast and have low effective hit points.
Best fit on Frigate and Destroyer hulls and most of their T2 variants. Exception would be Stealth Bombers which are T2 Frigates optimized for carrying Bombs and Torpedoes.
3.1.1 - Standard Missiles
The "guided" projectiles of the Light Missile class which can benefit from the Standard Missile & Standard Missile Specialization skills. These missiles will also get the greatest benefit from Guided Missile Precision skill as it minimizes the effect of the intended target classes small signature radii.
A. Standard Missile Launchers
Name | Meta | Cost | Cost% | Rate | Rate % | # of Shots | Shots % | Power | PG % | CPU | CPU % |
---|---|---|---|---|---|---|---|---|---|---|---|
Standard I | 0 | .150 | - | 15.000 | - | 40 | - | 8 | - | 25 | - |
Malkuth | 1 | ? | ? | 14.250 | 5 | 42 | 5 | 8 | 0 | 20 | 25 |
Limos | 2 | ? | ? | 13.500 | 10 | 44 | 10 | 8 | 0 | 23 | 8 |
TE-2100 | 3 | ? | ? | 12.750 | 15 | 44 | 10 | 8 | 0 | 24 | 4 |
Arbalest | 4 | ? | ? | 12.000 | 20 | 48 | 20 | 8 | 0 | 21 | 16 |
Standard II | 5 | ? | ? | 12.000 | 20 | 53 | 33 | 9 | -13 | 28 | -12 |
Gallows | 6 | ? | ? | 13.500 | 10 | 40 | 0 | 7 | 13 | 21 | 16 |
Domination | 7 | ? | ? | 11.625 | 23 | 40 | 0 | 8 | 0 | 20 | 20 |
Republic Fleet | 7 | ? | ?? | 11.625 | 23 | 54 | 35 | 8 | 0 | 20 | 20 |
True Sansha | 7 | ? | ?? | 11.625 | 23 | 54 | 35 | 8 | 0 | 20 | 20 |
Caldari Navy | 8 | ? | ?? | 10.500 | 30 | 60 | 50 | 7 | 13 | 28 | -12 |
Dread Gurista | 8 | ? | ?? | 10.500 | 30 | 60 | 50 | 7 | 13 | 28 | -12 |
Meta Level
Each row will list a "Meta" level for that piece of equipment. Meta can be used as a ro rough estimate of it's value in combat and ranges from 0 to 8. The higher the value generally the more punch it can deliver in combat AND it will have a correspondingly higher price. Also the meta level gives an indication of where and how the equipment can be obtained:
A relative measure of combat power, availability and price from 0-8. The higher numbers generally have more combat power, are less available and / or cost more. Actual value in game may depend highly on pilot skill and prices in Eve are always highly volatile depending on many factors.
Meta | Note(s) |
---|---|
0 | These launchers are all the standard baseline for launchers of that class and can be manufactured from T1 BPO's and BPC's.
All % columns are figured from the Meta 0 launcher for that type of launcher. |
1-4 | These are all dropped from NPC's (aka Rats) during missions or in belts below 0.9 security status. Availability is variable and prices fluctuate wildly. |
5 | These are the tech II launchers and can be manufactured from T2 BPC's which must be researched from T1 BPO's or BPC's. These can are also the only launchers that can fire T2 ammo. |
6 | Available from Storyline Missions. May be sold but price and availability is HIGHLY variable. |
7-8 | Faction equipment available from the loyalty point store of faction agents and from some RARE mission/rat spawns. |
NOTE: Any type and meta level CAN be looted from destroyed player ships but, of course, the determination of which equipment is dropped and which is destroyed is highly random.