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User:Drebin 679/Sandbox 5: Difference between revisions

From EVE University Wiki
Added base stat table
Touchup edits. Got rid of white background in weapons table to account for the default skin now being available.
 
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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>
<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>
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.
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.


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


{| class="wikitable" style="background:#777777; text-align:center;"
{| class="wikitable" style="text-align:center;"
|- bgcolor="#111111"
|-
! Size !! Short range !! Long range !! Rapid
! 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=]]  || style="background:#111111" | N/A
| '''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=]]
| '''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=]]
|-
|-
| '''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=]]
| '''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=]]
|-
|-
| '''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=]]
| '''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 ===
=== 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 the skills of missiles significantly compared to the stats below.
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"
{| class="wikitable" style="text-align:center" width=1000px;
|+ Missile Stats with base missiles and base launchers, no bonuses
|+ 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) !! Avg. Max Distance (m) !! [[File:Icon_ship_sig.png|20px|link=]] Exp. Rad. (m) !! [[File:Icon_velocity.png|20px|link=]] Exp. Vel. (m/s)
! 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: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
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| 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: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=]] Torpedos || [[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: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: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
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| 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: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 Torpedo || [[File:Icon_ISIS_size_Xlarge.png|32px|link=]] || 4,750 || 170.97 || 27.8 || 7,000 || 15 || 105,000 || 6,000 || 40
| 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
|}
|}
For information about missile damage calculations, see the [[Missile mechanics]] page.


===Ammunition/charges===
===Ammunition/charges===


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.
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.
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 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.  
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* application focused T2 missiles (Precision)
* application focused T2 missiles (Precision)
* T1/faction auto-targetting missiles
* 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.
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, while the other T2 ammo for long range missile offers better application at the cost of range and damage.
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.


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.
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%.


This said though, 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.
=== Missile Ships ===
Different types of launchers within the class vary the firing rate and other characteristics of the launchers.


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.


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.


Other rarely used missile types:
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.
* '''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%.


==Missile system types==


==Short range missile systems==
===Short range missile systems===
[[File:Torpedo_64_bit_icon.png|left|link=]]
[[File:Torpedo_64_bit_icon.png|link=]]
Short range missiles have shorter cycle times and higher DPS than long range missiles. Compared to their long range counterparts, Rockets and Heavy Assaults have lower damage but better application, while Torpedoes and XL Torpedoes have higher damage but worse application. Rocket, Heavy Assault, and Torpedo launchers also have polarized versions, which offer higher rate of fire and ammo capacity {{color|red|at the cost of all of a ship's resistances}}.
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}}.


Short range T2 missiles (compared to T1):
Short range T2 missiles (compared to T1):
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* Rage - ~55% more damage, 17% lower missile velocity, 70-72% larger explosion radius, ~14% slower explosion velocity (worse application).
* Rage - ~55% more damage, 17% lower missile velocity, 70-72% larger explosion radius, ~14% slower explosion velocity (worse application).


==Long range missile systems==
===Long range missile systems===
[[File:Cruise_missile_64_bit_icon.png|left|link=]]
[[File:Cruise_missile_64_bit_icon.png|link=]]
Long range missiles have longer cycle times and lower DPS than the short range missiles. Compared to their short range counterparts, Light and Heavy Missiles have higher damage but worse application, while Cruise and XL Cruise have lower damage but better application.
Long range missiles have longer cycle times and lower DPS than the short range missiles.


Long range T2 missiles (compared to T1):
Long range T2 missiles (compared to T1):
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* Fury - 20-40% more damage, ~70% larger explosion radius, ~15% slower explosion velocity, 25% shorter flight time.
* Fury - 20-40% more damage, ~70% larger explosion radius, ~15% slower explosion velocity, 25% shorter flight time.


==Rapid missile systems==
===Rapid missile systems===
[[File:Icon_missiles_heavy_rapid.png|left|link=]]
[[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). 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.  
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.  


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.
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.
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As Rapid Light Missile Launchers fire frigate-sized Light Missiles, they are considered 'small weapons' and gain the damage bonus of the [[Wormhole space#Wolf Rayet|Wolf Rayet system effect]].
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"
|-
! Old Meta System<br />Meta Levels 1-4 !! New Meta System <br /> Meta Level 1 !! No Meta Modules
|-
| 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==
==Equipment==
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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.
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|combat sites]].


==== Fleet roles ====
==== 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_101#The_ships|logistics ships]] (which generally have naturally small signatures), which can at times hurt their effectiveness.
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.
There do exist doctrines for entire fleets of missile ships. Fleets of [[Stealth Bombers]], for example, are common.
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These skills apply to all missile launchers. They increase firing rate and damage, and they improve the accuracy of missiles against smaller, faster targets.
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|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. Essentially, a DPS increase.
*{{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|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 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|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 per level in factor of signature radius for all missile explosions. Proficiency at this skill increases damage to small targets.  
*{{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% decrease per level in factor of target's velocity for all missiles. As with Guided Missile Precision, this makes missiles more effective against faster targets.
*{{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.


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.
In addition to the general missile skills there is a specific [[Skills:Missiles|primary missile skill]] for each class of missiles, and each will let you load and fire that one class. In addition, each level of the skill will improve your damage by 5% when using that particular missile class.
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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.
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 susceptable 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.
For the cruise and Torpedo variants, this information may assist in choosing which type of damage to deal. So for example, Guristas Pirates are more susceptible to Scourge Missiles than Inferno Missiles, but these will use up Nocxium as well as Zydrine. You may therefore choose to deal damage slower by using Inferno saving Nocxium stockpiles when crafting replenishments. Bombers, it should be noted, have bonuses to particular torpedoes.


== Footnotes and references ==
== Footnotes and references ==