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''Drebin 679 Sandbox 5 - Capital-specific modules''
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''Drebin 679 Sandbox 5 - [[Missiles]] page rework''
  
This page is meant to give a general overview for [[Capital Ship]]-specific modules that do not have a subcapital analogue. Things are categorized into modules that can be fit on more than one capital ship class, and modules for specific classes of Capital Ships.
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{{Weapon Systems Links}}
  
== General Modules ==
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'''Missiles''' are self-propelled ammunition launched from '''missile launchers'''. 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.
  
=== Capital Flex Hardeners ===
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Compared to turret weapons, missiles have a 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.
[[File:icon_reactive_armor_hardener.png|left|link=]]
 
  
[[File:Icon_resists.png|left|link=]]
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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.
  
''Flex Armor Hardeners contain advanced nanite membranes capable of being reprogrammed mid-flight using swappable scripts. When unscripted this module provides resistances to all four damage types, and when loaded with a script it provides greatly enhanced resistance to one specific damage type.''
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<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 or torpedoes. </span>
  
''Flex Shield Hardeners use powerful but bulky resonance coils to project a constructive interference pattern across a ship's shields. These patterns can increase shield resistances against all damage types, or to provide increased protection against one specific damage type with the aid of swappable scripts.''
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== Overview ==
  
The '''Capital Flex Armor''' and '''Shield hardeners''' are capital modules. They can swap between being an omni resist module and resisting a single damage type through the use of scripts. Unscripted, both are inferior to T2 versions of the regular omni resist module (Energized Adaptive Nano Membrane II & Adaptive Invulnerability Field II), consuming much more cap and giving lower resists. Scripted, they do not reach the resist values of A or X-Type deadspace hardeners of a particular damage type while consuming much more capacitor. Despite these downsides, the flex hardeners are situationally useful when engaging in fights where one particular damage type predominates, and that damage type wasn't known before the fight.
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There are total of four size classes for missiles, each with a short range and a long range launcher. Additionally, medium, large and XL launchers have 'rapid' launchers that shoot missiles one size class below normal.
  
=== Capital Emergency Hull Energizer ===
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Missiles can be split into three groups: Short range, long range and rapid.
  
[[File:Icon_capital_emergency_hull_energizer.png|link=]] ''Specialized damage control module that utilizes a combination of containment field emitters and electromagnetic molecular hull reinforcers to resist damage to the core structure of your ship. Burns out after a single use.''
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{| class="wikitable" style="text-align:center;"
 +
|-
 +
! Size !! Short range !! Long range !! Rapid
 +
|-
 +
| '''Small'''<br />[[File:Isis_frigate.png|link=Frigates|Frigate]] [[File:Isis_destroyer.png|link=Destroyers|Destroyer]]|| Rockets<br />[[File:Icon_missiles_rocket.png|32px|link=]] [[File:rocket_64_bit_icon.png|32px|link=]]|| Light<br />[[File:Icon_missiles_light.png|32px|link=]] [[File:Light_missile_64_bit_icon.png|32px|link=]]  || N/A
 +
|-
 +
| '''Medium'''<br />[[File:Isis_cruiser.png|link=Cruisers|Cruiser]] [[File:Isis_battlecruiser.png|link=Battlecruisers|Battlecruiser]] || Heavy Assault<br />[[File:Icon_missiles_heavy_assault.png|32px|link=]] [[File:Heavy_Assault_64_bit_icon.png|32px|link=]] || Heavy<br />[[File:Icon_missiles_heavy.png|32px|link=]] [[File:heavy_missile_64_bit_icon.png|32px|link=]] || Rapid Light<br />[[File:Icon_missiles_rocket.png|32px|link=]] [[File:Light_missile_64_bit_icon.png|32px|link=]]
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|-
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| '''Large'''<br />[[File:Isis_battleship.png|link=Battleships|Battleship]] [[File:Isis_frigate.png|link=Stealth Bombers|Stealth Bomber (Torpedoes)]] || Torpedo<br />[[File:Icon_torpedoes.png|32px|link=]] [[File:Torpedo_64_bit_icon.png|32px|link=]] || Cruise<br />[[File:Icon_missiles_cruise.png|32px|link=]] [[File:Cruise_missile_64_bit_icon.png|32px|link=]] || Rapid Heavy<br />[[File:Icon_missiles_heavy_rapid.png|32px|link=]] [[File:heavy_missile_64_bit_icon.png|32px|link=]]
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|-
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| '''Extra Large'''<br />[[File:Isis_capital.png|link=Dreadnoughts|Dreadnought]] [[File:Isis_titan.png|link=Titans|Titan (except for Rapid Torpedoes)]] || XL Torpedo<br />[[File:Icon_missiles_citadel_torpedo.png|32px|link=]] [[File:Torpedo_64_bit_icon.png|32px|link=]] || XL Cruise<br />[[File:Icon_missiles_citadel_cruise.png|32px|link=]] [[File:Cruise_missile_64_bit_icon.png|32px|link=]] || Rapid Torpedo<br />[[File:Icon_missiles_citadel_cruise.png|32px|link=]] [[File:Torpedo_64_bit_icon.png|32px|link=]]
 +
|}
 +
 
 +
=== Stats Overview ===
 +
Listed below are the base stats of the tech 1 missile, with a tech 1, meta 0 launcher, with no skill or hull bonuses. Training in missile skills will improve performance significantly compared to the stats below.
 +
 
 +
{| class="wikitable" style="text-align:center" width=1000px;
 +
|+ Missile Stats with T1 missiles and T1M0 launchers, no bonuses
 +
|-
 +
! Missile !! Size !! [[File:Icon_damage_exp.png|20px|link=]] Damage !! [[File:Icon_turret_volley.png|20px|link=]] RoF (s)!! DPS !! [[File:Icon_velocity.png|20px|link=]] Velocity (m/s) !! [[File:Icon_Hourglass.png|20px|link=]] Flight Time (s) !! [[File:Icon_target_range.png|20px|link=]] Avg. Max Distance (m) !! [[File:Icon_ship_sig.png|20px|link=]] Exp. Rad. (m) !! [[File:Icon_velocity.png|20px|link=]] Exp. Vel. (m/s)
 +
|-
 +
| style="text-align:left" | [[File:rocket_64_bit_icon.png|32px|link=]] Rocket || [[File:Icon_ISIS_size_Small.png|32px|link=]] || 33 || 5 || 6.6 || 2,250 || 2 || 4,500 || 20 || 150
 +
|-
 +
| style="text-align:left" | [[File:Light_missile_64_bit_icon.png|32px|link=]] Light || [[File:Icon_ISIS_size_Small.png|32px|link=]] || 83 || 16 || 5.2 || 3,750 || 5 || 18,750 || 40 || 170
 +
|-
 +
| style="text-align:left" | [[File:Heavy_Assault_64_bit_icon.png|32px|link=]] Heavy Assault || [[File:Icon_ISIS_size_Medium.png|32px|link=]] || 100 || 8 || 12.5 || 2,250 || 4 || 11,000 || 125 || 101
 +
|-
 +
| style="text-align:left" | [[File:heavy_missile_64_bit_icon.png|32px|link=]] Heavy || [[File:Icon_ISIS_size_Medium.png|32px|link=]] || 149 || 15 || 9.9 || 4,300 || 6.5 || 27,950 || 140 || 85
 +
|-
 +
| style="text-align:left" | [[File:Torpedo_64_bit_icon.png|32px|link=]] Torpedo || [[File:Icon_ISIS_size_Large.png|32px|link=]] || 450 || 18 || 25.0 || 1,800 || 7.2 || 12,960 || 405 || 78
 +
|-
 +
| style="text-align:left" | [[File:Cruise_missile_64_bit_icon.png|32px|link=]] Cruise || [[File:Icon_ISIS_size_Large.png|32px|link=]] || 375 || 20.68 || 18.1 || 4,700 || 14 || 65,800 || 330 || 69
 +
|-
 +
| style="text-align:left" | [[File:Torpedo_64_bit_icon.png|32px|link=]] XL Torpedo || [[File:Icon_ISIS_size_Xlarge.png|32px|link=]] || 5,885 || 128.23 || 45.9 || 3,480 || 7.5 || 26,100 || 10,000 || 42
 +
|-
 +
| style="text-align:left" | [[File:Cruise_missile_64_bit_icon.png|32px|link=]] XL Cruise || [[File:Icon_ISIS_size_Xlarge.png|32px|link=]] || 4,750 || 170.97 || 27.8 || 7,000 || 15 || 105,000 || 6,000 || 40
 +
|}
  
An alternative to the Damage Control only available to capital ships, the '''Capital Emergency Hull Energizer''' (CEHE) offers a short burst of very high hull resistance (95% Omni resists), after which it burns out. A Damage Control and a CEHE cannot be fitted on the same ship, meaning that fitting a CEHE comes at the cost of the permanent EHP boost that a Damage Control would give. As such, the CEHE has its niche in large capital fights where the damage on field is high enough for the 15-20s of resists from a CEHE to be worthwhile.
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For information about missile damage calculations, see the [[Missile mechanics]] page.
  
=== Clone Vat Bay ===
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===Ammunition/charges===
  
[[File:Icon_clone_vat_bay.png|link=]] ''When activated, the Clone Vat Bay allows for the capital ship to receive transneural brain scan data from a capsule-mounted scanner into one of the bay's clones, effectively turning the ship into a mobile clone station.''
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Each missile class has four variants that correspond to the four [[damage types]] in EVE. <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 type of damage, and each missile category does the same amount of damage.
  
Fittable to Titans and Rorquals, the Clone Vat Bay enables a ship to serve as a mobile jump clone station. To be a valid jump point, the clone bay has to be activated, which immobilizes the ship it's equipped to and costs 1 Liquid Ozone for 5 minutes of time. The number of clones that a ship can hold is decided by the hull rather than this module, which is 6 for a Rorqual and 75 for a Titan. The clone count can be improved through the {{Sk|Cloning Facility Operation|icon=yes}} skill.
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Different types of launchers within the class vary the firing rate and other characteristics of the launchers.
  
== Dreadnoughts ==
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Each launcher 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.
  
=== Siege Module ===
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Each type of launcher can use a variety of missiles, offering different damage type, output, and application profiles:
  
[[File:Icon_siege.png|left|link=]] ''An electronic interface designed to augment and enhance a dreadnought's siege warfare abilities. Through a series of electromagnetic polarity field shifts, the siege module diverts energy from the ship's propulsion and warp systems to lend additional power to its offensive and defensive capabilities.''
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* normal missiles
 +
* faction missiles
 +
* damage focused T2 missiles (Fury or Rage)
  
The siege module offers a variety of strong combat bonuses to dreadnoughts. This comes at the expense of being unable to move, warp, dock, jump, or receive remote assistance. The Siege Module has a base consumption of 250 Strontium Clathrates for a 300 second (5 minute) cycle. Strontium Clathrate usage can be reduced through training the {{Sk|Tactical Weapon Reconfiguration|icon=yes}} skill, which is require to use the Siege Module.
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Short range missiles also have the following variant:
 +
* range focused T2 missiles (Javelin)
  
* 150% Torpedo velocity bonus
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While long range missiles have the following variants:
* 80% bonus to XL Launcher rate of fire
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* application focused T2 missiles (Precision)
* 90% bonus to Rapid Torpedo Launcher rate of fire
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* T1/faction auto-targetting missiles
* 165% missile damage bonus (<span style="color:yellow">Tech II: 200%</span>)
 
* 700% turret damage bonus (<span style="color:yellow">Tech II: 840%</span>)
 
* -100% maximum velocity
 
* 100% shield booster/armor repairer amount bonus
 
* -50% shield booster/armor repairer duration
 
* 60% sensor dampener resistance bonus (<span style="color:yellow">Tech II: 70%</span>)
 
* 80% remote assistance impedance
 
* 60% weapon disruption resistance bonus (<span style="color:yellow">Tech II: 70%</span>)
 
* 100% remote repair impedance
 
* 100% bonus to High Angle Turret damage
 
  
== Force Auxiliary ==
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Each missile has a few faction versions. Similar to turret ammunition, faction missiles come in three types: Guristas (pirate, +10% damage), Caldari Navy (navy, +15% damage), and Dread Guristas (elite pirate, +20% damage). These missiles have no downsides, but generally cost more due to limited supply or [[loyalty points]] required for procurement. This makes them ideal for PvP, but may not be desirable in certain PvE scenarios. XL missiles only have Guristas variants.
  
=== Triage Module ===
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Every missile has two T2 ammunition variants. One offers higher damage but less range and worse application. The other T2 ammo for short range missiles offers better range at a minor damage malus, while the other T2 ammo for long range missile offers better application at the cost of range and damage.
  
[[File:Icon_triage.png|left|link=]] ''An electronic interface designed to augment and enhance a Force Auxiliary Ship's defenses and logistical abilities. Through a series of electromagnetic polarity field shifts, the triage module diverts energy from the ship's propulsion and warp systems to lend additional power to its defensive and logistical capabilities.''
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Other rarely used missile types:
 +
* Available only to light, heavy, and cruise launchers,  '''Auto-Targeting Missiles''' will locate and target the nearest engageable ship or drone. Auto-targeting missiles do not require the user 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.
 +
* '''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 a 120-second reactivation timer.<ref>[https://forums.eveonline.com/default.aspx?g=posts&m=6726903 Defender Missile update announcement]</ref> [[Command Destroyer]]s have a role bonus that reduces reactivation time by 50%.
  
The triage module is a high slot module available only to Force Auxiliaries (FAX). Similar to the siege module, it uses Strontium Clathrates to improve the FAX's remote repair bonuses over a 300 second period, at the expense of movement and remote assistance capabilities.
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=== Missile Ships ===
  
* -100% maximum velocity
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Out of T1 ships, Caldari ships are the best known missile users though a few Minmatar ships also use missiles. The {{sh|Armageddon}} and {{sh|Arbitrator}} also use 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.
* Disables the use of electronic warfare modules
 
* -75% capital remote logistics duration
 
* 400% capital remote logistics amount bonus (<span style="color:yellow">Tech II: 450%</span>)
 
* -50% armor repairer/shield booster duration
 
* 100% armor repairer/shield booster amount bonus (<span style="color:yellow">Tech II: 120%</span>)
 
* 200% capital remote logistics range bonus
 
* 60% sensor dampener resistance bonus (<span style="color:yellow">Tech II: 70%</span>)
 
* 80% remote assistance impedance
 
* 900% scan resolution bonus
 
* 100% remote repair impedance
 
* -100% drone damage
 
* +4 maximum locked targets bonus (<span style="color:yellow">Tech II: +5</span>)
 
  
== Carriers/Supercarriers ==
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Most missile bonused-ships will provide benefits to all missiles of a given size class. However, many Caldari ships (such as the {{sh|Drake}}) have bonuses to only a single type of missile damage: <span style="color:#73dc76">Kinetic</span>. 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 match the damage type of their bonus, unless there is a very good reason to use a different type.
  
=== Fighter Support Unit ===
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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.
[[File:Icon_fighter_support_unit.png|link=]] ''A combination of additional fighter hangar support drones, fighter power transmitters and advanced sensor support, the Fighter Support Unit assist all areas of fighter operation.''
 
  
Fittable to carriers, supercarriers, and the [[Caiman]] and [[Komodo]] Guristas ships, the '''Fighter Support Unit''' (FSU) boosts the velocity, fire rate, shield and shield recharge rate of fighters controlled by the ship. While its effects are stacking penalized, they do not have a bonus to drone damage. This means that FSUs can offer a notable damage bonus on top of bonuses from Drone Damage Amplifiers.
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==Missile system types==
  
=== Networked Sensor Array ===
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===Short range missile systems===
 +
[[File:Torpedo_64_bit_icon.png|link=]]
 +
Short range missiles have shorter cycle times and higher DPS than long range missiles. Rocket, Heavy Assault, and Torpedo launchers have tech 2 polarized versions, which offer higher rate of fire and ammo capacity {{color|red|at the cost of all of a ship's resistances}}.
  
[[File:Icon_signal_amplifier.png|link=]]
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Short range T2 missiles (compared to T1):
 +
* Javelin - 50% higher missile velocity (=50% more range), 10% less damage.
 +
* Rage - ~55% more damage, 17% lower missile velocity, 70-72% larger explosion radius, ~14% slower explosion velocity (worse application).
  
The '''Networked Sensor Array''' is a module that greatly increases the scan resolution of a carrier or supercarrier and increases the sensor strength of the carrier and its fighters over a 60 second duration. This comes at the expense of being unable to warp or use electronic warfare modules while it is active.
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===Long range missile systems===
 +
[[File:Cruise_missile_64_bit_icon.png|link=]]
 +
Long range missiles have longer cycle times and lower DPS than the short range missiles.
  
* 500% bonus to Scan Resolution
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Long range T2 missiles (compared to T1):
* 50% bonus to sensor strength
+
* Precision - ~10% smaller explosion radius (37.5% for light missiles), 20% faster explosion velocity, 50% shorter flight time.
* Disables the use of electronic warfare modules
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* Fury - 20-40% more damage, ~70% larger explosion radius, ~15% slower explosion velocity, 25% shorter flight time.
* Disables warp drive (applies 100 points of warp disruption)
 
  
=== Burst Projectors ===
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===Rapid missile systems===
 +
[[File:Icon_missiles_heavy_rapid.png|left|link=]]
 +
Rapid launchers are unique among weapon systems. These missile launchers have very high fire rates, but fire missiles of one size class below of 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) that cannot be reduced (the rare [[Alliance Tournament]] ship {{Sh|Laelaps}} being the only exception). 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.
  
[[File:Icon_energy_neutralization_burst_projector.png|left|link=]] Fittable only to supercarriers, '''Burst Projectors''' are area of effect generators that can apply a tackle or EWAR effect in a 10km AOE anywhere within a 500km range (200km for Energy Neutralization and Stasis Webification), after a 10 second spool up. They consume Heavy Water to operate. Each projector's AOE effect has a shorter duration than that of the module itself. The module duration can be reduced through the {{Sk|Burst Projector Operation|icon=yes}} skill.
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The small clip and long reload of rapid launchers makes 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.
  
{| class="wikitable"
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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 {{sh|Phoenix}} and {{sh|Caiman}}.
 +
 
 +
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]].
 +
 
 +
==Launchers==
 +
Launchers do not require capacitor to fire, and non-rapid launchers have a 10 second reload time. For most missile types, there will be a variety of launchers that a capsuleer can choose from. These choices (and their sources) are typically:
 +
 
 +
* Tech 1, Meta 0 Launcher (capsuleer produced, worst performing)
 +
* Tech 1 Meta Launchers (dropped by rats)
 +
* Tech 2 Launchers (capsuleer produced)
 +
* Faction Launchers (faction rat/site drops or LP store)
 +
* Officer Launchers (officer rat drops)
 +
 
 +
Each category will generally have a faster fire rate than those listed before. However, faction and officer launchers will tend to be orders of magnitude more expensive than Tech 2 launchers for marginal benefit. While faction and officer launchers can use tech 2 missiles, they do not benefit from the damage bonus provided by the specialization skills (see the Skills section below). So the benefit of their higher fire rate is dampened.
 +
 
 +
=== Meta Launchers ===
 +
 
 +
Alongside [[Turrets]], missile launchers are one of the last holdouts of the original meta module system in EVE Online. In this system, there are meta modules from levels 1-4, and each successive level is generally a straight upgrade from the ones before. However, some launchers use the new meta system, where there are multiple meta 1 launchers for a given missile type, with each one being better than the others in a certain area (ammo capacity or fitting cost). The scheme that each missile launcher uses is listed below:
 +
 
 +
{| class="wikitable" width=500px style="text-align:center"
 
|-
 
|-
! Type !! Effect !! AOE Duration (s) !! Module duration (s)
+
! Old Meta System<br />Meta Levels 1-4 !! New Meta System <br /> Meta Level 1 !! No Meta Modules
 
|-
 
|-
| ECM Jammer || Rainbow 5 strength jam || 40 || 300
+
| Rocket<br />Heavy Assault<br />Heavy<br />Torpedo<br />Cruise<br />Rapid Light<br />Rapid Heavy || Light<br />XL Torpedo<br />XL Cruise<br />Rapid Torpedo || Defender Missiles
 +
|}
 +
 
 +
For launchers under the old meta system, each meta level reduces the refire period by 5% (additive) compared to the tech 1, meta 0 launcher (for a 20% shorter refire period (25% rate of fire increase) at meta level 4). Each level will also increase the size of the launcher's clip. All meta modules will have easier CPU fitting requirements than the tech 1, meta 0 launcher, though this is not as incremental, with the CPU usage order going meta 1 < 4 < 2 < 3 < 0.
 +
 
 +
For launchers under the new meta system, all meta 1 launchers features a 5% faster rate of fire compared to the tech 1, meta 0 module. Arbalest compact launchers have 10% lower fitting costs, and TE-2100 ample launchers have 15% more ammo capacity.
 +
 
 +
==Equipment==
 +
 
 +
In addition to the actual missile launchers, there exist several modules and items for missile launchers. These improve the effectiveness of all missile weapons.
 +
 
 +
{|class=wikitable style="width: 900px;background:#111111"
 
|-
 
|-
| Energy Neutralization || 3000 GJ Neutralization, 500m Signature Radius || N/A || 480
+
|[[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.
 +
 
 
|-
 
|-
| Sensor Dampening || -18% Targeting Range, -18% Scan Resolution || 60 || 300
+
|[[File:Icon missile guidance enhancer i.png|link=|]]
 +
|'''{{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.
 +
 
 
|-
 
|-
| Stasis Webification || -55% Velocity || 40 || 480
+
|[[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.
 +
 
 
|-
 
|-
| Target Illumination || 35% Increased Signature Radius || 60 || 300
+
|[[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.
 +
 
 
|-
 
|-
| Warp Disruption || Infinite Point Bubble || 40 || 480
+
|[[File:Icon crash.png|link=|]]
 +
|There are two [[medical boosters]] that will improve missile performance.
 +
* '''{{co|wheat|Crash}}''' reduces missile explosion radius.
 +
* '''{{co|wheat|Agency 'Pyrolancea'}}''' improves damage.
 +
 
 +
 
 
|-
 
|-
| Weapon Disruption || -14% Explosion Velocity, +14% Explosion Radius, -11% Flight Time<br>-20% Optimal Range, -20% Falloff, -20% Tracking Speed || 60 || 300
+
|[[File:Icon_implant_hardwiring.png|link=|]]
 +
|Implants. Practically every missile stat has an implant that improves that aspect. See the [[List_of_Skill_Hardwiring_Implants#Table_of_Implants|table of hardwiring implants]] for full list of missile implants.
 
|}
 
|}
  
Notes:
+
== Tactics and Strategy ==
* Ships jammed by the ECM Jammer Burst Projector can not target the supercarrier that generated it.
 
* The Warp Disruption Burst Projector generates a warp disruption bubble in the generated area for the listed duration.
 
  
== Titans ==
+
As noted in the page on [[missile damage]]:
  
=== Superweapons ===
+
In general missiles are much 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 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.
  
[[File:Icon_doomsday.png|link=]]
+
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.
  
Titans have a variety of superweapons to choose from. A titan can only fit one superweapon at any given time. Aside from the Phenomena Generators, all Superweapons will leave the titan immobile for 30 seconds after their use. Using a superweapon either costs racial isotopes for racial-specific superweapons, or Strontium Clathrates for non-racial superweapons. Titans will also be unable to dock, tether, or use their jump drive for 5 minutes.
+
Being able to select between single damage types allows for missile platforms to exploit a resist hole to its fullest potential. This combined with their simplicity of use makes missile platforms popular for PvE in [[missions]] and [[Combat sites|combat sites]].
  
==== Doomsdays ====
+
==== 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.
  
'''Doomsdays''' (DD) are single-target, high damage weapons. Each empire has its own damage variant that can only be fitted to that faction's titan, which deals 1,000,000 damage to a capital ship.
+
There do exist doctrines for entire fleets of missile ships. Fleets of [[Stealth Bombers]], for example, are common.
  
==== Lances ====
+
==== Kiting ====
 +
Kiting is a form of 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.
  
'''Lances''' deal up to 50,000 damage to ships within a 2.5km radius lance over 15 seconds. The lances have a range of 200km.
+
The primary goal in 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.)
  
==== Reapers ====
+
PvE enemies tend to be rather single-minded, locking on when they see you, approaching to 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.
  
Similar to Lances, '''Reapers''' deal up to 100,000 damage to ships within a 5km radius lance over a 10 second period. The beam however is not stationary, and will sweep between two points in space. The reaper has a range of 150km.
+
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.
  
==== Bosonic Field Generator ====
+
==== 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. In stead, when a missile is launched, there can be several seconds of delay between the launch and the target being 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 which 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 obvious on [[Stealth Bombers]] making torpedo runs on targets.
  
The '''Bosonic Field Generator''' (Boson) is a non-racial superweapon that deals 40,000 Omni damage in a large cone over 20 seconds. It has seen popularity as a tool for ratting, being able to blow through several waves of a combat anomaly with one use. It can also be used for gatecamps to catch small ships. Either use case would want a strong capital umbrella to back it up, though.
+
==Skills==
  
==== Gravitational Transportation Field Oscillator ====
+
These skills apply to all 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>
 +
*{{sk|Rapid Launch}} 3% bonus to missile launcher rate of fire per level. Similarly a DPS increase.
 +
*{{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.
 +
*{{sk|Missile Projection}} 10% bonus to all missiles' maximum velocity per level. Another range increase that is especially useful for "kiting".
 +
*{{sk|Guided Missile Precision}} 5% decrease in explosion radius for all missiles. Proficiency at this skill increases damage to small and/or fast targets.
 +
*{{sk|Target Navigation Prediction}} 10% increase in explosion velocity for all missiles. As with Guided Missile Precision, this makes missiles more effective against faster targets.
  
Unlike the other superweapons above, the '''Gravitational Transportation Field Oscillator''' (GTFO) does no damage. Instead, it teleports all subcapital ships in a 10km bubble somewhere else in the system. Those ships will then be unable to warp for 60 seconds.
+
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.
 +
* {{sk|Rockets}}
 +
* {{sk|Light Missiles}}
 +
* {{sk|Heavy Missiles}}
 +
* {{sk|Heavy Assault Missiles}}
 +
* {{sk|Cruise Missiles}}
 +
* {{sk|Torpedoes}}
 +
* {{sk|XL Cruise Missiles}}
 +
* {{sk|XL Torpedoes}}
 +
* {{sk|Auto-Targeting Missiles}}
 +
* {{sk|Defender Missiles}}
  
==== Phenomena Generator ====
+
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.
 +
* {{sk|Rocket Specialization}}
 +
* {{sk|Light Missile Specialization}}
 +
* {{sk|Heavy Missile Specialization}}
 +
* {{sk|Heavy Assault Missile Specialization}}
 +
* {{sk|Cruise Missile Specialization}}
 +
* {{sk|Torpedo Specialization}}
 +
* {{sk|XL Cruise Missile Specialization}}
 +
* {{sk|XL Torpedo Specialization}}
  
[[File:Icon_gallente_phenomena_generator.png|link=]]
+
== 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.
  
Replacing the passive stat bonuses that Titans gave prior to the Ascension Update, '''Phenomena Generators''' are empire-specific modules that give all ships within a 20,000 km range a set of buffs and debuffs. These vary based on race, and are listed below:
+
{|class=wikitable style="width: 400px;background:#111111"
 
+
|-
{| class="wikitable"
+
| 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
 
|-
 
|-
! Amarr !! Caldari !! Gallente !! Minmatar
+
| Inferno Torpedo
 +
| Isogen, Nocxium & Zydrine
 
|-
 
|-
| +30% capacitor recharge rate || +30% shield hitpoints || +30% armor hitpoints || -30% signature radius
+
| Mjolnir Torpedo
 +
| Megacyte
 
|-
 
|-
| +10% kinetic resistances || +10% EM resistances || +10% explosive resistances|| +10% thermal resistances
+
| Nova Torpedo
 +
| Zydrine
 
|-
 
|-
| -15% EM resistances || -15% kinetic resistances || -15% thermal resistances || -15% explosive resistances
+
| Scourge Torpedo
 +
| Megacyte
 
|-
 
|-
| -10% velocity || -10% remote armor repairer effectiveness || -10% remote shield booster effectiveness || -10% hybrid turret and energy turret optimal range
 
 
|}
 
|}
  
=== Jump Portal Generator ===
+
Auto-Targeting and Assault variants use the same as entered above.
 
 
[[File:Icon jump portal generator.png|link=]] ''A piece of machinery designed to allow a capital vessel to create a bridge between systems without the use of a stargate, allowing its companions access through vast tracts of space to join it on the battlefield.''
 
 
 
The '''Jump Portal Generator''' is a high slot module that enables a Titan to generate a portal to a cynosural field, enabling ships without a jump drive to jump to the beacon. The module disables remote assistance on the titan (testing needed). It costs 500 Strontium Clathrates to activate for 1 minute, and additional isotopes based on the size of the ships being portaled.
 
 
 
== Rorqual ==
 
 
 
=== Industrial Core ===
 
 
 
[[File:Module_icon_industrial_core_i.png|link=]]
 
 
 
The '''industrial Core''' confers strong mining, boosting, and shield boosting capabilities onto a Rorqual. 1000 Heavy Water is used to activate the industrial core to run the Industrial Core over a 5 minute period. The amount of heavy water used can be reduced using the {{Sk|Industrial Reconfiguration|icon=yes}} skill.
 
 
 
When activated, it has the following effects:
 
  
* -100% maximum velocity
+
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.
* 80% bonus to Drone damage and hitpoints (T2: 100%)
 
* 25% bonus to Drone velocity (T2: 30%)
 
* 400% bonus to Drone ore mining yield (T2: 500%)
 
* -75% bonus to Ice harvesting speed (T2: -80%)
 
* 30% bonus to Mining Foreman Burst strength (T2: 36%)
 
* 150% bonus to Command Burst range (T2: 200%)
 
* 100% bonus to Capital Remote Shield Booster range (T2: 120%)
 
* -75% bonus to Capital Remote Shield Booster duration and capacitor use
 
* -60% bonus to Shield Booster duration (T2: 75%)
 
* 60% bonus to Shield Booster amount
 
* -75% bonus to Sensor Dampener Resistance (T2: 80%)
 
* 100% bonus to Scan Resolution (T2: 120%)
 
* Immune to ECM
 
* -80% malus to Remote Assistance
 
* Cannot receive remote repairs
 
  
=== Pulse Activated Nexus Invulnerability Core ===
+
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.
  
[[File:Icon_panic.png|link=]] ''Adapted from technology originally released with Citadels, the Pulse Activated Nexus Invulnerability Core is the result of Upwell's tireless research into advanced shielding. This powerful module allows a Rorqual to make itself and industrial fleetmates nearly invulnerable for a short time.''
+
== Footnotes and references ==
 +
{{reflist}}
  
The '''Pulse Activated Nexus Invulnerability Core''' (or '''PANIC''') is a high slot module only usable by the Rorqual. It confers invulnerability to the fitted Rorqual and nearby barges and industrial ships (although not other Rorquals), but the invulnerable ships are unable to move, do damage, or warp. The PANIC burns out after a single use. It has a 4-minute base duration, which can be increased with levels in {{Sk|Invulnerability Core Operation|icon=yes}} up to 6 minutes.
+
[[Category:Weapons]]

Latest revision as of 05:14, 11 March 2024

Drebin 679 Sandbox 5 - Missiles page rework



Missiles are self-propelled ammunition launched from missile launchers. 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.

Compared to turret weapons, missiles have a 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 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 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.

Overview

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

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

Size Short range Long range Rapid
Small
Frigate Destroyer
Rockets
Icon missiles rocket.png Rocket 64 bit icon.png
Light
Icon missiles light.png Light missile 64 bit icon.png
N/A
Medium
Cruiser Battlecruiser
Heavy Assault
Icon missiles heavy assault.png Heavy Assault 64 bit icon.png
Heavy
Icon missiles heavy.png Heavy missile 64 bit icon.png
Rapid Light
Icon missiles rocket.png Light missile 64 bit icon.png
Large
Battleship Stealth Bomber (Torpedoes)
Torpedo
Icon torpedoes.png Torpedo 64 bit icon.png
Cruise
Icon missiles cruise.png Cruise missile 64 bit icon.png
Rapid Heavy
Icon missiles heavy rapid.png Heavy missile 64 bit icon.png
Extra Large
Dreadnought Titan (except for Rapid Torpedoes)
XL Torpedo
Icon missiles citadel torpedo.png Torpedo 64 bit icon.png
XL Cruise
Icon missiles citadel cruise.png Cruise missile 64 bit icon.png
Rapid Torpedo
Icon missiles citadel cruise.png Torpedo 64 bit icon.png

Stats Overview

Listed below are the base stats of the tech 1 missile, with a tech 1, meta 0 launcher, with no skill or hull bonuses. Training in missile skills will improve performance significantly compared to the stats below.

Missile Stats with T1 missiles and T1M0 launchers, no bonuses
Missile Size Icon damage exp.png Damage Icon turret volley.png RoF (s) DPS Icon velocity.png Velocity (m/s) Icon Hourglass.png Flight Time (s) Icon target range.png Avg. Max Distance (m) Icon ship sig.png Exp. Rad. (m) Icon velocity.png Exp. Vel. (m/s)
Rocket 64 bit icon.png Rocket Icon ISIS size Small.png 33 5 6.6 2,250 2 4,500 20 150
Light missile 64 bit icon.png Light Icon ISIS size Small.png 83 16 5.2 3,750 5 18,750 40 170
Heavy Assault 64 bit icon.png Heavy Assault Icon ISIS size Medium.png 100 8 12.5 2,250 4 11,000 125 101
Heavy missile 64 bit icon.png Heavy Icon ISIS size Medium.png 149 15 9.9 4,300 6.5 27,950 140 85
Torpedo 64 bit icon.png Torpedo Icon ISIS size Large.png 450 18 25.0 1,800 7.2 12,960 405 78
Cruise missile 64 bit icon.png Cruise Icon ISIS size Large.png 375 20.68 18.1 4,700 14 65,800 330 69
Torpedo 64 bit icon.png XL Torpedo Icon ISIS size Xlarge.png 5,885 128.23 45.9 3,480 7.5 26,100 10,000 42
Cruise missile 64 bit icon.png XL Cruise Icon ISIS size Xlarge.png 4,750 170.97 27.8 7,000 15 105,000 6,000 40

For information about missile damage calculations, see the Missile mechanics page.

Ammunition/charges

Each missile class has four variants that correspond to the four damage types in EVE. Inferno, Mjolnir, Nova and Scourge apply thermal, EM, explosive and kinetic damage, in that order. A given missile will apply only one type of damage, and each missile category does the same amount of damage.

Different types of launchers within the class vary the firing rate and other characteristics of the launchers.

Each launcher 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.

Each type of launcher can use a variety of missiles, offering different damage type, output, and application profiles:

  • normal missiles
  • faction missiles
  • damage focused T2 missiles (Fury or Rage)

Short range missiles also have the following variant:

  • range focused T2 missiles (Javelin)

While long range missiles have the following variants:

  • application focused T2 missiles (Precision)
  • T1/faction auto-targetting missiles

Each missile has a few faction versions. Similar to turret ammunition, faction missiles come in three types: Guristas (pirate, +10% damage), Caldari Navy (navy, +15% damage), and Dread Guristas (elite pirate, +20% damage). These missiles have no downsides, but generally cost more due to limited supply or loyalty points required for procurement. This makes them ideal for PvP, but may not be desirable in certain PvE scenarios. XL missiles only have Guristas variants.

Every missile has two T2 ammunition variants. One offers higher damage but less range and worse application. The other T2 ammo for short range missiles offers better range at a minor damage malus, while the other T2 ammo for long range missile offers better application at the cost of range and damage.

Other rarely used missile types:

  • Available only to light, heavy, and cruise launchers, Auto-Targeting Missiles will locate and target the nearest engageable ship or drone. Auto-targeting missiles do not require the user 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.
  • 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 a 120-second reactivation timer.[1] Command Destroyers have a role bonus that reduces reactivation time by 50%.

Missile Ships

Out of T1 ships, Caldari ships are the best known missile users though a few Minmatar ships also use missiles. The AmarrArmageddon and AmarrArbitrator also use 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.

Most missile bonused-ships will provide benefits to all missiles of a given size class. However, many Caldari ships (such as the CaldariDrake) 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 match the damage type of their bonus, unless there is a very good reason to use a different type.

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.

Missile system types

Short range missile systems

Torpedo 64 bit icon.png Short range missiles have shorter cycle times and higher DPS than long range missiles. Rocket, Heavy Assault, and Torpedo launchers have tech 2 polarized versions, which offer higher rate of fire and ammo capacity at the cost of all of a ship's resistances.

Short range T2 missiles (compared to T1):

  • Javelin - 50% higher missile velocity (=50% more range), 10% less damage.
  • Rage - ~55% more damage, 17% lower missile velocity, 70-72% larger explosion radius, ~14% slower explosion velocity (worse application).

Long range missile systems

Cruise missile 64 bit icon.png Long range missiles have longer cycle times and lower DPS than the short range missiles.

Long range T2 missiles (compared to T1):

  • Precision - ~10% smaller explosion radius (37.5% for light missiles), 20% faster explosion velocity, 50% shorter flight time.
  • Fury - 20-40% more damage, ~70% larger explosion radius, ~15% slower explosion velocity, 25% shorter flight time.

Rapid missile systems

Icon missiles heavy rapid.png

Rapid launchers are unique among weapon systems. These missile launchers have very high fire rates, but fire missiles of one size class below of 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) that cannot be reduced (the rare Alliance Tournament ship Mordu's LegionLaelaps being the only exception). 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 makes 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 CaldariPhoenix and GuristasCaiman.

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.

Launchers

Launchers do not require capacitor to fire, and non-rapid launchers have a 10 second reload time. For most missile types, there will be a variety of launchers that a capsuleer can choose from. These choices (and their sources) are typically:

  • Tech 1, Meta 0 Launcher (capsuleer produced, worst performing)
  • Tech 1 Meta Launchers (dropped by rats)
  • Tech 2 Launchers (capsuleer produced)
  • Faction Launchers (faction rat/site drops or LP store)
  • Officer Launchers (officer rat drops)

Each category will generally have a faster fire rate than those listed before. However, faction and officer launchers will tend to be orders of magnitude more expensive than Tech 2 launchers for marginal benefit. While faction and officer launchers can use tech 2 missiles, they do not benefit from the damage bonus provided by the specialization skills (see the Skills section below). So the benefit of their higher fire rate is dampened.

Meta Launchers

Alongside Turrets, missile launchers are one of the last holdouts of the original meta module system in EVE Online. In this system, there are meta modules from levels 1-4, and each successive level is generally a straight upgrade from the ones before. However, some launchers use the new meta system, where there are multiple meta 1 launchers for a given missile type, with each one being better than the others in a certain area (ammo capacity or fitting cost). The scheme that each missile launcher uses is listed below:

Old Meta System
Meta Levels 1-4
New Meta System
Meta Level 1
No Meta Modules
Rocket
Heavy Assault
Heavy
Torpedo
Cruise
Rapid Light
Rapid Heavy
Light
XL Torpedo
XL Cruise
Rapid Torpedo
Defender Missiles

For launchers under the old meta system, each meta level reduces the refire period by 5% (additive) compared to the tech 1, meta 0 launcher (for a 20% shorter refire period (25% rate of fire increase) at meta level 4). Each level will also increase the size of the launcher's clip. All meta modules will have easier CPU fitting requirements than the tech 1, meta 0 launcher, though this is not as incremental, with the CPU usage order going meta 1 < 4 < 2 < 3 < 0.

For launchers under the new meta system, all meta 1 launchers features a 5% faster rate of fire compared to the tech 1, meta 0 module. Arbalest compact launchers have 10% lower fitting costs, and TE-2100 ample launchers have 15% more ammo capacity.

Equipment

In addition to the actual missile launchers, there exist several modules and items for missile launchers. These 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 full list of missile implants.

Tactics and Strategy

As noted in the page on missile damage:

In general missiles are much 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 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.

Being able to select between single damage types allows for missile platforms to exploit a resist hole to its fullest potential. This combined with their simplicity of use makes missile platforms popular for PvE in missions and combat sites.

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 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 in 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 to 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 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. In stead, when a missile is launched, there can be several seconds of delay between the launch and the target being 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 which 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 obvious on Stealth Bombers making torpedo runs on targets.

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. Similarly 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 in explosion radius for all missiles. Proficiency at this skill increases damage to small and/or fast targets.
  • Target Navigation Prediction 10% increase in explosion 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.

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