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Fitting Modules and Rigs Guide: Difference between revisions

From EVE University Wiki
Missile Launchers: updating names and rewriting reference to rapid launchers
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Missile launchers are the primary weapon of the Caldari. Unlike turret-based weapon systems missile launchers have low powergrid needs but high CPU requirements. Many ships don't have enough turret hardpoints to fill a full rack of their preferred turret weapon, but will instead have launcher hardpoints. Like projectile turrets, missile launchers do not use capacitor to activate which makes them very versatile. However, launcher hardpoints are uncommon except on dedicated missile ships (certain Minmatar, Caldari, and a few T2 Amarr). Also note that range and damage output for missiles is not as straightforward to calculate as it is for turrets; check [[Missile Launchers]] for more information.
Missile launchers are the primary weapon of the Caldari. Unlike turret-based weapon systems missile launchers have low powergrid needs but high CPU requirements. Many ships don't have enough turret hardpoints to fill a full rack of their preferred turret weapon, but will instead have launcher hardpoints. Like projectile turrets, missile launchers do not use capacitor to activate which makes them very versatile. However, launcher hardpoints are uncommon except on dedicated missile ships (certain Minmatar, Caldari, and a few T2 Amarr). Also note that range and damage output for missiles is not as straightforward to calculate as it is for turrets; check [[Missile Launchers]] for more information.
====="Short-Range" Launchers=====
====="Short-Range" Launchers=====
"Short-range" bays refers to missile launchers using the short-range, high damage missiles, namely rocket launchers, heavy assault launchers, torpedo launchers and citadel torpedo launchers, as well as Assault Launchers. Except for rocket launchers, these short-ranged launchers have higher PG and CPU needs than their long-ranged counterparts (in contrast, long-ranged turrets have steeper fitting needs than their short-ranged counterparts). Assault launchers are a special case - they are cruiser-sized missiles bays that use light missiles. These launchers have significantly lower fitting needs than any other cruiser-sized weapon system, allowing more resources for other needs.
"Short-range" bays refers to missile launchers using the short-range, high damage missiles, namely rocket launchers, heavy assault missile launchers, torpedo launchers and citadel torpedo launchersExcept for rocket launchers, these short-ranged launchers have higher PG and CPU needs than their long-ranged counterparts (in contrast, long-ranged turrets have steeper fitting needs than their short-ranged counterparts).
====="Long-Range" Launchers=====
====="Long-Range" Launchers=====
"Long-range" launchers refers to missile launchers using the long-range, low damage missiles, namely standard launchers, heavy launchers, crusie launchers, and citadel cruise launchers. Except for Standard Launchers, these launchers have lower fitting needs than their close-ranged counterparts.
"Long-range" launchers refers to missile launchers using the long-range, low damage missiles, namely light missile launchers, heavy missile launchers, cruise launchers, and citadel cruise launchers. Except for Light Missile Launchers, these launchers have lower fitting needs than their close-ranged counterparts.
=====Rapid Launchers=====
Rapid light and heavy missile launchers are different to their standard versions in several ways. Firstly, they're designed to be fitted to the ship class above, ie rapid light launchers are designed to be fitted to cruisers rather than frigates, and rapid heavy launchers are designed for battleships. Like the name suggests, they fire their missiles at a faster rate than the standard launchers, but apply their damage just as well. This makes rapid launchers a fantastic option for attacking smaller ships; a rapid light missile Caracal is one of the strongest anti-frigate ships around. It should also be noted that rapid missile launchers have a 40 second reload time; they can hit smaller ships for good damage, but take a long time to reload.


====Smartbombs====
====Smartbombs====