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{{Weapon Systems Links}} | {{Weapon Systems Links}} | ||
This article focuses on the knowledge you need to be able to fit missile launchers to your ship. It contains a number of detailed discussions and does not cover all the general concepts in depth. If you are not completely clear as to how missile launcher systems work, or as to how missiles do damage when they hit, you should read [[Missile Launchers]] and [[Missile Damage]] before continuing on this page. | This article focuses on the knowledge you need to be able to fit missile launchers to your ship. It contains a number of detailed discussions and does not cover all the general concepts in depth. If you are not completely clear as to how missile launcher systems work, or as to how missiles do damage when they hit, you should read [[Missile Launchers]] and [[Missile Damage]] before continuing on this page. | ||
| Line 26: | Line 28: | ||
=== Primary Missile Skills and Specializations === | === Primary Missile Skills and Specializations === | ||
{{Co|#bfbb7d|Each class of missile has a skill that must be trained before the missile can be loaded and fired.}} Some missile classes also have an advanced Specialization skill that gives access to T2 launchers and missiles. You can find a list of these skills at [[Skills:Missiles]]. | |||
Most pilots train the primary skills for Rockets and Light Missiles at least to Level III first, and then move on to larger missiles as they move to larger ships. Naturally you will want to advance according to your own needs — just keep in mind that skills interact, and that as you move your missile skills up, you many also want to increase your launcher and/or basic fitting skills to match. | Most pilots train the primary skills for Rockets and Light Missiles at least to Level III first, and then move on to larger missiles as they move to larger ships. Naturally you will want to advance according to your own needs — just keep in mind that skills interact, and that as you move your missile skills up, you many also want to increase your launcher and/or basic fitting skills to match. | ||
=== Launcher Support Skills === | === Launcher Support Skills === | ||
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}} gives a 2% Bonus to missile launcher rate of fire per skill level, essentially a DPS bonus — and it is | 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}} gives a 2% Bonus to missile launcher rate of fire per skill level, essentially a DPS bonus — and it is {{Co|#eeffcc|a prerequisite for most other missile skills}} — so train it first. {{sk|Rapid Launch}} gives a 3% bonus to missile launcher rate of fire per level, another DPS increase that is worth training. You can find the full list of skills here [[Missile_Launchers#Launcher_Support_Skills|Launcher Support Skills]]. | ||
=== Other Skills === | === Other Skills === | ||
| Line 45: | Line 47: | ||
=== Frigate Class === | === Frigate Class === | ||
With its bonuses and four launchers, the Kestrel is an excellent ship for Level I Missions. The four mid slots allow for a solid shield tank. This configuration can be set up with lower level equipment to match lower level skills and upgraded as skills improve. | With its bonuses and four launchers, the Kestrel is an excellent ship for Level I Missions. The four mid slots allow for a solid shield tank. This configuration can be set up with lower level equipment to match lower level skills and upgraded as skills improve. | ||
{| | {{ShipFitting | ||
| | | ship=Kestrel | ||
| | | fitName=Kestral T1 | ||
| fitID=Kestral T1 | |||
| high1name=Light Missile Launcher I | |||
| high1typeID=499 | |||
| | | high2name=Light Missile Launcher I | ||
| | | high2typeID=499 | ||
| | | high3name=Light Missile Launcher I | ||
| | | high3typeID=499 | ||
| | | high4name=Light Missile Launcher I | ||
| | | high4typeID=499 | ||
| | | mid1name=1MN Afterburner I | ||
| | | mid1typeID=439 | ||
| | | mid2name=Small Shield Booster I | ||
| | | mid2typeID=399 | ||
| | | mid3name=EM Shield Amplifier I | ||
| | | mid3typeID=1808 | ||
| | | mid4name=Medium Shield Extender I | ||
| | | mid4typeID=3829 | ||
| | | low1name=Damage Control I | ||
| | | low1typeID=2046 | ||
| low2name=Power Diagnostic System I | |||
| low2typeID=1539 | |||
| | | rig1name=Small Warhead Calefaction Catalyst I | ||
| | | rig1typeID=31620 | ||
| | | rig2name=Small Bay Loading Accelerator I | ||
| rig2typeID=31586 | |||
Caldari Frigate | | skills= Caldari Frigate IV</li><li>Missile Launcher Operation III</li><li>Hull Upgrades IV | ||
| showSKILLS=N | |||
| notes= Caldari Frigate should eventually go to V, but you can focus it to IV for the short term.</li><li>Focus Missile Launcher Operation to III to upgrade to T2 Light Missile Launchers</li><li>Focus Hull Upgrades to IV to get T2 Damage Control | |||
| showNOTES=N | |||
Focus | | difficulty=0 | ||
| version=2024.1.7 | |||
| showTOC=Y | |||
| alphacanuse=Y | |||
}} | |||
This Breacher fit builds on the bonus for Shield Booster. The two drones provide significant support for close-in PvP action with Rockets. The Ancillary Medium Shield Booster uses Cap Booster charges to power itself, thus reducing the draw on the ship's capacitor. This is an effective approach in PvP fights, which tend to be fairly short. Note that T2 drones require two level V drone skills ... a considerable investment. This fit is good for pilots who are thinking about using drones in larger ships later on. | This Breacher fit builds on the bonus for Shield Booster. The two drones provide significant support for close-in PvP action with Rockets. The Ancillary Medium Shield Booster uses Cap Booster charges to power itself, thus reducing the draw on the ship's capacitor. This is an effective approach in PvP fights, which tend to be fairly short. Note that T2 drones require two level V drone skills ... a considerable investment. This fit is good for pilots who are thinking about using drones in larger ships later on. | ||
{| | {{ShipFitting | ||
| | | ship=Breacher | ||
| | | fitName=Breacher PvP | ||
| fitID=Breacher PvP | |||
| high1name=Rocket Launcher I | |||
| high1typeID=10629 | |||
| | | high2name=Rocket Launcher I | ||
| | | high2typeID=10629 | ||
| | | high3name=Rocket Launcher I | ||
| | | high3typeID=10629 | ||
| | | mid1name=1MN Afterburner I | ||
| | | mid1typeID=439 | ||
| | | mid2name=Medium Shield Booster I | ||
| | | mid2typeID=10836 | ||
| | | mid3name=Stasis Webifier I | ||
| | | mid3typeID=526 | ||
| | | mid4name=Warp Scrambler I | ||
| | | mid4typeID=447 | ||
| | | low1name=Damage Control I | ||
| | | low1typeID=2046 | ||
| | | low2name=Nanofiber Internal Structure I | ||
| | | low2typeID=2603 | ||
| | | low3name=Ballistic Control System I | ||
| | | low3typeID=12274 | ||
| | | drone1name=Hobgoblin II x 5 | ||
| | | drone1typeID=2456 | ||
| | | rig1name=Small EM Shield Reinforcer I | ||
| | | rig1typeID=31716 | ||
| | | rig2name=Small Thermal Shield Reinifier I | ||
| | | rig2typeID=31752 | ||
| | | rig3name=Small Core Defense Operational Solidifier I | ||
| rig3typeID=31816 | |||
Minmatar Frigate | | skills= {{sk|Minmatar Frigate|IV}}</li><li>{{sk|Missile Launcher Operation|III}}</li><li>{{sk|Hull Upgrades|IV}}</li><li>{{sk|Light Drone Operation|V}}</li><li>{{sk|Drones|V}} | ||
| showSKILLS=N | |||
| notes= | |||
| showNOTES=N | |||
| difficulty=0 | |||
| version=2024.1.7 | |||
| showTOC=Y | |||
| alphacanuse=Y | |||
}} | |||
=== Destroyer Class === | === Destroyer Class === | ||
This Talwar is a fleet build that is designed to deliver heavy damage from range while other ships tackle the targets. This is an inexpensive T1 fit that requires relatively low level skills. This is consistent with fleet combat in a ship that has little defense – if it blows up, you just replace it. Note that two of the rigs focus on ship speed and maneuverability. This ship needs to be fast and nimble as it cannot stand to take much damage. | This Talwar is a fleet build that is designed to deliver heavy damage from range while other ships tackle the targets. This is an inexpensive T1 fit that requires relatively low level skills. This is consistent with fleet combat in a ship that has little defense – if it blows up, you just replace it. Note that two of the rigs focus on ship speed and maneuverability. This ship needs to be fast and nimble as it cannot stand to take much damage. | ||
{| | {{ShipFitting | ||
| | | ship=Talwar | ||
| | | fitName=Talwar Fleet fit | ||
| fitID=Talwar Fleet fit | |||
| high1name=Light Missile Launcher I | |||
| high1typeID=499 | |||
| | | high2name=Light Missile Launcher I | ||
| | | high2typeID=499 | ||
| | | high3name=Light Missile Launcher I | ||
| | | high3typeID=499 | ||
| | | high4name=Light Missile Launcher I | ||
| | | high4typeID=499 | ||
|- | | high5name=Light Missile Launcher I | ||
| high5typeID=499 | |||
| | | high6name=Light Missile Launcher I | ||
| | | high6typeID=499 | ||
| | | high7name=Light Missile Launcher I | ||
| | | high7typeID=499 | ||
| | | mid1name=5MN Microwarpdrive I | ||
| | | mid1typeID=434 | ||
| | | mid2name=Medium Shield Booster I | ||
| | | mid2typeID=10836 | ||
| | | mid3name=F-90 Compact Sensor Booster | ||
| | | mid3typeID=6160 | ||
| | | mid4name=Remote Sensor Dampener I | ||
| | | mid4typeID=1968 | ||
| | | low1name=Damage Control II | ||
| | | low1typeID=2048 | ||
| | | low2name=Nanofiber Internal Structure I | ||
| | | low2typeID=2603 | ||
|} | | low3name=Ballistic Control System I | ||
| low3typeID=12274 | |||
| charge1name=Nova Light Missile | |||
| charge1typeID=213 | |||
| rig1name=Small Hydraulic Bay Thrusters I | |||
| rig1typeID=31598 | |||
| rig2name=Small Auxiliary Thrusters I | |||
| rig2typeID=31105 | |||
| rig3name=Small Low Friction Nozzle Joints | |||
| rig3typeID= 31153 | |||
| skills= {{sk|Minmatar Destroyer|IV}}</li><li>{{sk|Light Missiles|IV}}</li><li>{{sk|Light Missile Specialization|I}}</li><li>{{sk|Navigation|V}} | |||
| showSKILLS=N | |||
| notes=Use Nova ({{Co|#bfbb7d|explosive}}) missiles as the ship is bonused for them.</li><li>The ship bonus reduces the signature radius penalty for microwarpdrive. | |||
| showNOTES=Y | |||
| difficulty=0 | |||
| version=2024.1.7 | |||
| showTOC=Y | |||
| alphacanuse=Y | |||
}} | |||
=== Cruiser Class === | === Cruiser Class === | ||
This Caracal is an excellent ship for Level II Missions. It has an [[shield tanking| | This Caracal is an excellent ship for Level II Missions. It has an [[shield tanking|passive shield tank]], and once T2 Heavy Missile Launchers can be equipped, it does good damage without needing many other advanced skills. | ||
{| | {{ShipFitting | ||
| | | ship=Caracal | ||
| | | fitName=Caracal Mission Fit | ||
| fitID=Caracal Mission Fit | |||
| high1name=Heavy Missile Launcher II | |||
| high1typeID=2410 | |||
| | | high2name=Heavy Missile Launcher II | ||
| | | high2typeID=2410 | ||
| | | high3name=Heavy Missile Launcher II | ||
| | | high3typeID=2410 | ||
| | | high4name=Heavy Missile Launcher II | ||
| | | high4typeID=2410 | ||
| | | high5name=Heavy Missile Launcher II | ||
| | | high5typeID=2410 | ||
| | | mid1name=10MN Afterburner I | ||
| | | mid1typeID=12056 | ||
| | | mid2name=Multispectrum Shield Hardener II | ||
| | | mid2typeID=2281 | ||
| | | mid3name=EM Shield Hardener II | ||
| | | mid3typeID=2301 | ||
| | | mid4name=Large Shield Extender I | ||
| 2|| | | mid4typeID=3839 | ||
| | | mid5name=Large Shield Extender I | ||
| | | mid5typeID=3839 | ||
| | | mid6name=Mark I Compact Shield Power Relay | ||
| mid6typeID=8337 | |||
Caldari Cruiser | | mid7name=Mark I Compact Shield Power Relay | ||
| mid7typeID=8337 | |||
| low1name=Ballistic Control System II | |||
| low1typeID=22291 | |||
| low2name=Ballistic Control System II | |||
| low2typeID=22291 | |||
| drone1name=Hobgoblin I x 2 | |||
| drone1typeID=2454 | |||
| rig1name=Medium Core Defense Field Purger I | |||
| rig1typeID=31802 | |||
| rig2name=Medium Core Defense Field Purger I | |||
| rig2typeID=31802 | |||
| rig3name=Medium Core Defense Field Purger I | |||
| rig3typeID=31802 | |||
| skills= {{sk|Caldari Cruiser|IV}}</li><li>{{sk|Heavy Missiles|V}}</li><li>{{sk|Tactical Shield Manipulation|IV}} | |||
| showSKILLS=N | |||
| notes=Optimized for missions with a focus on shield tanking and missile damage. T2 equipment preferred where possible for increased effectiveness.</li><li>Heavy Missiles to get T2 Launchers</li><li>Tactical Shield Manipulation for T2 Invulnerability Field and EM Ward | |||
| showNOTES=Y | |||
| difficulty=0.5 | |||
| version=2024.1.7 | |||
| showTOC=Y | |||
| alphacanuse=Y | |||
}} | |||
=== Battlecruiser Class === | === Battlecruiser Class === | ||
This Drake fit builds on the bonus for Heavy Assault Missiles (HAMs) and Shield Resistance to create a fast, powerful tackler for fleet combat. It is an advanced ship, requiring a number of T2 components. HAMs are short range, high damage missiles. Combined with this ship's large passive shield tank, they make for a strong, fast tackler that can also do considerable close in damage. | This Drake fit builds on the bonus for Heavy Assault Missiles (HAMs) and Shield Resistance to create a fast, powerful tackler for fleet combat. It is an advanced ship, requiring a number of T2 components. HAMs are short range, high damage missiles. Combined with this ship's large passive shield tank, they make for a strong, fast tackler that can also do considerable close in damage. | ||
{| | {{ShipFitting | ||
| | | ship=Drake | ||
| | | fitName=Drake Fleet Tackle | ||
| fitID=Drake Fleet Tackle | |||
| high1name=Heavy Assault Missile Launcher II | |||
| high1typeID=25715 | |||
| | | high2name=Heavy Assault Missile Launcher II | ||
| | | high2typeID=25715 | ||
| | | high3name=Heavy Assault Missile Launcher II | ||
| | | high3typeID=25715 | ||
| | | high4name=Heavy Assault Missile Launcher II | ||
| | | high4typeID=25715 | ||
| | | high5name=Heavy Assault Missile Launcher II | ||
| | | high5typeID=25715 | ||
| | | high6name=Heavy Assault Missile Launcher II | ||
| | | high6typeID=25715 | ||
| | | high7name=Small Energy Neutralizer II | ||
| | | high7typeID=13003 | ||
| | | mid1name=10MN Microwarpdrive II | ||
| | | mid1typeID= | ||
| | | mid2name=Multispectrum Shield Hardener II | ||
| | | mid2typeID=2281 | ||
| | | mid3name=Multispectrum Shield Hardener II | ||
| | | mid3typeID=2281 | ||
| | | mid4name=Large Shield Extender II | ||
| | | mid4typeID=3841 | ||
| | | mid5name=Stasis Webifier II | ||
| | | mid5typeID=527 | ||
| | | mid6name=Warp Scrambler II | ||
| | | mid6typeID=448 | ||
| | | low1name=Damage Control II | ||
| 5|| | | low1typeID=2048 | ||
| | | low2name=Nanofiber Internal Structure II | ||
| | | low2typeID=2605 | ||
| | | low3name=Ballistic Control System II | ||
| | | low3typeID=22291 | ||
| | | low4name=Ballistic Control System II | ||
| low4typeID=22291 | |||
| low5name=Power Diagnostic System II | |||
| low5typeID=1541 | |||
| drone1name=Hobgoblin II x 5 | |||
| drone1typeID=2456 | |||
| charge1name=Scourge Fury Heavy Missile | |||
| charge1typeID=2629 | |||
| rig1name=Medium Core Defense Field Extender I | |||
| rig1typeID=31790 | |||
| rig2name=Medium Core Defense Field Extender I | |||
| rig2typeID=31790 | |||
| rig3name=Medium Core Defense Field Extender I | |||
| rig3typeID=31790 | |||
| skills= | |||
| showSKILLS=N | |||
| notes= this is an advanced fit that requires numerous skills. See the [[Drake]] ship page for a detailed list. | |||
| showNOTES=Y | |||
| difficulty=1 | |||
| version=2024.1.7 | |||
| showTOC=Y | |||
| alphacanuse=N | |||
}} | |||
This somewhat unusual fit builds on the Prohecy's capacity and bonuses for drones, and on the fact that the ship has no particularly bonused weapons system. While you would expect an Amarr ship to use energy weapons, the Rapid Light Missile Launchers do not draw on the ship's capacitor, and they provide plenty of defense against smaller, faster PvE ships. With medium combat drones, this fit works well for Level III Missions. | This somewhat unusual fit builds on the Prohecy's capacity and bonuses for drones, and on the fact that the ship has no particularly bonused weapons system. While you would expect an Amarr ship to use energy weapons, the Rapid Light Missile Launchers do not draw on the ship's capacitor, and they provide plenty of defense against smaller, faster PvE ships. With medium combat drones, this fit works well for Level III Missions. | ||
{| | {{ShipFitting | ||
| | | ship=Prophecy | ||
| | | fitName=Prophecy PvE Missions | ||
| fitID=Prophecy PvE Missions | |||
| high1name=Rapid Light Missile Launcher II | |||
| high1typeID=1877 | |||
| | | high2name=Rapid Light Missile Launcher II | ||
| | | high2typeID=1877 | ||
| | | high3name=Rapid Light Missile Launcher II | ||
| | | high3typeID=1877 | ||
| | | high4name=Rapid Light Missile Launcher II | ||
| | | high4typeID=1877 | ||
| | | high5name=Salvager I | ||
| | | high5typeID=25861 | ||
| | | mid1name=10MN Afterburner II | ||
| | | mid1typeID=12058 | ||
| | | mid2name=Target Painter I | ||
| | | mid2typeID=12709 | ||
| | | mid3name=Medium Capacitor Booster II | ||
| | | mid3typeID=2024 | ||
| | | mid4name=Drone Navigation Computer I | ||
| | | mid4typeID=24395 | ||
| | | low1name=Damage Control II | ||
| | | low1typeID=2048 | ||
| | | low2name=1600mm Steel Plates II | ||
| | | low2typeID=20353 | ||
| | | low3name=Medium Armor Repairer II | ||
| | | low3typeID=3530 | ||
| | | low4name=Multispectrum Energized Membrane II | ||
| 20 | | low4typeID=11269 | ||
| | | low5name=Drone Damage Amplifier II | ||
| 2|| | | low5typeID=4405 | ||
| | | low6name=Drone Damage Amplifier II | ||
| | | low6typeID=4405 | ||
| | | low7name=Drone Damage Amplifier II | ||
| | | low7typeID=4405 | ||
| | | drone1name=Hammerhead II x 20 | ||
| drone1typeID=2185 | |||
Amarr Battlecruiser | | drone2name=Salvage Drone I x 2 | ||
| drone2typeID=18698 | |||
| rig1name=Medium Drone Durability Enhancer I | |||
| rig1typeID=32035 | |||
| rig2name=Medium Drone Durability Enhancer I | |||
| rig2typeID=32035 | |||
| rig3name=Medium Trimark Armor Pump I | |||
| rig3typeID=31055 | |||
| skills={{sk|Amarr Battlecruiser|III}}</li><li>{{sk|Missile Launcher Operation|III}}</li><li>{{sk|Hull Upgrades|IV}}</li><li>{{sk|Drones|III}}</li><li>{{sk|Medium Drone Operation|I}} | |||
| showSKILLS=N | |||
| notes=Designed for flexibility in both PvE and PvP scenarios. Features a mix of T2 modules for optimized performance, with drones for additional firepower. | |||
| showNOTES=Y | |||
| difficulty=1 | |||
| version=2024.1.7 | |||
| showTOC=N | |||
| alphacanuse=N | |||
}} | |||
=== Battleship Class === | === Battleship Class === | ||
With its bonuses and six launchers, the Raven is a popular ship for Level IV Missions. The mid slots allow for a solid [[ | With its bonuses and six launchers, the Raven is a popular ship for Level IV Missions. The mid slots allow for a solid [[shield tanking|active shield tank]]. This configuration can be set up with lower level equipment to match lower level skills and upgraded as skills improve. | ||
{| | {{ShipFitting | ||
| | | ship=Raven | ||
| | | fitName=Raven Mission Runner | ||
| fitID=Raven Mission Runner | |||
| high1name=Cruise Missile Launcher II | |||
| high1typeID=19739 | |||
| | | high2name=Cruise Missile Launcher II | ||
| | | high2typeID=19739 | ||
| | | high3name=Cruise Missile Launcher II | ||
| | | high3typeID=19739 | ||
| | | high4name=Cruise Missile Launcher II | ||
| | | high4typeID=19739 | ||
| | | high5name=Cruise Missile Launcher II | ||
| | | high5typeID=19739 | ||
| | | high6name=Cruise Missile Launcher II | ||
| | | high6typeID=19739 | ||
| | | high7name=Drone Link Augmentor I | ||
| | | high7typeID=23527 | ||
| | | mid1name=100MN Afterburner II | ||
| | | mid1typeID=12068 | ||
| | | mid2name=X-Large Shield Booster II | ||
| | | mid2typeID=10842 | ||
| | | mid3name=Multispectrum Shield Hardener II | ||
| | | mid3typeID=2281 | ||
| | | mid4name=Multispectrum Shield Hardener II | ||
| | | mid4typeID=2281 | ||
| | | mid5name=Shield Boost Amplifier II | ||
| | | mid5typeID=24443 | ||
| | | mid6name=EM Shield Amplifier II | ||
| | | mid6typeID=2553 | ||
| | | mid7name=Target Painter II | ||
| | | mid7typeID=19806 | ||
| | | low1name=Damage Control II | ||
| | | low1typeID=2048 | ||
| | | low2name=Power Diagnostic System II | ||
| low2typeID=1541 | |||
Caldari Battleship | | low3name=Ballistic Control System II | ||
| low3typeID=22291 | |||
| drone1name=Hobgoblin II x 5 | |||
| drone1typeID=2456 | |||
| drone2name=Hammerhead II x 5 | |||
| drone2typeID=2185 | |||
| rig1name=Large Capacitor Control Circuit I | |||
| rig1typeID=25948 | |||
| rig2name=Large Warhead Rigor Catalyst I | |||
| rig2typeID=26020 | |||
| skills={{sk|Caldari Battleship|III}}</li><li>{{sk|Cruise Missiles|V}}</li><li>{{sk|Light Drone Operation|V}}</li><li>{{sk|Medium Drone Operation|V}}</li><li>{{sk|Medium Drone Operation|V}} | |||
| showSKILLS=N | |||
| notes=Cruise Missiles to V to get T2 launchers</li><li>Light and Medium Drones to V to get the T2 variants. Note you also need to train the relevant drone specialization to at least I.</li><li>Swap out the EM Shield amplifier to whatever type of enemy you are facing. | |||
| showNOTES=Y | |||
| difficulty=2 | |||
| version=2024.1.7 | |||
| showTOC=N | |||
| alphacanuse=N | |||
}} | |||
== Specific Missile Weapons Systems == | == Specific Missile Weapons Systems == | ||
| Line 356: | Line 414: | ||
Item prices can vary dramatically from system to system, but typically, higher meta level gear is more expensive, and the most widely used gear is less expensive (''because industrialists manufacture more of it''). [[Techs, Tiers and Meta levels|Meta levels]] vary from 1 to 10 and give a very rough estimate of the item's value in combat. | Item prices can vary dramatically from system to system, but typically, higher meta level gear is more expensive, and the most widely used gear is less expensive (''because industrialists manufacture more of it''). [[Techs, Tiers and Meta levels|Meta levels]] vary from 1 to 10 and give a very rough estimate of the item's value in combat. | ||
{{ note box | '''Note on missile flight time''': Missiles only travel for whole seconds. | {{ note box | ||
| '''Note on missile flight time''': Missiles only travel for whole seconds. If a missile's flight time is a fraction, the missile will travel the shorter maximum distance all the time and then will travel the additional distance part of time to account for the fraction. | |||
''For example, if a missile has a 10k m/s speed and a flight time of 6.3 seconds: it will first travel 60,000 meters ... and then, 30% of the time, it will go an additional 10,000 meters.'' | ''For example, if a missile has a 10k m/s speed and a flight time of 6.3 seconds: it will first travel 60,000 meters ... and then, 30% of the time, it will go an additional 10,000 meters.'' | ||
From the game's point of view, this makes the math work out, but from a pilot's point of view, missiles can have a variable maximum range. Most of the time, this will not matter. But if you are fitting a ship for combat at extreme range, you will want to factor this into your analysis. | From the game's point of view, this makes the math work out, but from a pilot's point of view, missiles can have a variable maximum range. Most of the time, this will not matter. But if you are fitting a ship for combat at extreme range, you will want to factor this into your analysis. | ||
| italics= no}} | |||
=== Missile Types === | === Missile Types === | ||
Within each class of missile different types vary a missile's Flight Time, Explosion Radius, Explosion Velocity and Base Damage. Specific type values are different for each class of missile - this chart shows the approximate percentage variation from the standard missile in each class. | Within each class of missile different types vary a missile's Flight Time, Explosion Radius, Explosion Velocity and Base Damage. Specific type values are different for each class of missile - this chart shows the approximate percentage variation from the standard missile in each class. | ||
{| class="wikitable sortable" style="text-align:left; font-size:80% | {| class="wikitable sortable" style="text-align: left; font-size: 80%;" | ||
|+ '''Comparison of Missile Types''' | |+ '''Comparison of Missile Types''' | ||
|- style="background-color: var(--background-color-warning-subtle); | |||
! scope="col" | ! scope="col" | Name | ||
! scope="col | ! scope="col" | Meta | ||
! scope="col | ! scope="col" style="width: 4em;" | Flight Time % | ||
! scope="col | ! scope="col" | Velocity % | ||
! scope="col | ! scope="col" style="width: 4em;" | Explosion Radius % | ||
! scope="col | ! scope="col" style="width: 4em;" | Explosion Velocity % | ||
! scope="col" style="width: 4em;" | Base Damage % | |||
|- | |- | ||
| Standard || 1 || 0 || 0 || 0 || 0 || 0 | | Standard || 1 || 0 || 0 || 0 || 0 || 0 | ||
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In general, different types of launchers vary the firing rate, shots per load, and the powergrid and cpu requirements of the launcher. Specific values are different for each class of launcher - this chart shows the approximate percentage variation from the standard launcher in each class. | In general, different types of launchers vary the firing rate, shots per load, and the powergrid and cpu requirements of the launcher. Specific values are different for each class of launcher - this chart shows the approximate percentage variation from the standard launcher in each class. | ||
{| class="wikitable sortable" style="text-align:left; font-size:80% | {| class="wikitable sortable" style="text-align:left; font-size:80%;" | ||
|+ '''Comparison of Launcher Types''' | |+ '''Comparison of Launcher Types''' | ||
|+ ''Note that some faction and storyline launchers are hard to find and extremely expensive.'' | |+ ''Note that some faction and storyline launchers are hard to find and extremely expensive.'' | ||
|- style="background-color: var(--background-color-warning-subtle);" | |||
! scope="col" | ! scope="col" | Name | ||
! scope="col | ! scope="col" | Meta | ||
! scope="col | ! scope="col" style="width: 4em;" | Firing Rate % | ||
! scope="col" | ! scope="col" style="width: 4em; text-align: center;" | Shots per Load % | ||
! scope="col | ! scope="col"" | Power % | ||
! scope="col" | CPU % | |||
|- | |- | ||
|| Standard T I || 0 ||0 ||0 || 0 || 0 | || Standard T I || 0 ||0 ||0 || 0 || 0 | ||
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=== Support Equipment === | === Support Equipment === | ||
Which of the equipment that enhances missiles and missile launchers you choose to use is highly dependent not only on your skills and ship characteristics, but also on your combat goals. If you are fitting a ship to attack large targets as a fleet sniper, you want entirely different equipment than if you are fitting a ship to kill small, fast PVE targets while flying a drone boat. That said, Ballistic Control Systems, which improve general damage, are probably the most widely used supporting modules. Warhead Calefaction Catalyst and Bay Loading Accelerator are arguably the most widely used rigs. | Which of the equipment that enhances missiles and missile launchers you choose to use is highly dependent not only on your skills and ship characteristics, but also on your combat goals. If you are fitting a ship to attack large targets as a fleet sniper, you want entirely different equipment than if you are fitting a ship to kill small, fast PVE targets while flying a drone boat. That said, Ballistic Control Systems, which improve general damage, are probably the most widely used supporting modules. Warhead Calefaction Catalyst and Bay Loading Accelerator are arguably the most widely used rigs. | ||
==== Modules ==== | ==== Modules ==== | ||
Launcher modules generally benefit damage, flight time, velocity and explosion effectiveness. | Launcher modules generally benefit damage, flight time, velocity and explosion effectiveness. | ||
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==== Rigs ==== | ==== Rigs ==== | ||
Missile Launcher Rigs come in four sizes, one for each launcher type. All have the | Missile Launcher Rigs come in four sizes, one for each launcher type. All have the {{Co|#bfbb7d|penalty effect of increasing the amount of cpu that the ship's launchers require}}. | ||
* Bay Loading Accelerator: +rate of fire, stacking penalties apply | * Bay Loading Accelerator: +rate of fire, stacking penalties apply | ||
* Hydraulic Bay Thrusters: +velocity, stacking penalties apply | * Hydraulic Bay Thrusters: +velocity, stacking penalties apply | ||
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* Warhead Rigor Catalyst: reduces explosion radius | * Warhead Rigor Catalyst: reduces explosion radius | ||
Targeting Rigs improve targeting range and targeting speed. All have the | Targeting Rigs improve targeting range and targeting speed. All have the {{Co|#bfbb7d|penalty effect of reducing shield capacity}}. | ||
* Ionic Field Projector: +targeting range | * Ionic Field Projector: +targeting range | ||
* Targeting System Subcontroller: +targeting speed | * Targeting System Subcontroller: +targeting speed | ||
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== Footnotes and References == | == Footnotes and References == | ||
<references /> | |||
[[Category:Weapons]] | [[Category:Weapons]] | ||
[[Category: | [[Category:Fittings]] | ||