Difference between revisions of "Fitting missile launchers"

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This article focuses on the knowledge you need to be able to fit missile launchers to your ship. It contains a number of detailed discussions and does not cover all the general concepts in depth. If you are not completely clear as to how missile launcher systems work, or as to how missiles do damage when they hit, you should read [[Missile Launchers]] and [[Missile Damage]] before continuing on this page.
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|valign="center"|'''This page is a work in progress. For specific guides and syllabi, please contact the original author before making significant changes.'''.
 
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[[Category:Stubs]]
 
[[Category:Work in progress]]
 
  
 +
== Thinking About Fitting Launchers ==
 +
The essence of ship  fitting is picking and choosing among the various possibilities, looking for an equipment balance that maximizes offense and/or defense without overloading the powergrid or cpu. How you do this depends a great deal on your skills, so if you have not done so already, you should read the general [[Fitting Guidelines]]. The procedures listed in that article are absolutely essential to good fitting, regardless of the class of ship or type of weapon.
  
= Overview =
+
The Launcher fits shown below can be accomplished with various types of the given equipment class. Where a Light Missile Launcher is called for, for example, you might use Light Missile Launcher I, Arbalest Compact Light Missile Launcher, Light Missile Launcher II, or a number of others. The equipment data and example fits shown here should be treated as templates. You will need to mix and match as needed to accommodate the characteristics of your ship and your own skills.
This is intended as an extension to the existing UniWiki [http://wiki.eveuniversity.org/Missile_Launchers Missile Launchers] page. 
 
It provides more detailed information about the differences between available equipment for each class of Missile Launcher and a rough price
 
comparison to show how much of your hard earned ISK you'll have to spend to get a given level of performance. The raw data for the various
 
missiles and missile launchers is  attributed to Evelopedia data provided by CCP.  The data has been reformatted for easier reading and for
 
ease of comparison.
 
  
 +
=== Basic Ship Fitting Skills ===
 +
As you improve these skills, you need less and less powergrid and cpu capacity to fit various items to your ship. This in turn allows you to fit more powerful equipment.
  
 +
The first two apply to the entire ship, and are probably the "best" fitting skills available. Train them to Level V as quickly as you can.
 +
* {{sk|CPU Management}}: 5% more CPU per level
 +
* {{sk|Power Grid Management}}: 5% more powergrid per level
  
= Missile Classes =
+
These skills should be trained immediately to Level III, and higher as soon as that becomes feasible.
 +
* {{sk|Weapon Upgrades}}: 5% less CPU needed for weapons per level
 +
* {{sk|Electronics Upgrades}}: 5% less CPU needed for sensor upgrades such as signal amplifiers, co-processors, and similar equipment
 +
* {{sk|Energy Grid Upgrades}}: 5% less CPU needed for power upgrades such as power diagnostic units, capacitor batteries, and similar equipment
  
The first thing that needs to be decided when fitting your ship with missile launchers is to determin the type of fighting you plan on doing. Is it
+
Because shields are commonly used to tank missile ships, this skill is often trained to a high level.
going to be upclose and personal, long distane to cover a larger area, are you attacking a POS or capital ships, do you plan on being jammed up and
+
* {{sk|Shield Upgrades}}: 5% less powergrid need for shield extenders, shield rechargers, and similar equipment
need to shoot with out a target lock, do you want to tank against other missile boats. For one of those fighting styles or one of your own there are
 
five classes of missiles to choose from that will fit what you are trying to do. Those five classes are Short Range High DPS, Long Range Low DPS,
 
Citadel Cruise, Auto Targeting, and Defender Missiles. Three of the classes short range, long range and auto target are further broken down by size
 
of target.
 
  
 +
As weapons are often a primary concern, this skill is frequently acquired and trained:
 +
* {{sk|Advanced Weapon Upgrades}} (''requires Weapon Upgrades V''): 2% less powergrid needed for weapons per level
  
== Short Range High DPS ==
+
=== Primary Missile Skills and Specializations ===
 +
{{Co|#bfbb7d|Each class of missile has a skill that must be trained before the missile can be loaded and fired.}} Some missile classes also have an advanced Specialization skill that gives access to T2 launchers and missiles. You can find a list of these skills at [[Skills:Missiles]].
  
There are three types of short range high DPS missiles  
+
Most pilots train the primary skills for Rockets and Light Missiles at least to Level III first, and then move on to larger missiles as they move to larger ships. Naturally you will want to advance according to your own needs — just keep in mind that skills interact, and that as you move your missile skills up, you many also want to increase your launcher and/or basic fitting skills to match.
  
*[[file:Rocket_64_bit_icon.png]] Rockets
+
=== Launcher Support Skills ===
**For use against frigates and drones
+
These skills apply to missile launchers. They increase firing rate and damage, and they improve the accuracy of missiles against smaller, faster targets. {{sk|Missile Launcher Operation}} gives a 2% Bonus to missile launcher rate of fire per skill level, essentially a DPS bonus — and it is {{Co|#eeffcc|a prerequisite for most other missile skills}} — so train it first. {{sk|Rapid Launch}} gives a 3% bonus to missile launcher rate of fire per level, another DPS increase that is worth training. You can find the full list of skills here [[Missile_Launchers#Launcher_Support_Skills|Launcher Support Skills]].
  
*[[file:Heavy_Assault_64_bit_icon.png]] Heavy Assault
+
=== Other Skills ===
**For use against cruisers and battle cruisers
+
*[[Skills:Targeting|Targeting skills]] — especially {{sk|Signature Analysis}}, {{sk|Target Management}}, and {{sk|Long Range Targeting}} — are essential to the use of missile launchers.  
 +
*And since most missile ships depend on shield tanks, you might also want to beef up your basic [[Skills:Shields|shield skills]]: especially {{sk|Shield Compensation}}, {{sk|Shield Management}}, and {{sk|Shield Operation}}.
 +
*[[Skills:Navigation|Navigation skills]] that improve the velocity or maneuverability of your ship will also be useful: especially {{sk|Navigation}}, {{sk|Evasive Maneuvering}}, {{sk|Fuel Conservation}}, and {{sk|High Speed Maneuvering}}.
  
*[[file:torpedo_64_bit_icon.png]] Torpedo
+
== Fitting Examples==
**For use against battleships and large stationary targets
+
The best way to get a sense of what a good missile fit looks like is to inspect some examples. You should regard the fits shown here as templates. They do not intend to tell you precisely what items will work best in your particular ship. Instead, they give you a set of items that other pilots have found useful. You will probably have to juggle these to fit your skills, strategy and experience.
  
== Long Range Low DPS ==
+
There are one or two examples here from each of the frigate, destroyer, cruiser, battlecruiser and battleship class. Click on a ship's name to go to its UniWIKI page and see additional fits. For a full list of missile bonused ships, see [[Missile Ships]].
  
There are three types of long range low DPS missiles
+
=== Frigate Class ===
 +
With its bonuses and four launchers, the Kestrel is an excellent ship for Level I Missions. The four mid slots allow for a solid shield tank. This configuration can be set up with lower level equipment to match lower level skills and upgraded as skills improve.
  
*[[file:Light_missile_64_bit_icon.png]] Light Missiles
+
{{ShipFitting
**For use against frigates and drones
+
| ship=Kestrel
 +
| fitName=Kestral T1
 +
| fitID=Kestral T1
 +
| high1name=Light Missile Launcher I
 +
| high1typeID=499
 +
| high2name=Light Missile Launcher I
 +
| high2typeID=499
 +
| high3name=Light Missile Launcher I
 +
| high3typeID=499
 +
| high4name=Light Missile Launcher I
 +
| high4typeID=499
 +
| mid1name=1MN Afterburner I
 +
| mid1typeID=439
 +
| mid2name=Small Shield Booster I
 +
| mid2typeID=399
 +
| mid3name=EM Shield Amplifier I
 +
| mid3typeID=1808
 +
| mid4name=Medium Shield Extender I
 +
| mid4typeID=3829
 +
| low1name=Damage Control I
 +
| low1typeID=2046
 +
| low2name=Power Diagnostic System I
 +
| low2typeID=1539
 +
| rig1name=Small Warhead Calefaction Catalyst I
 +
| rig1typeID=31620
 +
| rig2name=Small Bay Loading Accelerator I
 +
| rig2typeID=31586
 +
| skills= Caldari Frigate IV</li><li>Missile Launcher Operation III</li><li>Hull Upgrades IV
 +
| showSKILLS=N
 +
| notes= Caldari Frigate should eventually go to V, but you can focus it to IV for the short term.</li><li>Focus Missile Launcher Operation to III to upgrade to T2 Light Missile Launchers</li><li>Focus Hull Upgrades to IV to get T2 Damage Control
 +
| showNOTES=N
 +
| difficulty=0
 +
| version=2024.1.7
 +
| showTOC=Y
 +
| alphacanuse=Y
 +
}}
  
*[[file:heavy_missile_64_bit_icon.png]] Heavy Missiles
 
**For use against cruisers and battle cruisers
 
  
*[[file:cruise_missile_64_bit_icon.png]] Cruise Missiles
+
This Breacher fit builds on the bonus for Shield Booster. The two drones provide significant support for close-in PvP action with Rockets. The Ancillary Medium Shield Booster uses Cap Booster charges to power itself, thus reducing the draw on the ship's capacitor. This is an effective approach in PvP fights, which tend to be fairly short. Note that T2 drones require two level V drone skills ... a considerable investment. This fit is good for pilots who are thinking about using drones in larger ships later on.
**For use against battle ships and large stationary targets
+
{{ShipFitting
 +
| ship=Breacher
 +
| fitName=Breacher PvP
 +
| fitID=Breacher PvP
 +
| high1name=Rocket Launcher I
 +
| high1typeID=10629
 +
| high2name=Rocket Launcher I
 +
| high2typeID=10629
 +
| high3name=Rocket Launcher I
 +
| high3typeID=10629
 +
| mid1name=1MN Afterburner I
 +
| mid1typeID=439
 +
| mid2name=Medium Shield Booster I
 +
| mid2typeID=10836
 +
| mid3name=Stasis Webifier I
 +
| mid3typeID=526
 +
| mid4name=Warp Scrambler I
 +
| mid4typeID=447
 +
| low1name=Damage Control I
 +
| low1typeID=2046
 +
| low2name=Nanofiber Internal Structure I
 +
| low2typeID=2603
 +
| low3name=Ballistic Control System I
 +
| low3typeID=12274
 +
| drone1name=Hobgoblin II x 5
 +
| drone1typeID=2456
 +
| rig1name=Small EM Shield Reinforcer I
 +
| rig1typeID=31716
 +
| rig2name=Small Thermal Shield Reinifier I
 +
| rig2typeID=31752
 +
| rig3name=Small Core Defense Operational Solidifier I
 +
| rig3typeID=31816
 +
| skills= {{sk|Minmatar Frigate|IV}}</li><li>{{sk|Missile Launcher Operation|III}}</li><li>{{sk|Hull Upgrades|IV}}</li><li>{{sk|Light Drone Operation|V}}</li><li>{{sk|Drones|V}}
 +
| showSKILLS=N
 +
| notes=
 +
| showNOTES=N
 +
| difficulty=0
 +
| version=2024.1.7
 +
| showTOC=Y
 +
| alphacanuse=Y
 +
}}
  
 +
=== Destroyer Class ===
 +
This Talwar is a fleet build that is designed to deliver heavy damage from range while other ships tackle the targets. This is an inexpensive T1 fit that requires relatively low level skills. This is consistent with fleet combat in a ship that has little defense – if it blows up, you just replace it.  Note that two of the rigs focus on ship speed and maneuverability. This ship needs to be fast and nimble as it cannot stand to take much damage.
 +
{{ShipFitting
 +
| ship=Talwar
 +
| fitName=Talwar Fleet fit
 +
| fitID=Talwar Fleet fit
 +
| high1name=Light Missile Launcher I
 +
| high1typeID=499
 +
| high2name=Light Missile Launcher I
 +
| high2typeID=499
 +
| high3name=Light Missile Launcher I
 +
| high3typeID=499
 +
| high4name=Light Missile Launcher I
 +
| high4typeID=499
 +
| high5name=Light Missile Launcher I
 +
| high5typeID=499
 +
| high6name=Light Missile Launcher I
 +
| high6typeID=499
 +
| high7name=Light Missile Launcher I
 +
| high7typeID=499
 +
| mid1name=5MN Microwarpdrive I
 +
| mid1typeID=434
 +
| mid2name=Medium Shield Booster I
 +
| mid2typeID=10836
 +
| mid3name=F-90 Compact Sensor Booster
 +
| mid3typeID=6160
 +
| mid4name=Remote Sensor Dampener I
 +
| mid4typeID=1968
 +
| low1name=Damage Control II
 +
| low1typeID=2048
 +
| low2name=Nanofiber Internal Structure I
 +
| low2typeID=2603
 +
| low3name=Ballistic Control System I
 +
| low3typeID=12274
 +
| charge1name=Nova Light Missile
 +
| charge1typeID=213
 +
| rig1name=Small Hydraulic Bay Thrusters I
 +
| rig1typeID=31598
 +
| rig2name=Small Auxiliary Thrusters I
 +
| rig2typeID=31105
 +
| rig3name=Small Low Friction Nozzle Joints
 +
| rig3typeID= 31153
 +
| skills= {{sk|Minmatar Destroyer|IV}}</li><li>{{sk|Light Missiles|IV}}</li><li>{{sk|Light Missile Specialization|I}}</li><li>{{sk|Navigation|V}}
 +
| showSKILLS=N
 +
| notes=Use Nova ({{Co|#bfbb7d|explosive}}) missiles as the ship is bonused for them.</li><li>The ship bonus reduces the signature radius penalty for microwarpdrive.
 +
| showNOTES=Y
 +
| difficulty=0
 +
| version=2024.1.7
 +
| showTOC=Y
 +
| alphacanuse=Y
 +
}}
  
 +
=== Cruiser Class ===
 +
This Caracal is an excellent ship for Level II Missions. It has an [[shield tanking|passive shield tank]], and once T2 Heavy Missile Launchers can be equipped, it does good damage without needing many other advanced skills.
 +
{{ShipFitting
 +
| ship=Caracal
 +
| fitName=Caracal Mission Fit
 +
| fitID=Caracal Mission Fit
 +
| high1name=Heavy Missile Launcher II
 +
| high1typeID=2410
 +
| high2name=Heavy Missile Launcher II
 +
| high2typeID=2410
 +
| high3name=Heavy Missile Launcher II
 +
| high3typeID=2410
 +
| high4name=Heavy Missile Launcher II
 +
| high4typeID=2410
 +
| high5name=Heavy Missile Launcher II
 +
| high5typeID=2410
 +
| mid1name=10MN Afterburner I
 +
| mid1typeID=12056
 +
| mid2name=Multispectrum Shield Hardener II
 +
| mid2typeID=2281
 +
| mid3name=EM Shield Hardener II
 +
| mid3typeID=2301
 +
| mid4name=Large Shield Extender I
 +
| mid4typeID=3839
 +
| mid5name=Large Shield Extender I
 +
| mid5typeID=3839
 +
| mid6name=Mark I Compact Shield Power Relay
 +
| mid6typeID=8337
 +
| mid7name=Mark I Compact Shield Power Relay
 +
| mid7typeID=8337
 +
| low1name=Ballistic Control System II
 +
| low1typeID=22291
 +
| low2name=Ballistic Control System II
 +
| low2typeID=22291
 +
| drone1name=Hobgoblin I x 2
 +
| drone1typeID=2454
 +
| rig1name=Medium Core Defense Field Purger I
 +
| rig1typeID=31802
 +
| rig2name=Medium Core Defense Field Purger I
 +
| rig2typeID=31802
 +
| rig3name=Medium Core Defense Field Purger I
 +
| rig3typeID=31802
 +
| skills= {{sk|Caldari Cruiser|IV}}</li><li>{{sk|Heavy Missiles|V}}</li><li>{{sk|Tactical Shield Manipulation|IV}}
 +
| showSKILLS=N
 +
| notes=Optimized for missions with a focus on shield tanking and missile damage. T2 equipment preferred where possible for increased effectiveness.</li><li>Heavy Missiles to get T2 Launchers</li><li>Tactical Shield Manipulation for T2 Invulnerability Field and EM Ward
 +
| showNOTES=Y
 +
| difficulty=0.5
 +
| version=2024.1.7
 +
| showTOC=Y
 +
| alphacanuse=Y
 +
}}
  
= Description of Table Contents =
+
=== Battlecruiser Class ===
 +
This Drake fit builds on the bonus for Heavy Assault Missiles (HAMs) and Shield Resistance to create a fast, powerful tackler for fleet combat. It is an advanced ship, requiring a number of T2 components. HAMs are short range, high damage missiles. Combined with this ship's large passive shield tank, they make for a strong, fast tackler that can also do considerable close in damage.
 +
{{ShipFitting
 +
| ship=Drake
 +
| fitName=Drake Fleet Tackle
 +
| fitID=Drake Fleet Tackle
 +
| high1name=Heavy Assault Missile Launcher II
 +
| high1typeID=25715
 +
| high2name=Heavy Assault Missile Launcher II
 +
| high2typeID=25715
 +
| high3name=Heavy Assault Missile Launcher II
 +
| high3typeID=25715
 +
| high4name=Heavy Assault Missile Launcher II
 +
| high4typeID=25715
 +
| high5name=Heavy Assault Missile Launcher II
 +
| high5typeID=25715
 +
| high6name=Heavy Assault Missile Launcher II
 +
| high6typeID=25715
 +
| high7name=Small Energy Neutralizer II
 +
| high7typeID=13003
 +
| mid1name=10MN Microwarpdrive II
 +
| mid1typeID=
 +
| mid2name=Multispectrum Shield Hardener II
 +
| mid2typeID=2281
 +
| mid3name=Multispectrum Shield Hardener II
 +
| mid3typeID=2281
 +
| mid4name=Large Shield Extender II
 +
| mid4typeID=3841
 +
| mid5name=Stasis Webifier II
 +
| mid5typeID=527
 +
| mid6name=Warp Scrambler II
 +
| mid6typeID=448
 +
| low1name=Damage Control II
 +
| low1typeID=2048
 +
| low2name=Nanofiber Internal Structure II
 +
| low2typeID=2605
 +
| low3name=Ballistic Control System II
 +
| low3typeID=22291
 +
| low4name=Ballistic Control System II
 +
| low4typeID=22291
 +
| low5name=Power Diagnostic System II
 +
| low5typeID=1541
 +
| drone1name=Hobgoblin II x 5
 +
| drone1typeID=2456
 +
| charge1name=Scourge Fury Heavy Missile
 +
| charge1typeID=2629
 +
| rig1name=Medium Core Defense Field Extender I
 +
| rig1typeID=31790
 +
| rig2name=Medium Core Defense Field Extender I
 +
| rig2typeID=31790
 +
| rig3name=Medium Core Defense Field Extender I
 +
| rig3typeID=31790
 +
| skills=
 +
| showSKILLS=N
 +
| notes= this is an advanced fit that requires numerous skills. See the [[Drake]] ship page for a detailed list.
 +
| showNOTES=Y
 +
| difficulty=1
 +
| version=2024.1.7
 +
| showTOC=Y
 +
| alphacanuse=N
 +
}}
  
Tables will be grouped by the class of missile that the launcher can fire, Light, Heavy, Battleship or Citadel Missiles. Within each missile class tables will be grouped by their guided ( with longer ranged but lower relative damage ) or unguided ( with shorter ranged but higher relative damage ) types. A brief description of each launcher type will then be provided with suggestions on what class of hulls they are best fit on and the best type of targets for each. All percentage values provided, except cost, are positive when providing improved value and negative when detracting from combat power and/or ease of fitting.
+
This somewhat unusual fit builds on the Prohecy's capacity and bonuses for drones, and on the fact that the ship has no particularly bonused weapons system. While you would expect an Amarr ship to use energy weapons, the Rapid Light Missile Launchers do not draw on the ship's capacitor, and they provide plenty of defense against smaller, faster PvE ships. With medium combat drones, this fit works well for Level III Missions.
 +
{{ShipFitting
 +
| ship=Prophecy
 +
| fitName=Prophecy PvE Missions
 +
| fitID=Prophecy PvE Missions
 +
| high1name=Rapid Light Missile Launcher II
 +
| high1typeID=1877
 +
| high2name=Rapid Light Missile Launcher II
 +
| high2typeID=1877
 +
| high3name=Rapid Light Missile Launcher II
 +
| high3typeID=1877
 +
| high4name=Rapid Light Missile Launcher II
 +
| high4typeID=1877
 +
| high5name=Salvager I
 +
| high5typeID=25861
 +
| mid1name=10MN Afterburner II
 +
| mid1typeID=12058
 +
| mid2name=Target Painter I
 +
| mid2typeID=12709
 +
| mid3name=Medium Capacitor Booster II
 +
| mid3typeID=2024
 +
| mid4name=Drone Navigation Computer I
 +
| mid4typeID=24395
 +
| low1name=Damage Control II
 +
| low1typeID=2048
 +
| low2name=1600mm Steel Plates II
 +
| low2typeID=20353
 +
| low3name=Medium Armor Repairer II
 +
| low3typeID=3530
 +
| low4name=Multispectrum Energized Membrane II
 +
| low4typeID=11269
 +
| low5name=Drone Damage Amplifier II
 +
| low5typeID=4405
 +
| low6name=Drone Damage Amplifier II
 +
| low6typeID=4405
 +
| low7name=Drone Damage Amplifier II
 +
| low7typeID=4405
 +
| drone1name=Hammerhead II x 20
 +
| drone1typeID=2185
 +
| drone2name=Salvage Drone I x 2
 +
| drone2typeID=18698
 +
| rig1name=Medium Drone Durability Enhancer I
 +
| rig1typeID=32035
 +
| rig2name=Medium Drone Durability Enhancer I
 +
| rig2typeID=32035
 +
| rig3name=Medium Trimark Armor Pump I
 +
| rig3typeID=31055
 +
| skills={{sk|Amarr Battlecruiser|III}}</li><li>{{sk|Missile Launcher Operation|III}}</li><li>{{sk|Hull Upgrades|IV}}</li><li>{{sk|Drones|III}}</li><li>{{sk|Medium Drone Operation|I}}
 +
| showSKILLS=N
 +
| notes=Designed for flexibility in both PvE and PvP scenarios. Features a mix of T2 modules for optimized performance, with drones for additional firepower.
 +
| showNOTES=Y
 +
| difficulty=1
 +
| version=2024.1.7
 +
| showTOC=N
 +
| alphacanuse=N
 +
}}
  
The following tables for each launcher type will list the following information:
+
=== Battleship Class ===
* Table Key:
+
With its bonuses and six launchers, the Raven is a popular ship for Level IV Missions. The mid slots allow for a solid [[shield tanking|active shield tank]]. This configuration can be set up with lower level equipment to match lower level skills and upgraded as skills improve.
** Name  - A useful search name for the launcher to find it within the market window
+
{{ShipFitting
** Meta    - It's meta value, higher is generally better.
+
| ship=Raven
*** See footnote for more detail on the [http://wiki.eveuniversity.org/Advanced_Missile_Launchers#Meta_Level Meta Level].
+
| fitName=Raven Mission Runner
** Cost    - Approximate Cost in Millions of ISK as found in Jita as of the most recent update.
+
| fitID=Raven Mission Runner
** Cost %  - Approximate percentage increase in cost over the meta 0 version of the same launcher.
+
| high1name=Cruise Missile Launcher II
*** Meta 0's are the reference point so all % values will be not applicable represented by a '-'.
+
| high1typeID=19739
** Rate    - Raw rate of fire in seconds per launch.
+
| high2name=Cruise Missile Launcher II
** Rate %  - Percentage increase in rate of fire over meta 0 version.
+
| high2typeID=19739
** # Shots - Number of missiles of the indicated type that the launcher can hold.  
+
| high3name=Cruise Missile Launcher II
*** Calculated from launcher capacity in m3 / Missile's volume in m3 from Evelopedia.
+
| high3typeID=19739
** Shots % - Percentage increase in missile capacity.
+
| high4name=Cruise Missile Launcher II
** Power  - Power grid usage in Megawatts.
+
| high4typeID=19739
** PG %    - Percentage decrease in power grid usage.
+
| high5name=Cruise Missile Launcher II
** CPU    - CPU usage in teraflops.
+
| high5typeID=19739
*** CPU %  - Percentage decrease in CPU usage.
+
| high6name=Cruise Missile Launcher II
 +
| high6typeID=19739
 +
| high7name=Drone Link Augmentor I
 +
| high7typeID=23527
 +
| mid1name=100MN Afterburner II
 +
| mid1typeID=12068
 +
| mid2name=X-Large Shield Booster II
 +
| mid2typeID=10842
 +
| mid3name=Multispectrum Shield Hardener II
 +
| mid3typeID=2281
 +
| mid4name=Multispectrum Shield Hardener II
 +
| mid4typeID=2281
 +
| mid5name=Shield Boost Amplifier II
 +
| mid5typeID=24443
 +
| mid6name=EM Shield Amplifier II
 +
| mid6typeID=2553
 +
| mid7name=Target Painter II
 +
| mid7typeID=19806
 +
| low1name=Damage Control II
 +
| low1typeID=2048
 +
| low2name=Power Diagnostic System II
 +
| low2typeID=1541
 +
| low3name=Ballistic Control System II
 +
| low3typeID=22291
 +
| drone1name=Hobgoblin II x 5
 +
| drone1typeID=2456
 +
| drone2name=Hammerhead II x 5
 +
| drone2typeID=2185
 +
| rig1name=Large Capacitor Control Circuit I
 +
| rig1typeID=25948
 +
| rig2name=Large Warhead Rigor Catalyst I
 +
| rig2typeID=26020
 +
| skills={{sk|Caldari Battleship|III}}</li><li>{{sk|Cruise Missiles|V}}</li><li>{{sk|Light Drone Operation|V}}</li><li>{{sk|Medium Drone Operation|V}}</li><li>{{sk|Medium Drone Operation|V}}
 +
| showSKILLS=N
 +
| notes=Cruise Missiles to V to get T2 launchers</li><li>Light and Medium Drones to V to get the T2 variants. Note you also need to train the relevant drone specialization to at least I.</li><li>Swap out the EM Shield amplifier to whatever type of enemy you are facing.
 +
| showNOTES=Y
 +
| difficulty=2
 +
| version=2024.1.7
 +
| showTOC=N
 +
| alphacanuse=N
 +
}}
  
 +
== Specific Missile Weapons Systems ==
 +
Because the numbers differ for each class of missile or launcher, the values listed in these charts are shown as approximate percentage departures from the Tech I Standard item. These will give you a clear picture of the differences between items. For the exact data needed in fitting, you should use the in-game [[Compare tool|Compare Tool]]. (''By the time you go to the Tool, you will usually be down to two or three items, and the comparison will be easy to set up.'')
  
 +
Item prices can vary dramatically from system to system, but typically, higher meta level gear is more expensive, and the most widely used gear is less expensive (''because industrialists manufacture more of it''). [[Techs, Tiers and Meta levels|Meta levels]] vary from 1 to 10 and give a very rough estimate of the item's value in combat.
  
== Light Missile Class ==
+
{{ note box | '''Note on missile flight time''': Missiles only travel for whole seconds. If a missile's flight time is a fraction, the missile will travel the shorter maximum distance all the time and then will travel the additional distance part of time to account for the fraction.
  
Missile ammo suitable for killing Capsules, Drones, Frigates, Destroyers and Small Industrials. Also probably get the greatest benefit from the [http://wiki.eveonline.com/en/wiki/Target_Navigation_Prediction Target Navigation Prediction] skill as the intended targets all have small signature radii are relatively fast and have low effective hit points.
+
''For example, if a missile has a 10k m/s speed and a flight time of 6.3 seconds: it will first travel 60,000 meters ... and then, 30% of the time, it will go an additional  10,000 meters.''
  
=== Standard Missiles ===
+
From the game's point of view, this makes the math work out, but from a pilot's point of view, missiles can have a variable maximum range. Most of the time, this will not matter. But if you are fitting a ship for combat at extreme range, you will want to factor this into your analysis.
The "guided" projectiles of the Light Missile class which can benefit from the [http://wiki.eveonline.com/en/wiki/Standard_Missiles Standard Missiles] & [http://wiki.eveonline.com/en/wiki/Standard_Missile_Specialization Standard Missile Specialization] skills.  These missiles will also get the greatest benefit from [http://wiki.eveonline.com/en/wiki/Guided_Missile_Precision Guided Missile Precision] skill as it minimizes the effect from the small signature radius of ships of the intended target class(es) on the missiles damage.
+
  | italics = no }}
  
==== Standard Missile Launchers ====
+
=== Missile Types ===
 +
Within each class of missile different types vary a missile's Flight Time, Explosion Radius, Explosion Velocity and Base Damage. Specific type values are different for each class of missile - this chart shows the approximate percentage variation from the standard missile in each class.
  
Generally the best fit for Frigate and Destroyer hulls and their T2 variants.  [http://wiki.eveuniversity.org/Stealth_Bomber Stealth Bombers], T2 CovOps Frigates, are optimized for firing Bombs and Torpedoes and would use those launchers instead.
+
{| class="wikitable sortable" style="text-align:left; font-size:80%; margin: 1em auto 1em auto;"
 
+
|+ '''Comparison of Missile Types'''
{| border="1"
+
|- style="background-color: #222222;
! Name !! Meta !! Cost !! Cost% !! Rate !! Rate % !! # of Shots !! Shots % !! Power !! PG % !! CPU !! CPU %
+
! scope="col" style="width: 100px;" | Name  
|-
+
! scope="col" style="width: 50px;" | Meta  
|| Standard I || 0 || .150 || - || 15.000 || - || 40 || - || 8 || - || 25 || -
+
! scope="col" style="width: 50px;" | Flight Time %
|-
+
! scope="col" style="width: 50px;" | Velocity %  
|| Malkuth || 1 || ? || ? || 14.250 || 5 || 42 || 5 || 8 || 0 || 20 || 25
+
! scope="col" style="width: 50px;" | Explosion Radius %  
|-
+
! scope="col" style="width: 50px;" | Explosion Velocity %
|| Limos || 2 || ? || ? || 13.500 || 10 || 44 || 10 || 8 || 0 || 23 || 8
+
! scope="col" style="width: 50px;" | Base Damage %  
|-
+
|-  
|| TE-2100 || 3 || ? || ? || 12.750 || 15 || 44 || 10 || 8 || 0 || 24 || 4
+
| Standard || 1 || 0 || 0 || 0 || || 0
|-
+
|-  
|| Arbalest || 4 || ? || ? || 12.000 || 20 || 48 || 20 || 8 || 0 || 21 || 16
+
| Guristas || 1 || 0 || 0 || 0 || 0 || +
|-
+
|-  
|| Standard II || 5 || ? || ? || 12.000 || 20 || 53 || 33 || 9 || -13 || 28 || -12
+
| Caldari Navy || 2 || 0 || 0 || 0 || 0 || ++
|-
+
|-  
|| Gallows || 6 || ? || ? || 13.500 || 10 || 40 || 0 || 7 || 13 || 21 || 16
+
| Dread Guristas || 3 ||  0 || 0 || 0 || 0 || +++
|-
 
|| Domination || 7 || ? || ? || 11.625 || 23 || 40 || 0 || 8 || 0 || 20 || 20
 
 
|-
 
|-
|| Republic Fleet || 7 || ? || ?? || 11.625 || 23 || 54 || 35 || 8 || 0 || 20 || 20
+
| Precision || 5 || --- || 0 || --- || +++  || 0
|-
+
|-  
|| True Sansha || 7 || ? || ?? || 11.625 || 23 || 54 || 35 || 8 || 0 || 20 || 20
+
| Fury || 5 || -- || 0 || +++ || -- || +++
|-
+
|-  
|| Caldari Navy || || ? || ?? || 10.500 || 30 || 60 || 50 || 7 || 13 || 28 || -12
+
| Javelin || 5 || 0 || +++ || 0 || || --
|-
+
|-  
|| Dread Gurista || || ? || ?? || 10.500 || 30 || 60 || 50 || 7 || 13 || 28 || -12
+
| Rage || 5 || 0 || --- || +++ || -- || +++
 +
|-
 +
| colspan="7" style="text-align: center;" | <small>'' "+" = up to 10%, "++" = 10 to 19%, "+++" = more than 19%'' / "-" = down to -10%, "--" = -10 to -19%, "---" = less than -19%</small>
 
|}
 
|}
  
==== Assault Missile Launchers ====
+
Generally, Caldari Navy are widely used as a good cost/benefit trade-off. Advanced missiles (''Fury, Precision, Javelin, Rage'') are also used frequently as conditions dictate.
  
The exception to the light missile rule of thumb.  Vastly increase power grid and increased CPU requirements make assault launchers unsuitable for loading on most frigate and destroyer hulls. Assault launchers are specifically designed for fitting on cruiser and battle cruiser class hulls and provide them with superior rates of fire and launcher capacity for standard missiles.  These launchers convert both Tier 1 & 2 cruiser class hulls into superior killers of drones, frigates and destroyers at the expense of vastly reduced damage to vessels of their own hull class.
+
=== Launcher Types  ===
 +
In general, different types of launchers vary the firing rate, shots per load, and the powergrid and cpu requirements of the launcher. Specific values are different for each class of launcher - this chart shows the approximate percentage variation from the standard launcher in each class.
  
 
+
{| class="wikitable sortable" style="text-align:left; font-size:80%; margin: 1em auto 1em auto;"
{| border="1"
+
|+ '''Comparison of Launcher Types'''
! Name !! Meta !! Cost !! Cost% !! Rate !! Rate % !! # of Shots !! Shots % !! Power !! PG % !! CPU !! CPU %
+
|+ ''Note that some faction and storyline launchers are hard to find and extremely expensive.''
 +
|- style="background-color :#222222;"
 +
! scope="col" style="width: 80px;" | Name  
 +
! scope="col" style="width: 80px;" | Meta  
 +
! scope="col" style="width: 80px;" | Firing Rate %  
 +
! scope="col" style="width: 80px;" | Shots per Load %  
 +
! scope="col" style="width: 80px;" | Power %  
 +
! scope="col" style="width: 80px;" | CPU %
 +
|-
 +
|| Standard T I || 0 ||0  ||0 || 0 || 0
 
|-
 
|-
|| Assault I || 0 || .150 || - || 12.000 || - || 40 || - || 50 || - || 35 || -
+
|| Malkuth || 1 || + || ++ || 0 || ++
 
|-
 
|-
|| Malkuth || 1 || ? || ? || 14.250 || 5 || 42 || 5 || 8 || 0 || 20 || 25
+
|| Limos || 2 || + ||+ || 0 || +
 
|-
 
|-
|| Limos || 2 || ? || ? || 13.500 || 10 || 44 || 10 || 8 || 0 || 23 || 8
+
|| TE-2100 || 3 || + || + || | 0 || +
 
|-
 
|-
|| TE-2100 || 3 || ? || ? || 12.750 || 15 || 44 || 10 || 8 || 0 || 24 || 4
+
|| Arbalest || 4 || ++ || ++ || 0 || ++
 
|-
 
|-
|| Arbalest || 4 || ? || ? || 12.000 || 20 || 48 || 20 || 8 || 0 || 21 || 16
+
|| Tech II || 5 || ++ || +++ || -- || --
 
|-
 
|-
|| Standard II || 5 || ? || ? || 12.000 || 20 || 53 || 33 || 9 || -13 || 28 || -12
+
|| Gallows || 6 || + || || ++ || ++
 
|-
 
|-
|| Gallows || 6 || ? || ? || 13.500 || 10 || 40 || 0 || 7 || 13 || 21 || 16
+
|| Domination || 7 || ++ || || 0 || ++
 
|-
 
|-
|| Domination || 7 || ? || ? || 11.625 || 23 || 40 || 0 || 8 || 0 || 20 || 20
+
|| Republic Fleet || 7 || ++ || +++ || 0 || ++
 
|-
 
|-
|| Republic Fleet || 7 || ? || ?? || 11.625 || 23 || 54 || 35 || 8 || 0 || 20 || 20
+
|| True Sansha || 7 ||++ || +++ || 0 || ++
 
|-
 
|-
|| True Sansha || 7 || ? || ?? || 11.625 || 23 || 54 || 35 || 8 || 0 || 20 || 20
+
|| Caldari Navy || || +++ || + || ++ || --
 
|-
 
|-
|| Caldari Navy || 8  || ? || ?? || 10.500 || 30 || 60 || 50 || 7 || 13 || 28 || -12
+
|| Dread Gurista || 8  || +++ || + || ++ || --
 
|-
 
|-
|| Dread Gurista || 8  || ? || ?? || 10.500 || 30 || 60 || 50 || 7 || 13 || 28 || -12
+
| colspan="7" style="text-align: center;" | <small>'' "+" = up to 10%, "++" = 10 to 19%, "+++" = more than 19%'' / "-" = down to -10%, "--" = -10 to -19%, "---" = less than -19%</small>
 
|}
 
|}
  
== Rocket Class ==
+
As always in fitting, utility trades off against cost. There is little sense in fitting expensive equipment if you have a reasonable chance of losing the ship in combat. That said, it is fair to note that Arbalest are widely used as T1 launchers for pilots whose skills do not accommodate T2s.
  
===Rockets===
+
=== Support Equipment ===
 
+
Which of the equipment that enhances missiles and missile launchers you choose to use is highly dependent not only on your skills and ship characteristics, but also on your combat goals. If you are fitting a ship to attack large targets as a fleet sniper, you want entirely different equipment than if you are fitting a ship to kill small, fast PVE targets while flying a drone boat. That said, Ballistic Control Systems, which improve general damage, are probably the most widely used supporting modulesWarhead Calefaction Catalyst and Bay Loading Accelerator are arguably the most widely used rigs.
Rockets are the short-ranged frigate-sized weapon of the missile weapon system.  Rockets offer similar damage potential than standard missiles, but rocket launchers are easier to fit.  However, this comes at the price of reduced range.
 
 
 
====Rocket Launchers====
 
 
 
{| border="1"
 
! Name !! Meta !! Cost !! Cost% !! Rate !! Rate % !! # of Shots !! Shots % !! Power !! PG % !! CPU !! CPU %
 
|-
 
|| Rocket I || 0 || .150 || - || 5.00 || - || 37 || - || 4 || - || 15 || -
 
|-
 
|| Malkuth || 1 || ? || ? || 4.75 || 5 || 40 || 8 || 4 || 0 || 12 || 25
 
|-
 
|| Limos || 2 || ? || ? || 4.50 || 10 || 41 || 11 || 4 || 0 || 14 || 7
 
|-
 
|| OE-5200 || 3 || ? || ? || 4.25 || 15 || 43 || 16 || 4 || 0 || 14 || 7
 
|-
 
|| Arbalest || 4 || ? || ?  || 4.00 || 20 || 45 || 22 || 4 || 0 || 13 || 15
 
|-
 
|| Rocket II || 5 || ? || ? || 4.00 || 20 || 50 || 35 || 4 || 0 || 17 || -13
 
|-
 
|| Balefire || 6 || ? || ? || 4.50 || 10 || 37 || 0 || 4 || 0 || 13 || -15
 
|-
 
|| N-1 Neon Type || 6 || ? || ? || 4.50 || 10 || 37 || 0 || 4 || 0 || 13 || -15
 
|-
 
|| Domination || 7 || ? || ? || 3.88 || 29 || 50 || 35 || 4 || 0 || 12 || -25
 
|-
 
|| Republic Fleet || 7 || ? || ?? || 3.88 || 29 || 50 || 35 || 4 || 0 || 12 || -25
 
|-
 
|| True Sansha || 7 || ? || ?? || 3.88 || 29 || 50 || 35 || 4 || 0 || 12 || -25
 
|-
 
|| Caldari Navy || 8  || ? || ?? || 3.50 || 43 || 56 || 51 || 3 || -33 || 17 || -13
 
|-
 
|| Dread Gurista || 8  || ? || ?? || 3.50 || 43 || 56 || 51 || 3 || -33 || 17 || -13
 
|-
 
|| Khanid Navy || 8 || ? || ?? || 3.50 || 43 || 56 || 51 || 3 || -33 || 17 || -14
 
|}
 
= Meta Level =
 
Each row will list a "Meta" level for that piece of equipment.  Meta can be used as a rough estimate of it's value in combat and ranges from 0 to 8. The higher the value generally the more punch it can deliver in combat AND it will have a correspondingly higher price.   
 
Actual combat effectiveness depends highly on pilot skills and tactics.  And current prices in Eve are highly volatile depending on many factors.  ( Values are provided for comparison purposes only, pilots' actual mileage may vary. )
 
  
Also the meta level gives an indication of where or how the equipment can be obtained:
+
==== Modules ====
 +
Launcher modules generally benefit damage, flight time, velocity and explosion effectiveness.
 +
* Ballistic Control Systems: these are passive, low slot modules which increase missile damage and rate of fire. Stacking penalties apply. It is not unusual to see two or three of these in a larger missile ship.
 +
* Missile Guidance Enhancers: these are active, mid slot modules that give bonuses to missile velocity, missile flight time, and explosion velocity; while shrinking the explosion radius. Stacking penalties apply.
 +
* Missile Guidance Computers: these are active, scriptable, mid slot modules that give bonuses to missile velocity, missile flight time, and explosion velocity; while shrinking the explosion radius.  Stacking penalties apply. (Using ‘Missile Precision Script’ or ‘Missile Range Script’ you can double either missile range and velocity OR explosion velocity and radius; while reducing the other by half.)
 +
* Signal Amplifiers increase a ship's maximum target acquisition range. Stacking penalties apply.
 +
* Target Painters increase the signature radius of a target and make it easier to hit. Stacking penalties apply.
  
{| border="1"
+
==== Rigs ====
! Meta !! Note(s)
+
Missile Launcher Rigs come in four sizes, one for each launcher type. All have the {{Co|#bfbb7d|penalty effect of increasing the amount of cpu that the ship's launchers require}}.
|-
+
* Bay Loading Accelerator: +rate of fire, stacking penalties apply
|| 0 || These launchers are all the standard baseline for launchers of that class and can be manufactured from T1 BPO's and BPC's.
+
* Hydraulic Bay Thrusters: +velocity, stacking penalties apply
All % columns are figured from the Meta 0 launcher for that type of launcher.
+
* Rocket Fuel Cache Partition: +flight time
|-
+
* Warhead Calefaction Catalyst: +damage, stacking penalties apply
|| 1-4 || These are all dropped from NPC's ( aka "rats" ) during missions or in belts below 0.9 security status.  Availability is variable and prices fluctuate wildly.
+
* Warhead Flare Catalyst: effectively increases the explosion velocity
|-
+
* Warhead Rigor Catalyst: reduces explosion radius
|| 5 || These are the Tech II launchers and can be manufactured from T2 BPC's which must be researched from T1 BPO's or BPC's.  These are also the only launchers that can fire T2 ammo and benefit from the specialization skills.
 
|-
 
|| 6 || Available from Storyline Missions. May be sold but price and availability is HIGHLY variable.  Note that these launchers are Tech level 1 items and thus cannot use T2 ammunition nor do they benefit from the specialization skills.
 
|-
 
|| 7-8 || Faction equipment available from the loyalty point store of faction agents and from some RARE mission/rat spawns.  Note that these launchers are Tech level 1 items and thus cannot use T2 ammunition nor do they benefit from the specialization skills.
 
|}
 
  
NOTE: Any launcher type and meta level CAN be looted from destroyed player ships but, of course, the determination of which equipment is dropped and which is destroyed is highly random.
+
Targeting Rigs improve targeting range and targeting speed. All have the {{Co|#bfbb7d|penalty effect of reducing shield capacity}}.
 +
* Ionic Field Projector: +targeting range
 +
* Targeting System Subcontroller: +targeting speed
  
 +
Various Shield Rigs and/or Astronautic Rigs may be useful depending on your ship's vulnerabilities and your skills.
  
 +
== Footnotes and References ==
 +
<references />
  
[[Category:Guides]]
+
[[Category:Weapons]]
[[Category:PvP]]
+
[[Category:Fittings]]
[[Category:PvE]]
 
[[Category:Ship Fitting]]
 

Latest revision as of 07:40, 5 November 2024

This article should be cleaned up or improved.
The reason is: Fits hidden in tables, table with stats unclear with '+++', footnote to non-existing forum topic

This article focuses on the knowledge you need to be able to fit missile launchers to your ship. It contains a number of detailed discussions and does not cover all the general concepts in depth. If you are not completely clear as to how missile launcher systems work, or as to how missiles do damage when they hit, you should read Missile Launchers and Missile Damage before continuing on this page.

Thinking About Fitting Launchers

The essence of ship fitting is picking and choosing among the various possibilities, looking for an equipment balance that maximizes offense and/or defense without overloading the powergrid or cpu. How you do this depends a great deal on your skills, so if you have not done so already, you should read the general Fitting Guidelines. The procedures listed in that article are absolutely essential to good fitting, regardless of the class of ship or type of weapon.

The Launcher fits shown below can be accomplished with various types of the given equipment class. Where a Light Missile Launcher is called for, for example, you might use Light Missile Launcher I, Arbalest Compact Light Missile Launcher, Light Missile Launcher II, or a number of others. The equipment data and example fits shown here should be treated as templates. You will need to mix and match as needed to accommodate the characteristics of your ship and your own skills.

Basic Ship Fitting Skills

As you improve these skills, you need less and less powergrid and cpu capacity to fit various items to your ship. This in turn allows you to fit more powerful equipment.

The first two apply to the entire ship, and are probably the "best" fitting skills available. Train them to Level V as quickly as you can.

These skills should be trained immediately to Level III, and higher as soon as that becomes feasible.

  • Weapon Upgrades: 5% less CPU needed for weapons per level
  • Electronics Upgrades: 5% less CPU needed for sensor upgrades such as signal amplifiers, co-processors, and similar equipment
  • Energy Grid Upgrades: 5% less CPU needed for power upgrades such as power diagnostic units, capacitor batteries, and similar equipment

Because shields are commonly used to tank missile ships, this skill is often trained to a high level.

  • Shield Upgrades: 5% less powergrid need for shield extenders, shield rechargers, and similar equipment

As weapons are often a primary concern, this skill is frequently acquired and trained:

Primary Missile Skills and Specializations

Each class of missile has a skill that must be trained before the missile can be loaded and fired. Some missile classes also have an advanced Specialization skill that gives access to T2 launchers and missiles. You can find a list of these skills at Skills:Missiles.

Most pilots train the primary skills for Rockets and Light Missiles at least to Level III first, and then move on to larger missiles as they move to larger ships. Naturally you will want to advance according to your own needs — just keep in mind that skills interact, and that as you move your missile skills up, you many also want to increase your launcher and/or basic fitting skills to match.

Launcher Support Skills

These skills apply to missile launchers. They increase firing rate and damage, and they improve the accuracy of missiles against smaller, faster targets. Missile Launcher Operation gives a 2% Bonus to missile launcher rate of fire per skill level, essentially a DPS bonus — and it is a prerequisite for most other missile skills — so train it first. Rapid Launch gives a 3% bonus to missile launcher rate of fire per level, another DPS increase that is worth training. You can find the full list of skills here Launcher Support Skills.

Other Skills

Fitting Examples

The best way to get a sense of what a good missile fit looks like is to inspect some examples. You should regard the fits shown here as templates. They do not intend to tell you precisely what items will work best in your particular ship. Instead, they give you a set of items that other pilots have found useful. You will probably have to juggle these to fit your skills, strategy and experience.

There are one or two examples here from each of the frigate, destroyer, cruiser, battlecruiser and battleship class. Click on a ship's name to go to its UniWIKI page and see additional fits. For a full list of missile bonused ships, see Missile Ships.

Frigate Class

With its bonuses and four launchers, the Kestrel is an excellent ship for Level I Missions. The four mid slots allow for a solid shield tank. This configuration can be set up with lower level equipment to match lower level skills and upgraded as skills improve.


Kestral T1
Kestrel: Kestral T1
EFT
[Kestrel, Kestral T1]
Light Missile Launcher I
Light Missile Launcher I
Light Missile Launcher I
Light Missile Launcher I

1MN Afterburner I
Small Shield Booster I
EM Shield Amplifier I
Medium Shield Extender I

Damage Control I
Power Diagnostic System I

Small Warhead Calefaction Catalyst I
Small Bay Loading Accelerator I



Fitting template high slot label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template mid slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template low slots label.png
icon?size=64&.png
icon?size=64&.png
Fitting template subsystem slots label.png
Fitting template drone slots label.png
Fitting template drone slots label.png
Fitting template charge slots label.png
Fitting template rig slots label.png
icon?size=64&.png
icon?size=64&.png
FITTING DIFFICULTY
EVE VERSION
2024.1.7
ALPHA CAN USE
YES
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
  • Caldari Frigate IV
  • Missile Launcher Operation III
  • Hull Upgrades IV
NOTES
  • Caldari Frigate should eventually go to V, but you can focus it to IV for the short term.
  • Focus Missile Launcher Operation to III to upgrade to T2 Light Missile Launchers
  • Focus Hull Upgrades to IV to get T2 Damage Control


This Breacher fit builds on the bonus for Shield Booster. The two drones provide significant support for close-in PvP action with Rockets. The Ancillary Medium Shield Booster uses Cap Booster charges to power itself, thus reducing the draw on the ship's capacitor. This is an effective approach in PvP fights, which tend to be fairly short. Note that T2 drones require two level V drone skills ... a considerable investment. This fit is good for pilots who are thinking about using drones in larger ships later on.

Breacher PvP
Breacher: Breacher PvP
EFT
[Breacher, Breacher PvP]
Rocket Launcher I
Rocket Launcher I
Rocket Launcher I

1MN Afterburner I
Medium Shield Booster I
Stasis Webifier I
Warp Scrambler I

Damage Control I
Nanofiber Internal Structure I
Ballistic Control System I

Small EM Shield Reinforcer I
Small Thermal Shield Reinifier I
Small Core Defense Operational Solidifier I


Hobgoblin II x 5

Fitting template high slot label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template mid slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template low slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template subsystem slots label.png
Fitting template drone slots label.png
icon?size=64&.png
Fitting template drone slots label.png
Fitting template charge slots label.png
Fitting template rig slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
FITTING DIFFICULTY
EVE VERSION
2024.1.7
ALPHA CAN USE
YES
EFT
SKILLS
NOTES
NOTES


Destroyer Class

This Talwar is a fleet build that is designed to deliver heavy damage from range while other ships tackle the targets. This is an inexpensive T1 fit that requires relatively low level skills. This is consistent with fleet combat in a ship that has little defense – if it blows up, you just replace it. Note that two of the rigs focus on ship speed and maneuverability. This ship needs to be fast and nimble as it cannot stand to take much damage.

Talwar Fleet fit
Talwar: Talwar Fleet fit
EFT
[Talwar, Talwar Fleet fit]
Light Missile Launcher I
Light Missile Launcher I
Light Missile Launcher I
Light Missile Launcher I
Light Missile Launcher I
Light Missile Launcher I
Light Missile Launcher I

5MN Microwarpdrive I
Medium Shield Booster I
F-90 Compact Sensor Booster
Remote Sensor Dampener I

Damage Control II
Nanofiber Internal Structure I
Ballistic Control System I

Small Hydraulic Bay Thrusters I
Small Auxiliary Thrusters I
Small Low Friction Nozzle Joints



Nova Light Missile

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FITTING DIFFICULTY
EVE VERSION
2024.1.7
ALPHA CAN USE
YES
EFT
SKILLS
NOTES
NOTES
  • Use Nova (explosive) missiles as the ship is bonused for them.
  • The ship bonus reduces the signature radius penalty for microwarpdrive.


Cruiser Class

This Caracal is an excellent ship for Level II Missions. It has an passive shield tank, and once T2 Heavy Missile Launchers can be equipped, it does good damage without needing many other advanced skills.

Caracal Mission Fit
Caracal: Caracal Mission Fit
EFT
[Caracal, Caracal Mission Fit]
Heavy Missile Launcher II
Heavy Missile Launcher II
Heavy Missile Launcher II
Heavy Missile Launcher II
Heavy Missile Launcher II

10MN Afterburner I
Multispectrum Shield Hardener II
EM Shield Hardener II
Large Shield Extender I
Large Shield Extender I
Mark I Compact Shield Power Relay
Mark I Compact Shield Power Relay

Ballistic Control System II
Ballistic Control System II

Medium Core Defense Field Purger I
Medium Core Defense Field Purger I
Medium Core Defense Field Purger I


Hobgoblin I x 2

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FITTING DIFFICULTY
EVE VERSION
2024.1.7
ALPHA CAN USE
YES
EFT
SKILLS
NOTES
NOTES
  • Optimized for missions with a focus on shield tanking and missile damage. T2 equipment preferred where possible for increased effectiveness.
  • Heavy Missiles to get T2 Launchers
  • Tactical Shield Manipulation for T2 Invulnerability Field and EM Ward


Battlecruiser Class

This Drake fit builds on the bonus for Heavy Assault Missiles (HAMs) and Shield Resistance to create a fast, powerful tackler for fleet combat. It is an advanced ship, requiring a number of T2 components. HAMs are short range, high damage missiles. Combined with this ship's large passive shield tank, they make for a strong, fast tackler that can also do considerable close in damage.

Drake Fleet Tackle
Drake: Drake Fleet Tackle
EFT
[Drake, Drake Fleet Tackle]
Heavy Assault Missile Launcher II
Heavy Assault Missile Launcher II
Heavy Assault Missile Launcher II
Heavy Assault Missile Launcher II
Heavy Assault Missile Launcher II
Heavy Assault Missile Launcher II
Small Energy Neutralizer II

10MN Microwarpdrive II
Multispectrum Shield Hardener II
Multispectrum Shield Hardener II
Large Shield Extender II
Stasis Webifier II
Warp Scrambler II

Damage Control II
Nanofiber Internal Structure II
Ballistic Control System II
Ballistic Control System II
Power Diagnostic System II

Medium Core Defense Field Extender I
Medium Core Defense Field Extender I
Medium Core Defense Field Extender I


Hobgoblin II x 5

Scourge Fury Heavy Missile

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FITTING DIFFICULTY
EVE VERSION
2024.1.7
ALPHA CAN USE
NO
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • this is an advanced fit that requires numerous skills. See the Drake ship page for a detailed list.


This somewhat unusual fit builds on the Prohecy's capacity and bonuses for drones, and on the fact that the ship has no particularly bonused weapons system. While you would expect an Amarr ship to use energy weapons, the Rapid Light Missile Launchers do not draw on the ship's capacitor, and they provide plenty of defense against smaller, faster PvE ships. With medium combat drones, this fit works well for Level III Missions.

Prophecy: Prophecy PvE Missions
EFT
[Prophecy, Prophecy PvE Missions]
Rapid Light Missile Launcher II
Rapid Light Missile Launcher II
Rapid Light Missile Launcher II
Rapid Light Missile Launcher II
Salvager I

10MN Afterburner II
Target Painter I
Medium Capacitor Booster II
Drone Navigation Computer I

Damage Control II
1600mm Steel Plates II
Medium Armor Repairer II
Multispectrum Energized Membrane II
Drone Damage Amplifier II
Drone Damage Amplifier II
Drone Damage Amplifier II

Medium Drone Durability Enhancer I
Medium Drone Durability Enhancer I
Medium Trimark Armor Pump I


Hammerhead II x 20
Salvage Drone I x 2

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FITTING DIFFICULTY
EVE VERSION
2024.1.7
ALPHA CAN USE
NO
EFT
SKILLS
NOTES
NOTES
  • Designed for flexibility in both PvE and PvP scenarios. Features a mix of T2 modules for optimized performance, with drones for additional firepower.


Battleship Class

With its bonuses and six launchers, the Raven is a popular ship for Level IV Missions. The mid slots allow for a solid active shield tank. This configuration can be set up with lower level equipment to match lower level skills and upgraded as skills improve.

Raven: Raven Mission Runner
EFT
[Raven, Raven Mission Runner]
Cruise Missile Launcher II
Cruise Missile Launcher II
Cruise Missile Launcher II
Cruise Missile Launcher II
Cruise Missile Launcher II
Cruise Missile Launcher II
Drone Link Augmentor I

100MN Afterburner II
X-Large Shield Booster II
Multispectrum Shield Hardener II
Multispectrum Shield Hardener II
Shield Boost Amplifier II
EM Shield Amplifier II
Target Painter II

Damage Control II
Power Diagnostic System II
Ballistic Control System II

Large Capacitor Control Circuit I
Large Warhead Rigor Catalyst I


Hobgoblin II x 5
Hammerhead II x 5

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FITTING DIFFICULTY
EVE VERSION
2024.1.7
ALPHA CAN USE
NO
EFT
SKILLS
NOTES
NOTES
  • Cruise Missiles to V to get T2 launchers
  • Light and Medium Drones to V to get the T2 variants. Note you also need to train the relevant drone specialization to at least I.
  • Swap out the EM Shield amplifier to whatever type of enemy you are facing.


Specific Missile Weapons Systems

Because the numbers differ for each class of missile or launcher, the values listed in these charts are shown as approximate percentage departures from the Tech I Standard item. These will give you a clear picture of the differences between items. For the exact data needed in fitting, you should use the in-game Compare Tool. (By the time you go to the Tool, you will usually be down to two or three items, and the comparison will be easy to set up.)

Item prices can vary dramatically from system to system, but typically, higher meta level gear is more expensive, and the most widely used gear is less expensive (because industrialists manufacture more of it). Meta levels vary from 1 to 10 and give a very rough estimate of the item's value in combat.

Note on missile flight time: Missiles only travel for whole seconds. If a missile's flight time is a fraction, the missile will travel the shorter maximum distance all the time and then will travel the additional distance part of time to account for the fraction.

For example, if a missile has a 10k m/s speed and a flight time of 6.3 seconds: it will first travel 60,000 meters ... and then, 30% of the time, it will go an additional 10,000 meters.

From the game's point of view, this makes the math work out, but from a pilot's point of view, missiles can have a variable maximum range. Most of the time, this will not matter. But if you are fitting a ship for combat at extreme range, you will want to factor this into your analysis.

Missile Types

Within each class of missile different types vary a missile's Flight Time, Explosion Radius, Explosion Velocity and Base Damage. Specific type values are different for each class of missile - this chart shows the approximate percentage variation from the standard missile in each class.

Comparison of Missile Types
Name Meta Flight Time % Velocity % Explosion Radius % Explosion Velocity % Base Damage %
Standard 1 0 0 0 0 0
Guristas 1 0 0 0 0 +
Caldari Navy 2 0 0 0 0 ++
Dread Guristas 3 0 0 0 0 +++
Precision 5 --- 0 --- +++ 0
Fury 5 -- 0 +++ -- +++
Javelin 5 0 +++ 0 0 --
Rage 5 0 --- +++ -- +++
"+" = up to 10%, "++" = 10 to 19%, "+++" = more than 19% / "-" = down to -10%, "--" = -10 to -19%, "---" = less than -19%

Generally, Caldari Navy are widely used as a good cost/benefit trade-off. Advanced missiles (Fury, Precision, Javelin, Rage) are also used frequently as conditions dictate.

Launcher Types

In general, different types of launchers vary the firing rate, shots per load, and the powergrid and cpu requirements of the launcher. Specific values are different for each class of launcher - this chart shows the approximate percentage variation from the standard launcher in each class.

Comparison of Launcher Types Note that some faction and storyline launchers are hard to find and extremely expensive.
Name Meta Firing Rate % Shots per Load % Power % CPU %
Standard T I 0 0 0 0 0
Malkuth 1 + ++ 0 ++
Limos 2 + + 0 +
TE-2100 3 + + 0 +
Arbalest 4 ++ ++ 0 ++
Tech II 5 ++ +++ -- --
Gallows 6 + 0 ++ ++
Domination 7 ++ 0 0 ++
Republic Fleet 7 ++ +++ 0 ++
True Sansha 7 ++ +++ 0 ++
Caldari Navy 8 +++ + ++ --
Dread Gurista 8 +++ + ++ --
"+" = up to 10%, "++" = 10 to 19%, "+++" = more than 19% / "-" = down to -10%, "--" = -10 to -19%, "---" = less than -19%

As always in fitting, utility trades off against cost. There is little sense in fitting expensive equipment if you have a reasonable chance of losing the ship in combat. That said, it is fair to note that Arbalest are widely used as T1 launchers for pilots whose skills do not accommodate T2s.

Support Equipment

Which of the equipment that enhances missiles and missile launchers you choose to use is highly dependent not only on your skills and ship characteristics, but also on your combat goals. If you are fitting a ship to attack large targets as a fleet sniper, you want entirely different equipment than if you are fitting a ship to kill small, fast PVE targets while flying a drone boat. That said, Ballistic Control Systems, which improve general damage, are probably the most widely used supporting modules. Warhead Calefaction Catalyst and Bay Loading Accelerator are arguably the most widely used rigs.

Modules

Launcher modules generally benefit damage, flight time, velocity and explosion effectiveness.

  • Ballistic Control Systems: these are passive, low slot modules which increase missile damage and rate of fire. Stacking penalties apply. It is not unusual to see two or three of these in a larger missile ship.
  • Missile Guidance Enhancers: these are active, mid slot modules that give bonuses to missile velocity, missile flight time, and explosion velocity; while shrinking the explosion radius. Stacking penalties apply.
  • Missile Guidance Computers: these are active, scriptable, mid slot modules that give bonuses to missile velocity, missile flight time, and explosion velocity; while shrinking the explosion radius. Stacking penalties apply. (Using ‘Missile Precision Script’ or ‘Missile Range Script’ you can double either missile range and velocity OR explosion velocity and radius; while reducing the other by half.)
  • Signal Amplifiers increase a ship's maximum target acquisition range. Stacking penalties apply.
  • Target Painters increase the signature radius of a target and make it easier to hit. Stacking penalties apply.

Rigs

Missile Launcher Rigs come in four sizes, one for each launcher type. All have the penalty effect of increasing the amount of cpu that the ship's launchers require.

  • Bay Loading Accelerator: +rate of fire, stacking penalties apply
  • Hydraulic Bay Thrusters: +velocity, stacking penalties apply
  • Rocket Fuel Cache Partition: +flight time
  • Warhead Calefaction Catalyst: +damage, stacking penalties apply
  • Warhead Flare Catalyst: effectively increases the explosion velocity
  • Warhead Rigor Catalyst: reduces explosion radius

Targeting Rigs improve targeting range and targeting speed. All have the penalty effect of reducing shield capacity.

  • Ionic Field Projector: +targeting range
  • Targeting System Subcontroller: +targeting speed

Various Shield Rigs and/or Astronautic Rigs may be useful depending on your ship's vulnerabilities and your skills.

Footnotes and References