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{{Cleanup|Fits hidden in tables, table with stats unclear with '+++', footnote to non-existing forum topic}} | {{Cleanup|Fits hidden in tables, table with stats unclear with '+++', footnote to non-existing forum topic}} | ||
{{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. | ||
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=== 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 === | ||
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=== 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 | {{ShipFitting | ||
| ship=Kestrel | | ship=Kestrel | ||
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| alphacanuse=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. | ||
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| skills= {{sk|Minmatar Destroyer|IV}}</li><li>{{sk|Light Missiles|IV}}</li><li>{{sk|Light Missile Specialization|I}}</li><li>{{sk|Navigation|V}} | | 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 | | showSKILLS=N | ||
| notes=Use Nova ( | | 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 | | showNOTES=Y | ||
| difficulty=0 | | difficulty=0 | ||
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=== 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 | {{ShipFitting | ||
| ship=Raven | | ship=Raven | ||
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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:Fittings]] | |||