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Drebin 679 (talk | contribs) Added launcher section |
Drebin 679 (talk | contribs) 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> | ||
== 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 | Missiles can be split into three groups: Short range, long range and rapid. | ||
{| class="wikitable" style=" | {| class="wikitable" style="text-align:center;" | ||
|- | |- | ||
! 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=]] | | | '''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 | 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 | |+ 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=]] | | 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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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. | Different types of launchers within the class vary the firing rate and other characteristics of the launchers. | ||
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* '''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%. | * '''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%. | ||
==Short range missile systems== | === Missile Ships === | ||
[[File:Torpedo_64_bit_icon.png | |||
Short range missiles have shorter cycle times and higher DPS than long range missiles | 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. | |||
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. | |||
==Missile system types== | |||
===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}}. | |||
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 | [[File:Cruise_missile_64_bit_icon.png|link=]] | ||
Long range missiles have longer cycle times and lower DPS than the short range missiles | 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) 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. | 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. | ||
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{| class="wikitable" width=500px style="text-align:center" | {| 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 | ! Old Meta System<br />Meta Levels 1-4 !! New Meta System <br /> Meta Level 1 !! No Meta Modules | ||
|- | |- | ||
| Rocket<br | | 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 | ||
|} | |} | ||
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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 [[ | 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. | *{{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 | *{{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% | *{{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. | ||