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{{Weapon Systems Links}}
 
{{Weapon Systems Links}}
  
{{ note box | This article details the basic operation of missile launcher weapon systems, including launcher and missile types, related skills, and related tactics. Other articles in this wiki include:
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'''Missiles''' are self-propelled ammunition launched from '''missile launchers'''. Unlike turret weapons, missiles can track and follow their target. Rather than optimal and falloff range, missile range is determined by velocity and flight time, while missile damage is determined by the velocity and signature radius of the target and the explosion radius, explosion velocity, and damage reduction factor of the missile.
*[[Missile damage]] explains how EVE computes the damage done by an exploding missile,
 
*[[Fitting Missile Launchers]] discusses the ins and outs of putting missile weaponry on your ship,
 
*[[Missile Ships]] gives a complete list of all ships that can use missile launchers and compares their attributes.}}
 
  
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Compared to the turret weapons, missiles have a bit lower rate of fire and higher damage per hit. They also do not care whether the target is close or far away. The primary strength of missiles is that assuming that the target is within range, a missile will always "hit" its target, but the damage dealt will vary depending on the size and speed of the target. However, missile launchers fire more slowly than turrets of a similar size, and missile damage is delayed due to travel time, rather than being instantaneous.
  
'''Missiles''' are self-propelled ammunition launched from '''missile launchers''', one of the two most widely used weapon types in EVE (the other being turrets). Unlike turret weapons, missiles have the ability to track and follow their target. Rather than optimal and falloff range, missile range is determined by velocity and flight time, while missile damage is determined by the velocity and signature radius of the target and the explosion radius, explosion velocity, and damage reduction factor of the missile.
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A missile does not so much hit a ship as explodes near it. When a missile crosses the [[signature radius]] of its target, it blows up.  The speed at which this explosion grows and the maximum size of the explosion determine the amount of damage done to the target. EVE uses a [[Missile mechanics#Missile damage formula|mathematical equation]] to compute the precise amount of damage that the explosion does to the ship.
  
The primary strength of missiles is that, assuming that the target is within range, a missile will always "hit" its target, but the damage dealt will vary depending on the size of the target and the speed of the explosion. However, missile launchers fire more slowly than turrets of a similar size, and missile damage is delayed due to travel time, rather than being instantaneous.
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{{Co|#768d31|Note that launcher ammunition is often called "missiles" regardless of the ammunition's proper name, and thus this term can refer to any of rockets, missiles or torpedoes.}}
  
A missile does not so much hit a ship as explode near it. When a missile crosses the [[signature radius]] of its target, it blows up.  The speed at which this explosion grows and the maximum size of the explosion determine the amount of damage done to the target. EVE uses a [[Missile damage#Missile damage formula|mathematical equation]] to compute the precise amount of damage that the explosion does to the ship.
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Out of T1 ships the Caldari ships are the best known missile users though a few Minmatar ships also use missiles. The [[Armageddon]] and [[Arbitrator]] also often use missiles even without missile bonuses. Additionally, the Khanid Kingdom made T2 Amarr ships, Guristas ships and Mordu's Legion ships use missiles as their weapons.
  
<span style="color:#768d31">Note that launcher ammunition is often called "missiles" regardless of the ammunition's proper name, and thus this term can refer to any of rockets, missiles, torpedoes and bombs (even though [[bombs]] have an entirely different physical mechanics). </span>
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Many hostile [[NPC]]s also use missiles as secondary weapons, and wield a single slow-firing launcher. These missiles will usually have the same range and damage application attributes of an ordinary missile of that ship's size.
  
== Missile range ==
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== Skills ==
When fired, a missile will leave the launcher, quickly accelerate, and then  proceed at its best speed directly at the target until it runs out of fuel. If it encounters the target during that time, it will explode - otherwise it will vanish. The approximate maximum distance that a missile will travel can be found by multiplying the speed of the missile by the number of seconds that its fuel will last. (''The approximation is due to the slightly slower speed as the missile accelerates at launch. Also, missile travel time is expressed in whole seconds - this can matter when targeting at extreme range''.)
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These skills apply to all missile launchers. They increase firing rate and damage, and they improve the accuracy of missiles against smaller, faster targets.
[[File:QSM_missile_orbit.gif‎|frame|alt=missile hitting an orbiting target|Missile Chases the Target]]
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* {{sk|Missile Launcher Operation}} 2% Bonus to missile launcher rate of fire per skill level. This gives a bonus to DPS — and it is {{Co|#bfbb7d|a prerequisite for many other missile skills}}.
Maximum Distance ≈ Speed x Seconds of Fuel
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* {{sk|Rapid Launch}} 3% bonus to missile launcher rate of fire per level. Essentially, a DPS increase.
[[File:QSM_missleHeadsUp.jpg‎|400px|thumb|Missile Launcher On-Screen Pop-Up]]
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* {{sk|Warhead Upgrades}} 2% bonus to all missile damage per skill level. Another DPS increase, smaller than Rapid Launch, but still worth training.
For example:
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* {{sk|Missile Bombardment}} 10% more flight time for all missiles per level. If you are planning to use a long range or "kiting" strategy, train this higher.
* A Light Missile has a flight time of 5 seconds at a speed of 3750 m/s. The maximum distance it can travel is 5 x 3750 ≈ 18,750 m.
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* {{sk|Missile Projection}} 10% bonus to all missiles' maximum velocity per level. Another range increase that is especially useful for "kiting".
* A torpedo has a flight time of 6 seconds at a speed of 1500 m/s. The maximum distance it can travel is 6 x 1500 ≈ 9,000 m.
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* {{sk|Guided Missile Precision}} 5% decrease per level in factor of signature radius for all missile explosions. Proficiency at this skill increases damage to small targets.
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* {{sk|Target Navigation Prediction}} 10% decrease per level in factor of target's velocity for all missiles. As with Guided Missile Precision, this makes missiles more effective against faster targets.
  
There are two special cases to missile flight time.
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In addition to the general missile skills, there is a specific [[Skills:Missiles|primary missile skill]] for each class of missiles, and each will let you load and fire that one class. In addition, each level of the skill will improve your damage by 5% when using that particular missile class.
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* {{sk|Rockets}}
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* {{sk|Light Missiles}}
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* {{sk|Heavy Missiles}}
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* {{sk|Heavy Assault Missiles}}
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* {{sk|Cruise Missiles}}
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* {{sk|Torpedoes}}
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* {{sk|XL Cruise Missiles}}
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* {{sk|XL Torpedoes}}
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* {{sk|Auto-Targeting Missiles}}
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* {{sk|Defender Missiles}}
  
Eve uses 1 second ticks. If the missile flight time is not an integer then the missile will fly for integer number of seconds and has a chance to fly one more second. For example missile with flight time of 12.3 seconds has 70% propability to fly for 12 seconds and 30% propability to fly for 13 seconds.<ref>If the flight time is a fraction, EVE rounds it up or down. At times, this produces considerable departures from the computed range. See [http://forum.eveuniversity.org/viewtopic.php?f=29&t=95249&p=810154 Interesting fact about missile mechanics] for details.</ref>
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All the missile types also have a "Specialization" skill. This gives you access to T2 launchers and missiles, and it provides a 2% bonus per level to the rate of fire of modules that require the specialization (mostly the T2 modules). All of these require that you have trained the Primary Skill to Level V, so they are usually pursued after your other training is complete.
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* {{sk|Rocket Specialization}}
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* {{sk|Light Missile Specialization}}
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* {{sk|Heavy Missile Specialization}}
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* {{sk|Heavy Assault Missile Specialization}}
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* {{sk|Cruise Missile Specialization}}
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* {{sk|Torpedo Specialization}}
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* {{sk|XL Cruise Missile Specialization}}
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* {{sk|XL Torpedo Specialization}}
  
The second exception is a result of the fact that missile ranges are calculated from center of the ship while ranges on overview are calculated from "edge" of the ship. To counter this large ships get small bonus to missile flight time.<ref>https://forums.eveonline.com/default.aspx?g=posts&m=6523910#post6523910</ref>
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== Equipment ==
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There are a total of four size classes for missiles, each with a short range and a long range launcher. Additionally, small, medium, large and XL launchers have 'rapid' launchers that shoot missiles of one size class below normal.
  
This information, as modified by your skills and equipment bonuses, along with the missile's dps and type of damage, is shown when you move your mouse over the icon for a missile launcher while in space.
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Each launcher class can launch missiles of that class. E.g., Light Missile Launchers launch Light Missiles, as do Rapid Light Missile Launchers. Heavy Assault Missile Launchers launch Heavy Assault Missiles. Torpedo Launchers launch Torpedoes. And so on. Different types of launchers within the class vary the firing rate and other characteristics of the launchers.
  
Although the terms "range" and "distance" are often used interchangeably, technically, the range answers the question of whether the missile can reach its target: is it "in" or "out" of range? If the target is stationary, then the maximum distance will be the missile's range. Normally, however, the target is moving, and the range depends on this motion.
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Each variety of EVE damage is available for each missile type. {{Co|#fa8d84|Inferno}}, {{Co|#71c4f8|Mjolnir}}, {{Co|#f8e97c|Nova}} and {{Co|#73dc76|Scourge}} apply {{Co|#fa8d84|thermal}}, {{Co|#71c4f8|EM}}, {{Co|#f8e97c|explosive}} and {{Co|#73dc76|kinetic}} damage, in that order. A given missile will apply only one variety of damage, and each missile category does the same number of hit points of damage.
[[File:QSM_missile_catchyes.gif‎‎|frame|left|alt=missile catching a fleeing target|Missile Catches Fleeing Target]]
 
[[File:QSM_missile_catchno.gif‎|frame|left|alt=missile fails to catch a fleeing target|Missile Does Not Catch Fleeing Target]]
 
If the target is moving directly away from the missile, then it will take the missile longer to reach the target than it would a stationary one. In fact, if the target is moving fast enough, the missile may not be able to reach it at all - in this case, the target would be considered "out of range." Note that the target does not have to be moving faster than the missile ... just fast enough to stay ahead of the missile until it runs out of fuel.
 
  
If the target is moving directly at the missile, then the missile will reach it much faster than it would reach a stationary target. In this case, the target may be "in range" even when it seems too far away to hit.
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This said though, many Caldari ships (such as the [[Drake]]) have bonuses to only a single type of missile damage: {{Co|#73dc76|Kinetic}}. These ships are commonly referred to as "Kinetic locked". In general, damage type locked ships like this should usually only ever use missile ammo that matches the damage type of their bonus unless there is a very good reason to use a different type.
  
In most cases, however, the target will be moving in a curve with regard to the missile ship - possibly in an orbit, possibly curving towards or away from the launch. It is hard to specify the range, exactly, in these cases, but as always, the missile will head directly for the target, and it will continue as long as it has fuel. Its path is likely to be some sort of a spiral.
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Missiles can be roughly split into three groups: Short range, long range and rapid.
  
There is no way to control the path of a missile once it has been launched. It will point itself at its target and follow the target until it hits or runs out of fuel.
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=== Short range missile systems ===
{{clear}}
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Short range missiles have shorter cycle times and higher DPS than long range missiles. Compared to their long range counterparts, Rockets and Heavy Assaults have lower damage but better application, while Torpedoes and XL Torpedoes have higher damage but worse application.
  
== Missile Launcher firing rate ==
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* Rockets (frigates, destroyers)
After a launcher fires its missile, it must rest for a time before it fires again - this is called the "rate of fire". Turrets also have a firing rate, but launchers are much slower.
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* Heavy Assault Missiles (a.k.a. HAMs) (cruisers, battlecruisers)
{| class="wikitable sortable" style="text-align:left;font-size:80%; margin: 1em auto 1em auto;"
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* Torpedoes (battleships, stealth bombers)
! scope="col" width="200px" style="background-color:#222222;" text-align:left" | <small>Weapon</small>
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* XL Torpedoes (capitals)
! scope="col" width="80px" style="background-color:#222222;" | <small>Firing Rate (Seconds)</small>
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! scope="col" width="80px" style="background-color:#222222;" | <small>Typical Base Damage (HP)</small>
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T2 missiles:
|-
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* Javelin - Improved velocity (=better range) but slightly less damage.
| Cruise Missile Launcher|| 21 || 375
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* Rage - Increased damage but also greatly reduced application and slightly reduced velocity (=reduced range).
|-
 
| Light Missile Launcher|| 16 || 83
 
|-
 
| 350 mm Railgun (Large)|| 7 || 34
 
|-
 
| Large Dual Heavy Beam Laser|| 7  || 34
 
|-
 
| Light Electron Blaster|| 2 || 9
 
|-
 
| colspan="3" style="text-align: center;" | <small>Note that values are approximate; for comparison only.</small>
 
|}
 
There is a correlation between firing rate and the base weapon damage. In general, launchers fire more slowly, but their missiles do more damage; while turrets depend on a stream of quickly fired, but individually less potent damage bundles.<ref>Exceptions exist. For example, with a firing time of around 40 seconds, 1400 mm artillery is slower than any launcher. This is a rarity, though.</ref>
 
  
Launchers also have a "reload time". This is not the firing rate, but rather the time it takes to reload the launcher after all of its missiles have been fired. When the launcher is empty, it automatically checks the cargo bay and reloads the same missiles if any are available. If none are, it will sit empty. At any time, a pilot can stop the launcher from firing and reload from the cargo bay with the same or different missiles.
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=== Long range missile systems ===
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Long range missiles have longer cycle times and lower DPS than short-range missiles. Compared to their short range counterparts, Light and Heavy Missiles have higher damage but worse application, while Cruise and XL Cruise have lower damage but better application.
  
== Launcher and Missile types ==
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* Light Missiles (frigates, destroyers)
{{ note box | <small>'''Warning''': The data shown here are for general discussions of weapons systems. Some details have been omitted. If you are fitting a ship, it is highly recommended that you use the in-game [[Show Info and Compare Tool|Compare Tool]] to evaluate the relative merits of the various launchers and missiles that you are considering. More details on specific equipment are also given in [[Fitting Missile Launchers]].</small> | italics = yes }}
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* Heavy Missiles (cruisers, battlecruisers)
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* Cruise Missiles (battleships)
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* XL Cruise Missiles (capitals)
  
Each launcher class can launch missiles of that class. E.g., Light Missile Launchers launch Light Missiles, as do Rapid Light Missile Launchers. Heavy Assault Missile Launchers launch Heavy Assault Missiles. Torpedo Launchers launch Torpedoes. And so on. Different types of launchers within the class vary the firing rate and other characteristics of the launchers. Typically the Tech 1 Arbalest, Limos and Malkuth launchers, as well as the Tech 2 launchers, use less CPU, have faster firing rates and are less prone to damage from overheating.  
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T2 missiles:
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* Precision - Same damage as T1 but with better application and greatly reduced flight time (range).
 +
* Fury - Better damage with reduced application and flight time (range).
  
Each variety of EVE damage is available for each missile type. <span style="color:#fa8d84"> Inferno</span>, <span style="color:#71c4f8">Mjolnir</span>, <span style="color:#f8e97c">Nova</span> and <span style="color:#73dc76">Scourge</span> apply <span style="color:#fa8d84">thermal</span>, <span style="color:#71c4f8">EM</span>, <span style="color:#f8e97c">explosive</span> and <span style="color:#73dc76">kinetic</span> damage, in that order. A given missile will apply only one variety of damage, and each missile category does the same number of hit points of damage.  
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=== Rapid missile systems ===
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Rapid launchers are unique among weapon systems. These missile launchers have very high fire rates, but fire missiles of one size class below what the ships of this size would normally fire. For example, a cruiser (medium) would use rapid light missile launchers to fire light missiles (small). This reduces the skill training required to use the weapons (as missile skill requirements are based on ammo type, not launcher size), and also gives ships fitted with rapid launchers unnaturally good damage application. The drawback is that they have relatively small clip sizes (19-30 shots) and very long reload times (35-40 seconds). This makes them very effective at quickly removing smaller enemies, but inefficient in larger fights if the target doesn't die before the reload hits, as between the high fire rate and small clip a rapid launcher can easily spend as much time reloading as it does firing.  
  
Other missile types vary the flight time, base damage (hit points), and other characteristics of the missile.
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The small clip and long reload of rapid launchers make them very good weapons to [[Overheating|Overheat]], as they can be overheated for part of their clip for further increased fire rate and DPS, repaired (using Nanite Repair Paste) during their long reload time (during which time their rack heat also dissipates), and then overheated again in the next clip.
*Guristas, Caldari Navy and Dread Guristas missiles are little different from standard missiles except that they have higher base damage; Guristas least, and Dread Guristas most.
 
*"Advanced" missile types come in sets:
 
:# ''Precision versus Fury'': Precision missiles have a faster, smaller explosion and will do more damage to a small, fast target - while Fury missiles, with their larger, slower explosions do more damage against larger, slower targets. Precision/Fury missiles are available for Light, Heavy and Cruise missile launchers.
 
:# ''Long Range versus Anti-ship'': Javelin long range missiles travel considerably farther than their Rage counterparts; but the Rage missiles have a significantly larger base damage. Javelin/Rage missiles are available for Rocket, Heavy Assault and Torpedo missile launchers.
 
{| class="wikitable sortable" style="text-align:left; font-size:80%; margin: 1em auto 1em auto;"
 
|+ ''<small>The data here is from Rockets and Light Missiles, but the ratios hold for all the missile types.</small>''
 
! scope="col" width="100px" style="background-color:#222222;"  | Missile
 
! scope="col" width="50px" style="background-color:#222222;" | Flight Time
 
! scope="col" width="50px" style="background-color:#222222;" | Velocity
 
! scope="col" width="50px" style="background-color:#222222;" | Explosion Radius
 
! scope="col" width="50px" style="background-color:#222222;" | Explosion Velocity
 
! scope="col" width="50px" style="background-color:#222222;" | Base Damage 
 
|-
 
| Standard Missile|| 5.0 || 3,750 || 40 || 170  || 83
 
|-
 
| Precision Missile|| 2.5 || 3,750 || 25 || 204  || 83
 
|-
 
| Fury Missile|| 3.75 || 3,750 || 69 || 143 || 116
 
|-
 
| Standard Rocket|| 2.0 || 2,250 || 20 || 150 || 33
 
|-
 
| Javelin Rocket|| 2.0 || 3,275 || 20 || 150 || 29.7
 
|-
 
| Rage Rocket||  2.0 || 1,875 || 30 || 129 || 44.6
 
|}
 
  
A launcher class and its associated missiles can be thought of as a ''weapons system'', each of which fits best in a particular group of ships. Launchers require high power slots as well as launcher hardpoints. The power drain generally puts a lower bound on the ship size for each launcher class. Typically:
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Rapid Torpedo Launchers are considered the '[[Turrets#Capital Ship Turrets|High-Angle Weapons]]' of missiles, and thus can only be fitted to the [[Phoenix]], [[Phoenix Navy Issue]], and [[Caiman]].
* light and rocket launchers go in frigates and destroyers
 
* rapid light, heavy and heavy assault launchers go in cruisers and battlecruisers
 
* rapid heavy, torpedo and cruise launchers go in battleships
 
* citadel launchers go in capital ships
 
* torpedo launchers also go in T2 frigate [[Stealth Bombers]], which have specialized attributes to accommodate them.
 
  
(''Note that while [[bombs]] are fired from bomb launchers, they are unguided, area-of-effect weapons whose mechanics are not really comparable to missiles and turreted weapons''.)
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As Rapid Light Missile Launchers fire frigate-sized Light Missiles, they are considered 'small weapons' and gain the damage bonus of the [[Wormhole space#Wolf Rayet|Wolf Rayet system effect]].
{| class="wikitable" style="text-align:center;  margin: 2em auto 1em auto; border: 3px solid darkgreen;"
 
|+ '''SUMMARY'''
 
|- style="height: 80px;"
 
|style="background-color:#222222; padding-left: 2em;padding-right: 2em; "|<small>'''SHIP''' fits '''LAUNCHER''' which fits '''MISSILE''' that comes in TYPES (Guristas, Rage, Precision, etc.) that comes in DAMAGE VARIETIES (EM, thermal, kinetic, explosive)</small>
 
|}
 
  
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* Rapid Light Missile Launchers (RLML) (cruisers, battlecruisers)
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* Rapid Heavy Missile Launchers (RHML) (battleships)
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* Rapid Torpedo Launcher (dreadnoughts)
  
The following tables list launcher systems in terms of the ships into which they are usually fitted. Note that some details are missing - for a complete listing of the characteristics of a launcher or missile, use the in-game [[Show Info and Compare Tool|Show Info]] window. See [[Fitting Missile Launchers]] for more details on specific launcher types.  
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=== Festival Launchers ===
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Festival Launchers are special edition launchers used to fire festival charges that normally consist of fireworks or snowballs. These items are typically used during in-game events, holidays, or celebrations to add an audiovisual and festive element to the game. These effects are purely visual and do not cause damage nor affect gameplay mechanics. Occasionally [[AIR Daily Goals]] or an event will ask you to hit an NPC or player with a festival charge. This includes not decloaking ships and causing a damage notification. Locking a target will cause them to be yellow-boxed and festival charges will produce sound and visual effects when hitting their target. Festival launchers are popular during community gatherings, in-game weddings, anniversaries, and other player-driven events. They help enhance the celebratory atmosphere and bring players together. They are often distributed in crates with a launcher and a set of festival charges matching the current event.
 +
 +
* Festival Launchers have a cycle time of 4s
 +
* Display Launchers have a cycle time of 20s
  
T1 ships with bonuses for launchers and/or missiles are also listed. ''For information on T2 and T3 ships, please read [[Missile Ships]]''.
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* Fireworks come in various colors, lights, and effects and can be grouped into those with a small, medium, or large radius of effect. [https://www.youtube.com/playlist?list=PL2p6gfKc4FEHJtvaYXunij1DoKMFRIN0h Firework types demonstration YouTube playlist]
 +
* Snowballs are typically distributed during a Yoiul Festival or [[Winter Nexus]]. Snowballs will melt after an event but can be exchanged for fresh ammo with a Meltwater-Snowball Exchanger at Yoiul Festival Snowball Exchange stations during the next event.
  
=== Small Missiles and Launchers ===
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[[File:Yoiul Festival Snowball Exchange front.jpg|thumb|Frontal view of a Yoiul Festival Snowball Exchange  station]]  
''T1 bonused ships''
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[[File:Yoiul Festival Snowball Exchange back.jpg|thumb|Back view of a Yoiul Festival Snowball Exchange station]]
* Frigates: [[Condor]], [[Kestrel]], [[Breacher]]
 
* Destroyers: [[Corax]], [[Talwar]]
 
  
{| class="wikitable" style="text-align:left; font-size:90%; margin: 1em auto 1em auto;"
+
Festival charges have the longest flight time of any missile type while the launchers have the lowest fitting requirements.
|+ <small>''Based on T1, Level I equipment ... for comparison only. Use in-game data for fitting.''</small>
 
! scope="col" width="150px" style="background-color:#222222;"  | <span style="color:#bfbb7d">Launcher</span>
 
! scope="col" width="50px" style="background-color:#222222;"  | <small>Power (MW)</small>
 
! scope="col" width="60px" style="background-color:#222222;" | <small>Firing Rate (s)</small>
 
! scope="col" width="60px" style="background-color:#222222;" | <small>Reload Time (s)</small>
 
! scope="col" width="100px" style="background-color:#222222;" | <span style="color:#bfbb7d"> Missile Type</span>
 
! scope="col" width="60px" style="background-color:#222222;" | <small>Flight Time (s)</small>
 
! scope="col" width="50px" style="background-color:#222222;" | <small>Velocity (m/s) </small>
 
! scope="col" width="70px" style="background-color:#222222;" | <small>Explosion Radius (m)</small>
 
! scope="col" width="70px" style="background-color:#222222;" | <small>Explosion Velocity (m/s)</small>
 
! scope="col" width="60px" style="background-color:#222222;" | <small>Base Damage (hp)</small> 
 
|-
 
| Rocket|| 4 || 5 || 10 || Rocket  || 2 || 2,250 || 20 || 150 || 33
 
|-
 
| Light Missile|| 6 || 16 || 10 || Light Missile || 5 || 3,750 || 40 || 150 || 83
 
|}
 
  
=== Medium Missiles and Launchers ===
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=== Other equipment ===
''T1 Bonused Ships''
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Other rarely used missile types:
* Cruisers: [[Caracal]], [[Bellicose]]
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* Defender missiles. When activated, Defender Launchers will scan local space for [[bombs]] within range. If a bomb is detected, the launcher will fire one ''Defender Missile'' to intercept and destroy it. If no bombs are found, the launcher will still cycle. The Defender Launcher has 120-second reactivation timer.<ref>[https://forums-archive.eveonline.com/message/6726903 Defender Missile update announcement]</ref>
* Battlecruisers: [[Drake]], [[Cyclone]]
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* When fired, an ''Auto-Targeting Missile'' will locate and target the nearest enemy ship or drone that has previously fired on you. Auto-targeting missiles do not require the user to be locked on to the targets they engage; however as they cannot be deliberately aimed, deal less damage, and have a hard maximum range beyond which they will not acquire targets, auto-targeting missiles are usually passed over in favor of regular missiles.
  
{| class="wikitable" style="text-align:left; font-size:90%; margin: 1em auto 1em auto;"
+
In addition to the actual missile launchers, there exist several modules and items for missile launchers. These will improve the effectiveness of all missile weapons.
|+ <small>''Based on T1, Level I equipment ... for comparison only. Use in-game data for fitting.''</small>
 
! scope="col" width="150px" style="background-color:#222222;"  | <span style="color:#bfbb7d">Launcher</span>
 
! scope="col" width="50px" style="background-color:#222222;"  | <small>Power (MW)</small>
 
! scope="col" width="60px" style="background-color:#222222;" | <small>Firing Rate (s)</small>
 
! scope="col" width="60px" style="background-color:#222222;" | <small>Reload Time (s)</small>
 
! scope="col" width="100px" style="background-color:#222222;" | <span style="color:#bfbb7d"> Missile Type</span>
 
! scope="col" width="60px" style="background-color:#222222;" | <small>Flight Time (s)</small>
 
! scope="col" width="50px" style="background-color:#222222;" | <small>Velocity (m/s) </small>
 
! scope="col" width="70px" style="background-color:#222222;" | <small>Explosion Radius (m)</small>
 
! scope="col" width="70px" style="background-color:#222222;" | <small>Explosion Velocity (m/s)</small>
 
! scope="col" width="60px" style="background-color:#222222;" | <small>Base Damage (hp)</small>   
 
|-
 
| Rapid Light Missile|| 73 ||7.8 ||35 || Light Missile  || 5 || 3,750 || 40 || 150 || 83
 
|-
 
| Heavy Assault Missile|| 108 ||8 ||10 || Heavy Assault Missile  || 4 || 2,250 || 125 || 101 || 100
 
|-
 
| Heavy Missile|| 100 ||15 ||10 || Heavy Missile  || 6.5 || 4,300 || 140 || 81 || 142
 
|}
 
  
=== Large Missiles and Launchers ===
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{|class="wikitable" style="width: 900px;"
''T1 Bonused Ships''
+
|-
* Battleships: [[Raven]], [[Typhoon]]
+
|[[File:Icon ballistic control system.png|link=|]]
 +
|'''{{co|wheat|Ballistic Control System}}''' are passive low slot modules. They increase missile damage and launcher rate of fire.
  
{| class="wikitable" style="text-align:left; font-size:90%; margin: 1em auto 1em auto;"
+
|-
|+ <small>''Based on T1, Level I equipment ... for comparison only. Use in-game data for fitting.''</small>
+
|[[File:Icon missile guidance enhancer i.png|link=|]]
! scope="col" width="150px" style="background-color:#222222;"  | <span style="color:#bfbb7d">Launcher</span>
+
|'''{{co|wheat|Missile Guidance Enhancer}}''' passive low slot modules. They decrease missile explosion radius, increase missile explosion velocity, missile flight time and flight speed. This makes the missile apply better and further away.
! scope="col" width="50px" style="background-color:#222222;"  | <small>Power (MW)</small>
 
! scope="col" width="60px" style="background-color:#222222;" | <small>Firing Rate (s)</small>
 
! scope="col" width="60px" style="background-color:#222222;" | <small>Reload Time (s)</small>
 
! scope="col" width="100px" style="background-color:#222222;" | <span style="color:#bfbb7d"> Missile Type</span>
 
! scope="col" width="60px" style="background-color:#222222;" | <small>Flight Time (s)</small>
 
! scope="col" width="50px" style="background-color:#222222;" | <small>Velocity (m/s) </small>
 
! scope="col" width="70px" style="background-color:#222222;" | <small>Explosion Radius (m)</small>
 
! scope="col" width="70px" style="background-color:#222222;" | <small>Explosion Velocity (m/s)</small>
 
! scope="col" width="60px" style="background-color:#222222;" | <small>Base Damage (hp)</small>   
 
|-
 
|Rapid Heavy Missile|| 960 || 6.48 || 35 || Heavy Missile  || 6.5 || 4,300 || 140 || 81 || 142
 
|-
 
| Cruise Missile|| 1,450 ||20.68 ||10 || Cruise Missile  || 14 || 4,700 || 330 || 69 || 375
 
|-
 
| Torpedo|| 1,750 ||18 ||10 || Torpedo  || 6 || 1,500 || 450 || 71 || 450
 
|}
 
  
'''Note:''' Each race has a T2 Frigate class [[Stealth Bomber]] ({{icon|isis caldari|22}}[[Manticore]], {{icon|isis minmatar|22}}[[Hound]], {{icon|isis amarr|22}}[[Purifier]], {{icon|isis gallente|22}}[[Nemesis]]) that has a 99.65% reduction in Torpedo Launcher powergrid requirements. These ships are also bonused for torpedo damage and stealth.
+
|-
 +
|[[File:Icon missile guidance computer i.png|link=|]]
 +
|'''{{co|wheat|Missile Guidance Computer}}''' are active mid slot modules. They decrease missile explosion radius, increase missile explosion velocity, missile flight time and flight speed. The module can also be scripted to only improve either application or range.
  
=== Capital Missiles and Launchers ===
+
|-
 +
|[[File:Icon missile rig.png|link=|]]
 +
|Missile rigs improve one aspect at a time. All the rigs will also increase CPU requirements on missile launchers.
 +
* '''{{co|wheat|Bay Loading Accelerator}}''' improves rate of fire.
 +
* '''{{co|wheat|Hydraulic Bay Thrusters}}''' improves missile velocity.
 +
* '''{{co|wheat|Rocket Fuel Cache Partition}}''' improves missile flight time.
 +
* '''{{co|wheat|Warhead Calefaction Catalyst}}''' improves missile damage.
 +
* '''{{co|wheat|Warhead Flare Catalyst}}''' increases explosion velocity.
 +
* '''{{co|wheat|Warhead Rigor Catalyst}}''' decreases explosion radius.
  
{| class="wikitable" style="text-align:left; font-size:90%; margin: 1em auto 1em auto;"
 
|+ <small>''Based on T1, Level I equipment ... for comparison only. Use in-game data for fitting.''</small>
 
! scope="col" width="150px" style="background-color:#222222;"  | <span style="color:#bfbb7d">Launcher</span>
 
! scope="col" width="50px" style="background-color:#222222;"  | <small>Power (MW)</small>
 
! scope="col" width="60px" style="background-color:#222222;" | <small>Firing Rate (s)</small>
 
! scope="col" width="60px" style="background-color:#222222;" | <small>Reload Time (s)</small>
 
! scope="col" width="100px" style="background-color:#222222;" | <span style="color:#bfbb7d"> Missile Type</span>
 
! scope="col" width="60px" style="background-color:#222222;" | <small>Flight Time (s)</small>
 
! scope="col" width="50px" style="background-color:#222222;" | <small>Velocity (m/s) </small>
 
! scope="col" width="70px" style="background-color:#222222;" | <small>Explosion Radius (m)</small>
 
! scope="col" width="70px" style="background-color:#222222;" | <small>Explosion Velocity (m/s)</small>
 
! scope="col" width="60px" style="background-color:#222222;" | <small>Base Damage (hp)</small>   
 
|-
 
| Rapid Torpedo || 100,000 || 28.45 || 40 || Torpedo || 6 || 1,500 || 450 || 71 || 450
 
 
|-
 
|-
| XL Cruise Missile || 100,000 ||35.20 ||10 || XL Cruise Missile || 15 || 5,700 || 2,000 || 40 || 1,500
+
|[[File:Icon crash.png|link=|]]
|-
+
|There are two [[medical boosters]] that will improve missile performance.
| XL Torpedo || 100,000 || 25.50 || 10 || XL Torpedo || 7.5 || 3,500 || 3,000 || 35 || 2,000
+
* '''{{co|wheat|Crash}}''' reduces missile explosion radius.
|}
+
* '''{{co|wheat|Agency 'Pyrolancea'}}''' improves damage.
  
=== Specialized Missiles and Launchers ===
 
  
{| class="wikitable" style="text-align:left; font-size:90%; margin: 1em auto 1em auto;"
+
|-
|+ <small>''Based on T1, Level I equipment ... for comparison only. Use in-game data for fitting.''</small>
+
|[[File:Icon_implant_hardwiring.png|link=|]]
! scope="col" width="150px" style="background-color:#222222;"  | <span style="color:#bfbb7d">Launcher</span>
+
|Implants. Practically every missile stat has an implant that improves that aspect. See the [[Skill Hardwiring#Table of Implants|table of hardwiring implants]] for a full list of missile implants.
! scope="col" width="50px" style="background-color:#222222;"  | <small>Power (MW)</small>
 
! scope="col" width="60px" style="background-color:#222222;" | <small>Firing Rate (s)</small>
 
! scope="col" width="60px" style="background-color:#222222;" | <small>Reload Time (s)</small>
 
! scope="col" width="100px" style="background-color:#222222;" | <span style="color:#bfbb7d"> Missile Type</span>
 
! scope="col" width="60px" style="background-color:#222222;" | <small>Flight Time (s)</small>
 
! scope="col" width="50px" style="background-color:#222222;" | <small>Velocity (m/s) </small>
 
! scope="col" width="70px" style="background-color:#222222;" | <small>Explosion Radius (m)</small>
 
! scope="col" width="70px" style="background-color:#222222;" | <small>Explosion Velocity (m/s)</small>
 
! scope="col" width="60px" style="background-color:#222222;" | <small>Base Damage (hp)</small>   
 
|-
 
| Defender || 2 || 5 || 10 || Defender || 3 || 10,000 || 10 || 400 || 800
 
|-
 
| Light Missile || 6 || 16 || 10 || Auto-Targeting Light  ||  5 || 3,750 || 40 || 170 || 62
 
|-
 
| Heavy Missile || 100 ||15 ||10 || Auto-Targeting Heavy  || 6.5 || 4,300 || 81 || 140 || 107
 
|-
 
| Cruise Missile || 1,450 ||20.68 ||10 || Auto-Targeting Cruise  || 14 || 4,700 || 69 || 330 || 281
 
|-
 
| Bomb || 10 ||10 || 160 || Bomb  || 12 || 2,500 || - || - || 6,400
 
 
|}
 
|}
  
'''Notes:'''
+
== Tactics and Strategy ==
* When activated, Defender Launchers will scan local space for bombs within range. If a bomb is detected, the launcher will fire one ''Defender Missile'' to intercept and destroy it. If no bombs are found, the launcher will still cycle. The Defender Launcher has 120-second reactivation timer.<ref>[https://forums.eveonline.com/default.aspx?g=posts&m=6726903 Defender Missile update announcement]</ref>
+
{{See also|Missile mechanics}}
* When fired, an ''Auto-Targeting Missile'' will locate and target the nearest enemy ship or drone which has previously fired on you. Since they cannot be aimed, auto-targeting missiles are usually passed over in favor of regular missiles.
 
* ''[[Bombs]]'' are included here for reference. Although they are launched, bombs are unguided, area of effect weapons. They do not follow the mechanics of missiles, but require some missile skills to use.
 
  
== Related skills and equipment ==
+
In general, missiles are a simpler weapon system to use than turrets. But while a missile can apply up to 100% of the Base Damage to a ship in some situations, damage is often reduced by two factors:
 +
* If the target ship is moving faster than the explosion velocity of the missile. Think of this as a fast ship being able to somewhat outrun the explosion.
 +
* If the signature radius of the target ship is smaller than the missile's explosion radius. Think of this as a small ship flying through a large explosion and only being hit by a part of it.
  
===Skills===
+
In other words, missile weapons are best at doing damage to larger, slower targets at longer range. This is not to say that a pilot cannot kill small, fast targets with the right missiles, or that there are no short range missile boats. Rather, the most common applications of launcher fitted ships tend to be as longer ranged, heavy damage weapons.
The [[Fitting_Guidelines#Train_fitting_skills| standard fitting skills]] are essential to the use of missile launchers. So are the general [[targeting]] skills — especially {{sk|Signature Analysis}}, {{sk|Target Management}}, and {{sk|Long Range Targeting}}. Navigation skills that improve the velocity or maneuverability of your ship will also be useful: {{sk|Navigation}}, {{sk|Evasive Maneuvering}}, {{sk|Fuel Conservation}}, and {{sk|High Speed Maneuvering}}. Since most missile ships depend on shield tanks, you might also want to beef up your basic shield skills: {{sk|Shield Compensation}}, {{sk|Shield Management}}, and {{sk|Shield Operation}}.
 
  
In addition, Eve offers pilots a number of skills specific to launched weapons systems. If you are new to missiles, train these at least to Level 3, and train higher in the ones that seem most useful to you.  
+
==== Fleet roles ====
 +
In general, the most common ships seen relying on missiles in fleets fill one of two roles. Ships fitted with Rapid Missile Launchers work as anti-support, assigned to picking of smaller enemy ships like frigates and destroyers while the rest of the fleet is otherwise engaged, and whose larger weapons are unable to hit these small targets. Ships fitted with full-size launchers act as mainline damage ships, able to beat through individual damage weaknesses in the enemies' defenses with their sustained, reliable damage. However, because missiles are ineffective at targeting ships below their size, missile ships are generally not very efficient at destroying enemy [[Logistics#Logistics Ships|logistics ships]] (which generally have naturally small signatures), which can at times hurt their effectiveness.
  
==== Primary Missile skills ====
+
There do exist doctrines for entire fleets of missile ships. Fleets of [[stealth bomber]]s, for example, are common.
There is a specific [[Skills:Missiles|primary missile skill]] for each class of missiles, and each will let you load and fire that one class. In addition, each level of the skill will improve your damage by 5% when using that particular missile class. These are somewhat cumulative - that is, you need LIght Missiles III to train Heavy Missiles, and Heavy Missiles III to train Cruise Missiles - and other dependencies apply.  
 
  
Various levels of Missile Launcher Operation are needed to train these primary skills, and since Missile Launcher Operation gives a bonus to firing rate (which is essentially a DPS bonus), it makes sense to train it quickly to Level III and eventually to Level V.
+
==== Kiting ====
 +
Kiting is a form of hit-and-run strategy, attacking enemies while staying beyond their effective range, and always having a way out. As kiting ships rely on their speed and range for defenses, many good kiting ships are shield-tanked missile ships. [[Pirate Faction Ship Overview#Mordu's Legion|Mordu's Legion]] ships are particularly good at this combat style.
  
{{example | Example: The Primary Skill For Light Missiles
+
The primary goal of kiting is to stay alive. This means staying out of their range, either by keeping pace and range while pursuing, orbiting at around 20-30km (within missile and Warp Disruptor range but outside of other modules' range), or by running away from them just slightly faster than they can catch up. Because launching missiles at pursuing targets makes the pursuers get hit sooner, and because missiles will chase and hit their targets without any interaction from the launching ship, missile ships are extremely good at both flying evasively and straight running away. (Unlike turret ships, missile ships are not required to line up good shots with their targets to land hits; missiles merely need to be within range, and beyond that, the missile ships can take on any flight path they wish.)
[[File:Light missile 64 bit icon.png]] '''Light Missiles'''
 
  
[[Image:Implants.png|link=|16px]] ''Attributes'': Perception, Willpower
+
PvE enemies tend to be rather single-minded, locking on when they see you, approaching orbit, and never giving up. This makes kiting a popular strategy when running missions. When compared with fighting NPCs head-on, kiting increases the time required to kill targets (as longer-ranged weapons have lower damage), and the resulting loot will be scattered across a large area; however in exchange, your ship will sustain relatively little damage, and as you are already in effect running away it is very easy to warp out and escape the field if necessary.
  
[[Image:Multiplier.png|link=|16px]] ''Multiplier'': 2x
+
PvP is much more difficult in this regard. Inexperienced pilots may chase you to their deaths, but experienced pilots will just let you run, knowing that both you and they likely have the choice to escape. The greatest danger in kiting is extremely fast ships such as [[interceptors]], which can outrun, catch, and tackle most other ships, giving their allies time to close in for the kill. Part of the popularity of cruisers with Rapid Light missiles is that these missiles are extremely effective at destroying interceptors.
  
[[Image:Isk.png|link=|16px]] ''Price'': 20k ISK
+
==== The missile entities problem ====
 +
Missile launchers create missile entities, an object in space that chase their targets, until they hit and do damage or run out of flight time. While these entities are not visible on the [[overview]] nor selectable, they '''can''' [[Cloaking|decloak]] ships, and have structure hp that can be damaged or even be destroyed by area-of-effect damages like [[Smartbombs]], [[Bombs]], and [[Guided Bombs]].
  
[[Image:Skill.png|link=|16px]] ''Prerequisites'': Missile Launcher Operation II
+
Missiles are vulnerable to damage and can't survive many hits from smartbombs, one should avoid destroying their missiles with their smartbombs by avoiding fitting or activating them at the same time. Bombs from [[stealth bomber]]s may destroy their torpedos too.
  
[[Image:Skill.png|link=|16px]] ''I required for'': T1 and Faction charges
+
This feature also enabled a strategy known as 'Firewalling', in which multiple smartbombs are used to block out and destroy incoming missiles. While this strategy is difficult to plan and execute appropriately, it can greatly reduce a fleet's incoming (and outgoing) missile damage.
  
[[Image:Skill.png|link=|16px]] ''III required for'': Heavy Assault Missiles I; Heavy Missiles I
+
==== The delayed damage problem ====
 +
One of the issues with missiles compared to turrets is that while turret shots impact and damage their targets in the same moment as they are fired, missiles do not have this luxury. Instead, when a missile is launched, there can be several seconds of delay between the launch and the target is damaged. This has several effects.
 +
# In PvE, it can lead to wasting missiles overkilling targets (where the target dies with another volley of missiles in-flight), and at the same time leave the attacker exposed to enemy fire for longer.
 +
# In PvP, when an enemy is targeted by missiles, they receive the warning about being Red Boxed at the moment the launchers fire, which gives them time to either overheat active hardeners, broadcast for their logistics to repair them or, at longer ranges, potentially warp out before the missiles land.
 +
# If an enemy ship is flying away from a missile ship, the missiles need to chase after it as it flies away. This means that missiles can have significantly reduced effective range when used on fleeing enemies. (However, in exchange they also gain significantly ''increased'' effective range when running away and shooting at a pursuer.) Furthermore, extremely fast ships like [[interceptors]] can actually completely outrun missiles that are in flight, and never be hit at all despite staying within range.
 +
# To prevent the obvious exploit of launching missiles and then warping out before the missiles connect, if a ship enters warp, all of the missiles it has in-flight vanish immediately. This means that, especially at long range, missile ships must stay on grid until all of their fired missiles have landed, to avoid losing damage. This problem is most apparent on [[stealth bomber]]s making torpedo runs on targets.
  
[[Image:Skill.png|link=|16px]] ''V required for'': T2 charges; Light Missile Specialization I
+
== Production ==
}}
+
Due to the Shortage Phase, Isogen, Nocxium and Zydrine no longer appear in High Security Space. With this in mind, players (particularly those who craft their own ammunition, especially if they also mine the materials themselves) can find themselves burning through expensive stockpiles of these materials. A table provided below will hopefully assist the player somewhat in making choices of missiles to use in PvE to minimize such shortages.
  
*Note the prerequisite items near the bottom. You cannot, for example, train Light Missiles until you have trained Missile Launcher Operation to Level 2. You cannot use T1 or Faction missiles until you train Light Missiles to Level 1, and you cannot use T2 missiles until you train Light Missiles to Level 5.
+
{|class=wikitable style="width: 400px;"
*Most pilots train the primary skills for Rockets and Light Missiles at least to Level III first, and then move on to larger missiles and launchers as they move to larger ships.
+
|-
 
+
| Rocket (All Warheads)
==== Launcher support skills ====
+
| Highsec
These skills apply to missile launchers. They increase firing rate and damage, and they improve the accuracy of missiles against smaller, faster targets.
+
|-
*{{sk|Missile Launcher Operation}} 2% Bonus to missile launcher rate of fire per skill level. This gives a bonus to DPS — and it is<span style="color:#bfbb7d"> a prerequisite for many other missile skills.</span> Train this one first, and plan eventually to train it to Level V.
+
| Light (All Warheads)
*{{sk|Rapid Launch}} 3% bonus to missile launcher rate of fire per level. Essentially, a DPS increase. Also plan to train this one to Level V.
+
| Highsec
*{{sk|Warhead Upgrades}} 2% bonus to all missile damage per skill level. Another DPS increase, smaller than Rapid Launch, but still worth training.
+
|-
*{{sk|Missile Bombardment}} 10% more flight time for all missiles per level. If you are planning to use a long range or "kiting" strategy, train this higher.
+
| Heavy (All Warheads)
*{{sk|Missile Projection}} 10% bonus to all missiles' maximum velocity per level. Another range increase that is especially useful for "kiting".
+
| Nocxium
*{{sk|Guided Missile Precision}} 5% decreased factor of signature radius for all missile explosions per level of skill. Proficiency at this skill increases the accuracy of a fired missile's exact point of impact, resulting in greater damage to small targets.
+
|-
*{{sk|Target Navigation Prediction}} 10% decrease per level in factor of target's velocity for all missiles. As with Guided Missile Precision, this makes missiles more effective against small targets.
+
| Inferno Cruise
 
+
| Zydrine
==== Missile Specialization skills ====
+
|-
Some missile classes also have a "Specialization" skill. This gives you access to T2 launchers and missiles, and it provides a 2% bonus per level to the rate of fire of modules that require the specialization. Most of these require that you have trained the Primary Skill to Level V, so they are usually pursued after your other training is complete.
+
| Mjolnir Cruise
*[[Skills:Missiles#Rockets_and_light_missiles|Rockets and Light Missiles]]
+
| Zydrine
*[[Skills:Missiles#Heavy_Missiles|Heavy Missiles]]
+
|-
*[[Skills:Missiles#Cruise_Missiles_and_Torpedoes|Cruise Missiles and Torpedoes]]
+
| Nova Cruise
 
+
| Isogen & Zydrine
=== Equipment ===
+
|-
{{hatnote|Widely used equipment is listed here. See [[Fitting Missile Launchers]] for a more complete list.}}
+
| Scourge Cruise
 
+
| Nocxium & Zydrine
Ballistic Control Systems are passive, low slot modules which increase missile damage and rate of fire. Stacking penalties apply, but many larger ships still fit three of them. Target Painters increase the signature radius of a target and make it easier to hit.
+
|-
 
+
| Inferno Torpedo
Missile Launcher Rigs come in four sizes, one for each sized launcher. All of the rigs have an increase in CPU use as their penalty. The Bay Loading Accelerator increases the rate of fire, the Hydraulic Bay Thrusters increase missile velocity, and the Warhead Calefaction Catalyst increases missile damage. Also of potential use are the Targeting Rigs, especially the Small Ionic Field Projector, which increases targeting range.
+
| Isogen, Nocxium & Zydrine
 
+
|-
== Tactics and Strategy ==
+
| Mjolnir Torpedo
 
+
| Megacyte
 
+
|-
 
+
| Nova Torpedo
 
+
| Zydrine
 
+
|-
=== Turrets versus Launchers ===
+
| Scourge Torpedo
It is difficult to compare qualitatively different weapons systems based on technical specifications. For example, here are two close range systems that are often mounted on Frigates.
+
| Megacyte
{| class="wikitable" style="text-align:left; font-size:90%; margin: 1em auto 1em auto;"
+
|-
|+ <small>''Based on T1, Level I equipment ... for comparison only. Use in-game data for fitting.''</small>
 
! scope="col" width="150px" style="background-color:#222222;"  | <span style="color:#bfbb7d">Launcher</span>
 
! scope="col" width="50px" style="background-color:#222222;"  | <small>Power (MW)</small>
 
! scope="col" width="60px" style="background-color:#222222;" | <small>Firing Rate (s)</small>
 
! scope="col" width="60px" style="background-color:#222222;" | <small>Reload Time (s)</small>
 
! scope="col" width="100px" style="background-color:#222222;" | <span style="color:#bfbb7d"> Missile Type</span>
 
! scope="col" width="60px" style="background-color:#222222;" | <small>Flight Time (s)</small>
 
! scope="col" width="50px" style="background-color:#222222;" | <small>Velocity (m/s) </small>
 
! scope="col" width="70px" style="background-color:#222222;" | <small>Explosion Radius (m)</small>
 
! scope="col" width="90px" style="background-color:#222222;" | <small>Explosion Velocity (m/s)</small>
 
! scope="col" width="80px" style="background-color:#222222;" | <small>Base Damage (hp)</small> 
 
|-  
 
| Rocket|| 4 || 5 || 10 || Rocket || 2 || 2,250 || 20 || 150 || 33
 
|}
 
{| class="wikitable" style="text-align:left; font-size:90%; margin: 1em auto 1em auto;"
 
! scope="col" width="150px" style="background-color:#222222;"  | <span style="color:#bfbb7d">Turret</span>
 
! scope="col" width="50px" style="background-color:#222222;"  | <small>Power (MW)</small>
 
! scope="col" width="60px" style="background-color:#222222;" | <small>Firing Rate (s)</small>
 
! scope="col" width="60px" style="background-color:#222222;" | <small>Reload Time (s)</small>
 
! scope="col" width="70px" style="background-color:#222222;" | <small>Optimal Range (m)</small>
 
! scope="col" width="70px" style="background-color:#222222;" | <small>Falloff (m)</small>
 
! scope="col" width="90px" style="background-color:#222222;" | <small>Tracking Speed (rad/s) </small>
 
! scope="col" width="60px" style="background-color:#222222;" | <small>Damage Modifier</small>
 
! scope="col" width="100px" style="background-color:#222222;" | <span style="color:#bfbb7d"> Charge</span>
 
! scope="col" width="80px" style="background-color:#222222;" | <small>Base Damage (hp)</small> 
 
|-  
 
| Ion Blaster|| 4 || 2 || 5 || 1,000 || 1,500 || 0.438 ||1.8 || Lead  ||  8
 
 
|}
 
|}
  
{|
+
Auto-Targeting and Assault variants use the same as entered above.
|-  
 
|The first problem is that although both systems function by delivering damage at a distance, the turret's primary effectiveness is based in the blaster, while the launcher's primary effectiveness is based in the rocket. And it is very hard to compare the tracking speed, optimal range and falloff of the one with the flight time, explosion radius and explosion speed of the other. <br\><br\>In addition, the chart cannot take into account the ability of the pilot to keep the blaster within tracking range on the one hand, nor the ability of the pilot to evade damage while the rockets travel to the target on the other. <br\><br\>Consequently, the decision to use rockets over blasters or vice-versa should not depend on a comparison of the two weapons systems, but rather on a comparison of pilot and ship abilities. Does your ship have bonuses for one  type of system or the other? Is it better suited for an armor tank (''blasters'') or shields (''rockets'')? And does the pilot have roughly the same skills in rockets as in blasters?<br\><br\> The bottom line: don't waste time debating over weapons systems. Improve your skills, find a ship that matches, and then find the right fit for that ship. || {{example | As an example, consider the T2 Caldari [[Hawk]] Assault Frigate.
 
 
 
{{ShipFitting|
 
ship=Hawk|
 
shipTypeID=11379|
 
fitName=Solo and Small Gang PvP Hawk|
 
fitID=-quot-Standard-quot--Dual-MASB-Hawk|
 
high1name=150mm Light AutoCannon II|
 
high1typeID=2881|
 
high2name=Rocket Launcher II|
 
high2typeID=10631|
 
high3name=Rocket Launcher II|
 
high3typeID=10631|
 
high4name=Rocket Launcher II|
 
high4typeID=10631|
 
high5name=Rocket Launcher II|
 
high5typeID=10631|
 
mid1name=1MN Afterburner II|
 
mid1typeID=438|
 
mid2name=X5 Prototype Engine Enervator|
 
mid2typeID=4025|
 
mid3name=J5b Phased Prototype Warp Scrambler I|
 
mid3typeID=5439|
 
mid4name=Medium Ancillary Shield Booster|
 
mid4typeID=32772|
 
mid5name=Medium Ancillary Shield Booster|
 
mid5typeID=32772|
 
low1name=Nanofiber Internal Structure II|
 
low1typeID=2605|
 
low2name=Pseudoelectron Containment Field I|
 
low2typeID=5837|
 
charge1name=Cap Booster 50 x1|
 
charge1typeID=264|
 
charge2name=EMP S x1|
 
charge2typeID=185|
 
charge3name=Scourge Rage Rocket x1|
 
charge3typeID=24471|
 
charge4name=open|
 
charge5name=open|
 
rig1name=Small Anti-EM Screen Reinforcer I|
 
rig1typeID=31716|
 
rig2name=Small Anti-EM Screen Reinforcer I|
 
rig2typeID=31716|
 
difficulty=2|
 
warsop=A|
 
warsopReason=|
 
version=ODY 1.0|
 
shipDNA=11379:2881;1:10631;4:438;1:4025;1:5439;1:32772;2:2605;1:5837;1:31716;2::|
 
skills=|
 
notes=The Hawk is an excellent solo brawler, capable of taking on virtually any ship smaller than a cruiser at short range. You will usually want to activate one MASB at a time, as it will restore almost the entirety of your shield in one activation thanks to the Hawk's bonus.</li><li>As fitted, with all skills at V and before boosts, this ship has 5.8 K EHP, flies at 924 m/s (1199 m/s with AB on overheat) and align in 5.1 s (3.6 s with AB off). The ship signature radius is 42.7 m</li><li>Damage is 201 dps within 12.7 km, but the ship can repair 413 EHP/s indefinitely (or as long as it carries cap boosters)}}
 
 
 
The ship does well at solo PvP. It has five mid slots, which favors shields, as does its bonus to shield boosters. However, the pilot will need high level skills in a number of areas to be able to fly this ship.
 
}}
 
|}
 
 
 
=== Damage and range ===
 
As noted in the article on [[missile damage]]:
 
 
 
{{Color box | color=#222222 | border=#ffeeee | While a missile can apply up to 100% of the Base Damage to a ship in some situations, damage is often reduced by two factors:
 
* If the target ship is moving faster than the explosion velocity of the missile. Think of this as a fast ship being able to somewhat outrun the explosion.
 
* If the signature radius of the target ship is smaller than explosion radius of the missile. Think of this as a small ship flying through a large explosion and only being hit by a part of it. }}
 
 
 
In other words, missile weapons are best at doing damage to larger, slower targets at longer range. This is not to say that a pilot cannot kill small, fast targets with the right missiles, or that there are no short range missile boats. Rather, the most common applications of launcher fitted ships tend to be as longer ranged, heavy damage weapons.
 
 
 
==== Fleet roles ====
 
Because missiles are usually most effective against bigger, slower targets, missile ships in fleets often find themselves in the "sniper" role — assigned to picking off specific enemy targets (''such as [[Logistics_101#The_ships|logistics vessels]]''). In small fleet encounters there may be few, if any, such targets, and the encounter may in fact be over before the missile ship's damage begins to matter. As a result, missile ships are most often found in larger fleets.<ref>There do exist doctrines for entire fleets of missile ships. Fleets of [[Stealth Bombers]], for example, are common, and there is even an E-UNI group, the [[UniBombers]], dedicated to this style of combat.</ref>
 
 
 
==== Kiting ====
 
As a strategy "kiting" is a plan to engage the enemy from a distance, always fleeing just fast enough to stay outside of the enemy's range while remaining inside your own range. Since kiting ships need speed and longer ranged weapons, shield tanked missile boats are good for this approach.
 
 
 
As a tactic, kiting requires a "hit and run" mentality. You want to approach your target until you are close enough to shoot, fire a salvo of missiles, and watch. If the enemy flees, you want to pursue; if the enemy attacks, you want to flee ... at a speed approximately the same or a bit more than the enemy ... firing all the time. Because missiles will chase the target without any further guidance from your ship, you are not restricted to any particular flight path. You simply want to stay within missile range of the target.
 
  
PvE enemies tend to be rather fanatical, locking on when they see you and never giving up. This makes kiting a popular strategy when running Missions. It takes longer to kill the NPCs, and the resulting loot can be scattered over a wide area, but your ship will take relatively little damage, and since you are already running, if you decide to break off, it is usually easy to get away.
+
Highsec refers to Only Tritanium, Pyerite, and Mexallon. Other entries are those materials required in addition to Highsec ones. So for example, if you have a potential choice of Light Rapid Missiles or Heavy Missiles (e.g. on a Bellicose) and other tactical considerations are not applicable, then using rapid light missiles would remove the need for Nocxium while crafting ammunition replenishment.
  
PvP is much more difficult in this regard. Inexperienced pilots may chase you to their deaths, but experienced pilots will just let you run. PvP kiting is more likely to show up in gangs of fast ships that hit and run from multiple directions at once ... a kind of "[[wolfpack]]" attack that leaves their target unable to either run or close on a target.
+
For the cruise and Torpedo variants, this information may assist in choosing which type of damage to deal. So for example, Guristas Pirates are more susceptible to Scourge Missiles than Inferno Missiles, but these will use up Nocxium as well as Zydrine. You may therefore choose to deal damage slower by using Inferno saving Nocxium stockpiles when crafting replenishments. Bombers, it should be noted, have bonuses to particular torpedoes.
  
 
== Footnotes and references ==
 
== Footnotes and references ==

Latest revision as of 07:18, 11 September 2024


Missiles are self-propelled ammunition launched from missile launchers. Unlike turret weapons, missiles can track and follow their target. Rather than optimal and falloff range, missile range is determined by velocity and flight time, while missile damage is determined by the velocity and signature radius of the target and the explosion radius, explosion velocity, and damage reduction factor of the missile.

Compared to the turret weapons, missiles have a bit lower rate of fire and higher damage per hit. They also do not care whether the target is close or far away. The primary strength of missiles is that assuming that the target is within range, a missile will always "hit" its target, but the damage dealt will vary depending on the size and speed of the target. However, missile launchers fire more slowly than turrets of a similar size, and missile damage is delayed due to travel time, rather than being instantaneous.

A missile does not so much hit a ship as explodes near it. When a missile crosses the signature radius of its target, it blows up. The speed at which this explosion grows and the maximum size of the explosion determine the amount of damage done to the target. EVE uses a mathematical equation to compute the precise amount of damage that the explosion does to the ship.

Note that launcher ammunition is often called "missiles" regardless of the ammunition's proper name, and thus this term can refer to any of rockets, missiles or torpedoes.

Out of T1 ships the Caldari ships are the best known missile users though a few Minmatar ships also use missiles. The Armageddon and Arbitrator also often use missiles even without missile bonuses. Additionally, the Khanid Kingdom made T2 Amarr ships, Guristas ships and Mordu's Legion ships use missiles as their weapons.

Many hostile NPCs also use missiles as secondary weapons, and wield a single slow-firing launcher. These missiles will usually have the same range and damage application attributes of an ordinary missile of that ship's size.

Skills

These skills apply to all missile launchers. They increase firing rate and damage, and they improve the accuracy of missiles against smaller, faster targets.

  • Missile Launcher Operation 2% Bonus to missile launcher rate of fire per skill level. This gives a bonus to DPS — and it is a prerequisite for many other missile skills.
  • Rapid Launch 3% bonus to missile launcher rate of fire per level. Essentially, a DPS increase.
  • Warhead Upgrades 2% bonus to all missile damage per skill level. Another DPS increase, smaller than Rapid Launch, but still worth training.
  • Missile Bombardment 10% more flight time for all missiles per level. If you are planning to use a long range or "kiting" strategy, train this higher.
  • Missile Projection 10% bonus to all missiles' maximum velocity per level. Another range increase that is especially useful for "kiting".
  • Guided Missile Precision 5% decrease per level in factor of signature radius for all missile explosions. Proficiency at this skill increases damage to small targets.
  • Target Navigation Prediction 10% decrease per level in factor of target's velocity for all missiles. As with Guided Missile Precision, this makes missiles more effective against faster targets.

In addition to the general missile skills, there is a specific primary missile skill for each class of missiles, and each will let you load and fire that one class. In addition, each level of the skill will improve your damage by 5% when using that particular missile class.

All the missile types also have a "Specialization" skill. This gives you access to T2 launchers and missiles, and it provides a 2% bonus per level to the rate of fire of modules that require the specialization (mostly the T2 modules). All of these require that you have trained the Primary Skill to Level V, so they are usually pursued after your other training is complete.

Equipment

There are a total of four size classes for missiles, each with a short range and a long range launcher. Additionally, small, medium, large and XL launchers have 'rapid' launchers that shoot missiles of one size class below normal.

Each launcher class can launch missiles of that class. E.g., Light Missile Launchers launch Light Missiles, as do Rapid Light Missile Launchers. Heavy Assault Missile Launchers launch Heavy Assault Missiles. Torpedo Launchers launch Torpedoes. And so on. Different types of launchers within the class vary the firing rate and other characteristics of the launchers.

Each variety of EVE damage is available for each missile type. Inferno, Mjolnir, Nova and Scourge apply thermal, EM, explosive and kinetic damage, in that order. A given missile will apply only one variety of damage, and each missile category does the same number of hit points of damage.

This said though, many Caldari ships (such as the Drake) have bonuses to only a single type of missile damage: Kinetic. These ships are commonly referred to as "Kinetic locked". In general, damage type locked ships like this should usually only ever use missile ammo that matches the damage type of their bonus unless there is a very good reason to use a different type.

Missiles can be roughly split into three groups: Short range, long range and rapid.

Short range missile systems

Short range missiles have shorter cycle times and higher DPS than long range missiles. Compared to their long range counterparts, Rockets and Heavy Assaults have lower damage but better application, while Torpedoes and XL Torpedoes have higher damage but worse application.

  • Rockets (frigates, destroyers)
  • Heavy Assault Missiles (a.k.a. HAMs) (cruisers, battlecruisers)
  • Torpedoes (battleships, stealth bombers)
  • XL Torpedoes (capitals)

T2 missiles:

  • Javelin - Improved velocity (=better range) but slightly less damage.
  • Rage - Increased damage but also greatly reduced application and slightly reduced velocity (=reduced range).

Long range missile systems

Long range missiles have longer cycle times and lower DPS than short-range missiles. Compared to their short range counterparts, Light and Heavy Missiles have higher damage but worse application, while Cruise and XL Cruise have lower damage but better application.

  • Light Missiles (frigates, destroyers)
  • Heavy Missiles (cruisers, battlecruisers)
  • Cruise Missiles (battleships)
  • XL Cruise Missiles (capitals)

T2 missiles:

  • Precision - Same damage as T1 but with better application and greatly reduced flight time (range).
  • Fury - Better damage with reduced application and flight time (range).

Rapid missile systems

Rapid launchers are unique among weapon systems. These missile launchers have very high fire rates, but fire missiles of one size class below what the ships of this size would normally fire. For example, a cruiser (medium) would use rapid light missile launchers to fire light missiles (small). This reduces the skill training required to use the weapons (as missile skill requirements are based on ammo type, not launcher size), and also gives ships fitted with rapid launchers unnaturally good damage application. The drawback is that they have relatively small clip sizes (19-30 shots) and very long reload times (35-40 seconds). This makes them very effective at quickly removing smaller enemies, but inefficient in larger fights if the target doesn't die before the reload hits, as between the high fire rate and small clip a rapid launcher can easily spend as much time reloading as it does firing.

The small clip and long reload of rapid launchers make them very good weapons to Overheat, as they can be overheated for part of their clip for further increased fire rate and DPS, repaired (using Nanite Repair Paste) during their long reload time (during which time their rack heat also dissipates), and then overheated again in the next clip.

Rapid Torpedo Launchers are considered the 'High-Angle Weapons' of missiles, and thus can only be fitted to the Phoenix, Phoenix Navy Issue, and Caiman.

As Rapid Light Missile Launchers fire frigate-sized Light Missiles, they are considered 'small weapons' and gain the damage bonus of the Wolf Rayet system effect.

  • Rapid Light Missile Launchers (RLML) (cruisers, battlecruisers)
  • Rapid Heavy Missile Launchers (RHML) (battleships)
  • Rapid Torpedo Launcher (dreadnoughts)

Festival Launchers

Festival Launchers are special edition launchers used to fire festival charges that normally consist of fireworks or snowballs. These items are typically used during in-game events, holidays, or celebrations to add an audiovisual and festive element to the game. These effects are purely visual and do not cause damage nor affect gameplay mechanics. Occasionally AIR Daily Goals or an event will ask you to hit an NPC or player with a festival charge. This includes not decloaking ships and causing a damage notification. Locking a target will cause them to be yellow-boxed and festival charges will produce sound and visual effects when hitting their target. Festival launchers are popular during community gatherings, in-game weddings, anniversaries, and other player-driven events. They help enhance the celebratory atmosphere and bring players together. They are often distributed in crates with a launcher and a set of festival charges matching the current event.

  • Festival Launchers have a cycle time of 4s
  • Display Launchers have a cycle time of 20s
  • Fireworks come in various colors, lights, and effects and can be grouped into those with a small, medium, or large radius of effect. Firework types demonstration YouTube playlist
  • Snowballs are typically distributed during a Yoiul Festival or Winter Nexus. Snowballs will melt after an event but can be exchanged for fresh ammo with a Meltwater-Snowball Exchanger at Yoiul Festival Snowball Exchange stations during the next event.
Frontal view of a Yoiul Festival Snowball Exchange station
Back view of a Yoiul Festival Snowball Exchange station

Festival charges have the longest flight time of any missile type while the launchers have the lowest fitting requirements.

Other equipment

Other rarely used missile types:

  • Defender missiles. When activated, Defender Launchers will scan local space for bombs within range. If a bomb is detected, the launcher will fire one Defender Missile to intercept and destroy it. If no bombs are found, the launcher will still cycle. The Defender Launcher has 120-second reactivation timer.[1]
  • When fired, an Auto-Targeting Missile will locate and target the nearest enemy ship or drone that has previously fired on you. Auto-targeting missiles do not require the user to be locked on to the targets they engage; however as they cannot be deliberately aimed, deal less damage, and have a hard maximum range beyond which they will not acquire targets, auto-targeting missiles are usually passed over in favor of regular missiles.

In addition to the actual missile launchers, there exist several modules and items for missile launchers. These will improve the effectiveness of all missile weapons.

Icon ballistic control system.png Ballistic Control System are passive low slot modules. They increase missile damage and launcher rate of fire.
Icon missile guidance enhancer i.png Missile Guidance Enhancer passive low slot modules. They decrease missile explosion radius, increase missile explosion velocity, missile flight time and flight speed. This makes the missile apply better and further away.
Icon missile guidance computer i.png Missile Guidance Computer are active mid slot modules. They decrease missile explosion radius, increase missile explosion velocity, missile flight time and flight speed. The module can also be scripted to only improve either application or range.
Icon missile rig.png Missile rigs improve one aspect at a time. All the rigs will also increase CPU requirements on missile launchers.
  • Bay Loading Accelerator improves rate of fire.
  • Hydraulic Bay Thrusters improves missile velocity.
  • Rocket Fuel Cache Partition improves missile flight time.
  • Warhead Calefaction Catalyst improves missile damage.
  • Warhead Flare Catalyst increases explosion velocity.
  • Warhead Rigor Catalyst decreases explosion radius.
Icon crash.png There are two medical boosters that will improve missile performance.
  • Crash reduces missile explosion radius.
  • Agency 'Pyrolancea' improves damage.


Icon implant hardwiring.png Implants. Practically every missile stat has an implant that improves that aspect. See the table of hardwiring implants for a full list of missile implants.

Tactics and Strategy

See also: Missile mechanics

In general, missiles are a simpler weapon system to use than turrets. But while a missile can apply up to 100% of the Base Damage to a ship in some situations, damage is often reduced by two factors:

  • If the target ship is moving faster than the explosion velocity of the missile. Think of this as a fast ship being able to somewhat outrun the explosion.
  • If the signature radius of the target ship is smaller than the missile's explosion radius. Think of this as a small ship flying through a large explosion and only being hit by a part of it.

In other words, missile weapons are best at doing damage to larger, slower targets at longer range. This is not to say that a pilot cannot kill small, fast targets with the right missiles, or that there are no short range missile boats. Rather, the most common applications of launcher fitted ships tend to be as longer ranged, heavy damage weapons.

Fleet roles

In general, the most common ships seen relying on missiles in fleets fill one of two roles. Ships fitted with Rapid Missile Launchers work as anti-support, assigned to picking of smaller enemy ships like frigates and destroyers while the rest of the fleet is otherwise engaged, and whose larger weapons are unable to hit these small targets. Ships fitted with full-size launchers act as mainline damage ships, able to beat through individual damage weaknesses in the enemies' defenses with their sustained, reliable damage. However, because missiles are ineffective at targeting ships below their size, missile ships are generally not very efficient at destroying enemy logistics ships (which generally have naturally small signatures), which can at times hurt their effectiveness.

There do exist doctrines for entire fleets of missile ships. Fleets of stealth bombers, for example, are common.

Kiting

Kiting is a form of hit-and-run strategy, attacking enemies while staying beyond their effective range, and always having a way out. As kiting ships rely on their speed and range for defenses, many good kiting ships are shield-tanked missile ships. Mordu's Legion ships are particularly good at this combat style.

The primary goal of kiting is to stay alive. This means staying out of their range, either by keeping pace and range while pursuing, orbiting at around 20-30km (within missile and Warp Disruptor range but outside of other modules' range), or by running away from them just slightly faster than they can catch up. Because launching missiles at pursuing targets makes the pursuers get hit sooner, and because missiles will chase and hit their targets without any interaction from the launching ship, missile ships are extremely good at both flying evasively and straight running away. (Unlike turret ships, missile ships are not required to line up good shots with their targets to land hits; missiles merely need to be within range, and beyond that, the missile ships can take on any flight path they wish.)

PvE enemies tend to be rather single-minded, locking on when they see you, approaching orbit, and never giving up. This makes kiting a popular strategy when running missions. When compared with fighting NPCs head-on, kiting increases the time required to kill targets (as longer-ranged weapons have lower damage), and the resulting loot will be scattered across a large area; however in exchange, your ship will sustain relatively little damage, and as you are already in effect running away it is very easy to warp out and escape the field if necessary.

PvP is much more difficult in this regard. Inexperienced pilots may chase you to their deaths, but experienced pilots will just let you run, knowing that both you and they likely have the choice to escape. The greatest danger in kiting is extremely fast ships such as interceptors, which can outrun, catch, and tackle most other ships, giving their allies time to close in for the kill. Part of the popularity of cruisers with Rapid Light missiles is that these missiles are extremely effective at destroying interceptors.

The missile entities problem

Missile launchers create missile entities, an object in space that chase their targets, until they hit and do damage or run out of flight time. While these entities are not visible on the overview nor selectable, they can decloak ships, and have structure hp that can be damaged or even be destroyed by area-of-effect damages like Smartbombs, Bombs, and Guided Bombs.

Missiles are vulnerable to damage and can't survive many hits from smartbombs, one should avoid destroying their missiles with their smartbombs by avoiding fitting or activating them at the same time. Bombs from stealth bombers may destroy their torpedos too.

This feature also enabled a strategy known as 'Firewalling', in which multiple smartbombs are used to block out and destroy incoming missiles. While this strategy is difficult to plan and execute appropriately, it can greatly reduce a fleet's incoming (and outgoing) missile damage.

The delayed damage problem

One of the issues with missiles compared to turrets is that while turret shots impact and damage their targets in the same moment as they are fired, missiles do not have this luxury. Instead, when a missile is launched, there can be several seconds of delay between the launch and the target is damaged. This has several effects.

  1. In PvE, it can lead to wasting missiles overkilling targets (where the target dies with another volley of missiles in-flight), and at the same time leave the attacker exposed to enemy fire for longer.
  2. In PvP, when an enemy is targeted by missiles, they receive the warning about being Red Boxed at the moment the launchers fire, which gives them time to either overheat active hardeners, broadcast for their logistics to repair them or, at longer ranges, potentially warp out before the missiles land.
  3. If an enemy ship is flying away from a missile ship, the missiles need to chase after it as it flies away. This means that missiles can have significantly reduced effective range when used on fleeing enemies. (However, in exchange they also gain significantly increased effective range when running away and shooting at a pursuer.) Furthermore, extremely fast ships like interceptors can actually completely outrun missiles that are in flight, and never be hit at all despite staying within range.
  4. To prevent the obvious exploit of launching missiles and then warping out before the missiles connect, if a ship enters warp, all of the missiles it has in-flight vanish immediately. This means that, especially at long range, missile ships must stay on grid until all of their fired missiles have landed, to avoid losing damage. This problem is most apparent on stealth bombers making torpedo runs on targets.

Production

Due to the Shortage Phase, Isogen, Nocxium and Zydrine no longer appear in High Security Space. With this in mind, players (particularly those who craft their own ammunition, especially if they also mine the materials themselves) can find themselves burning through expensive stockpiles of these materials. A table provided below will hopefully assist the player somewhat in making choices of missiles to use in PvE to minimize such shortages.

Rocket (All Warheads) Highsec
Light (All Warheads) Highsec
Heavy (All Warheads) Nocxium
Inferno Cruise Zydrine
Mjolnir Cruise Zydrine
Nova Cruise Isogen & Zydrine
Scourge Cruise Nocxium & Zydrine
Inferno Torpedo Isogen, Nocxium & Zydrine
Mjolnir Torpedo Megacyte
Nova Torpedo Zydrine
Scourge Torpedo Megacyte

Auto-Targeting and Assault variants use the same as entered above.

Highsec refers to Only Tritanium, Pyerite, and Mexallon. Other entries are those materials required in addition to Highsec ones. So for example, if you have a potential choice of Light Rapid Missiles or Heavy Missiles (e.g. on a Bellicose) and other tactical considerations are not applicable, then using rapid light missiles would remove the need for Nocxium while crafting ammunition replenishment.

For the cruise and Torpedo variants, this information may assist in choosing which type of damage to deal. So for example, Guristas Pirates are more susceptible to Scourge Missiles than Inferno Missiles, but these will use up Nocxium as well as Zydrine. You may therefore choose to deal damage slower by using Inferno saving Nocxium stockpiles when crafting replenishments. Bombers, it should be noted, have bonuses to particular torpedoes.

Footnotes and references