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 various general concepts. 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.
 
 
{{Weapon Systems Links}}
 
{{Weapon Systems Links}}
 +
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 ==
 
== 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 [[Fitting Guidelines]] page. The general rules listed in that article are absolutely essential to good fitting, regardless of the class of ship or type of weapon.
+
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.
 
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 ===
 
=== 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. These two apply to the entire ship, and are probably the "best" fitting skills available. Train them to Level V as quickly as you can.
+
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|CPU Management}}: 5% more CPU per level
 
* {{sk|Power Grid Management}}: 5% more powergrid per level
 
* {{sk|Power Grid Management}}: 5% more powergrid per level
Line 24: Line 27:
  
 
=== Primary Missile Skills and Specializations ===
 
=== Primary Missile Skills and Specializations ===
<span style="color:#bfbb7d">Each class of missile has a skill that must be trained before the missile can be loaded and fired.</span> Some missile classes also have a Specialization skill that gives access to T2 launchers and missiles. You can find a list of these skills at [[Skills:Missiles]].
+
{{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]].
  
 
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.
 
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 ===  
 
=== 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. {{sk|Missile Launcher Operation}} gives a 2% Bonus to missile launcher rate of fire per skill level, essentially a DPS bonus — and it is <span style="color:#eeffcc"> a prerequisite for most other missile skills</span> — 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]].
+
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]].
  
 
=== Other Skills ===
 
=== Other Skills ===
[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 shield skills: {{sk|Shield Compensation}}, {{sk|Shield Management}}, and {{sk|Shield Operation}}. Navigation skills that improve the velocity or maneuverability of your ship will also be useful: {{sk|Navigation}}, {{sk|Evasive Maneuvering}}, {{sk|Fuel Conservation}}, and {{sk|High Speed Maneuvering}}.
+
*[[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}}.
  
 
== Fitting Examples==
 
== Fitting Examples==
Line 40: Line 45:
  
 
=== Frigate Class ===
 
=== Frigate Class ===
 
{| class="wikitable" style="text-align:left; font-size:80%; margin: 1em auto 1em auto;border: 2px solid darkgreen;"
 
|+ '''Caldari [[Kestrel]] PVE Mission'''
 
|+ ''<small>Adjust items as needed to accomplish an acceptable fit</small>''
 
! scope="col" width="15px" style="background-color:#222222;"  | #
 
! scope="col" width="200px" style="background-color:#222222;" | Equipment
 
! scope="col" width="350px" style="background-color:#222222;" | Notes
 
|-
 
| 4|| Light Missile Launcher || Prefer T2 for higher rate of fire
 
|-
 
| 1|| Afterburner ||
 
|-
 
| 1|| Small Shield Booster || Expends energy to provide a quick boost in shield strength.
 
|-
 
| 1|| EM Ward Amplifier || Adjusts for the lack of base EM shield resistance
 
|-
 
| 1|| Medium Shield Extender ||
 
|-
 
| 1|| Damage Control || T2 is preferred
 
|-
 
| 1|| Power Diagnostic || +power, +shield and capacitor recharge rate
 
|-
 
| 0|| Drones || Kestrel has no drone capacity
 
|-
 
| 1|| Rig: Small Warhead Calefaction Catalyst || +missile damage, +cpu requirements for launchers
 
|-
 
| 1|| Rig: Small Bay Loading Accelerator || +rate of fire
 
|}
 
 
Caldari Frigate bonuses (per skill level):
 
* 5% bonus to Light Missile and Rocket damage
 
* 10% bonus to Light Missile and Rocket max velocity
 
 
 
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.
 
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.
  
Focus on:
+
{{ShipFitting
* {{sk|Missile Launcher Operation|III}} - to get T2 Light Missile Launchers
+
| ship=Kestrel
* {{sk|Hull Upgrades|IV}} - to get T2 Damage Control
+
| fitName=Kestral T1
 
+
| fitID=Kestral T1
{| class="wikitable" style="text-align:left; font-size:80%; margin: 1em auto 1em auto;border: 2px solid darkgreen;"
+
| high1name=Light Missile Launcher I
|+ '''Minmatar [[Breacher]] PVP Solo'''
+
| high1typeID=499
|+ ''<small>Adjust items as needed to accomplish an acceptable fit</small>''
+
| high2name=Light Missile Launcher I
! scope="col" width="15px" style="background-color:#222222;"  | #
+
| high2typeID=499
! scope="col" width="200px" style="background-color:#222222;" | Equipment
+
| high3name=Light Missile Launcher I
! scope="col" width="350px" style="background-color:#222222;" | Notes
+
| high3typeID=499
|-
+
| high4name=Light Missile Launcher I
| 3|| Rocket Launcher || Prefer T2 for higher rate of fire
+
| high4typeID=499
|-
+
| mid1name=1MN Afterburner I
| 1|| Afterburner || Prefer T2 for PvP
+
| mid1typeID=439
|-
+
| mid2name=Small Shield Booster I
| 1|| Medium Shield Booster || Ancillary version preferred because it uses Cap Booster Charges
+
| mid2typeID=399
|-
+
| mid3name=EM Shield Amplifier I
| 1|| Stasis Webifier ||
+
| mid3typeID=1808
|-
+
| mid4name=Medium Shield Extender I
| 1|| Warp Scrambler ||
+
| mid4typeID=3829
|-
+
| low1name=Damage Control I
| 1|| Damage Control || T2 is preferred
+
| low1typeID=2046
|-
+
| low2name=Power Diagnostic System I
| 1|| Nanofiber Internal Structure || T2 preferred, +velocity, +maneuverability, -hull strength
+
| low2typeID=1539
|-
+
| rig1name=Small Warhead Calefaction Catalyst I
| 1|| Ballistic Control System || T2 preferred, +rate of fire, +damage
+
| rig1typeID=31620
|-
+
| rig2name=Small Bay Loading Accelerator I
| 2|| Drones || T2 Preferred, Hobgoblins often used for PvP
+
| rig2typeID=31586
|-
+
| skills= Caldari Frigate IV</li><li>Missile Launcher Operation III</li><li>Hull Upgrades IV
| 1|| Rig: Small Anti-EM Screen Reinforcer || +EM resistance, +signature radius
+
| 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
| 1|| Rig: Small Anti-Thermal Screen Reinforcer || +Thermal resistance, +signature radius
+
| showNOTES=N
|-
+
| difficulty=0
| 1|| Rig: Small Core Defense Operational Solidifier || Reduces the duration of shield booster cycles, +signature radius
+
| version=2024.1.7
|}
+
| showTOC=Y
 
+
| alphacanuse=Y
Minmatar Frigate bonuses (per skill level):
+
}}
* 5% bonus to Light Missile and Rocket rate of fire
 
* 7.5% bonus to Shield Booster amount
 
 
 
This fit builds on the bonus for Shield Booster. The two drones provide significant support for close-in PvP action with Rockets. 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.
 
  
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.
 
  
Focus on:
+
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.
* {{sk|Missile Launcher Operation|III}} - to get T2 Rocket Launchers
+
{{ShipFitting
* {{sk|Hull Upgrades|IV}} - to get T2 Damage Control
+
| ship=Breacher
* {{sk|Light Drone Operation|V}}, {{sk|Drones|V}} - to get T2 drones
+
| 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 ===
 
=== Destroyer Class ===
{| class="wikitable" style="text-align:left; font-size:80%; margin: 1em auto 1em auto;border: 2px solid darkgreen;"
+
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.
|+ '''Minmatar [[Talwar]] Fleet Bombardment'''
+
{{ShipFitting
|+ ''<small>Adjust items as needed to accomplish an acceptable fit</small>''
+
| ship=Talwar
! scope="col" width="15px" style="background-color:#222222;"  | #
+
| fitName=Talwar Fleet fit
! scope="col" width="200px" style="background-color:#222222;" | Equipment
+
| fitID=Talwar Fleet fit
! scope="col" width="350px" style="background-color:#222222;" | Notes
+
| high1name=Light Missile Launcher I
|-
+
| high1typeID=499
| 7|| Light Missile Launcher || T1 are fine here,  look for a type that will improve firing rate
+
| high2name=Light Missile Launcher I
|-
+
| high2typeID=499
| 1|| 1MN Microwarpdrive || Ship bonus reduces the signature radius penalty for microwarp
+
| high3name=Light Missile Launcher I
|-
+
| high3typeID=499
| 1|| Medium Shield Booster ||
+
| high4name=Light Missile Launcher I
|-  
+
| high4typeID=499
| 1|| Prototype Sensor Booster || Use the Targeting Range Script
+
| high5name=Light Missile Launcher I
|-
+
| high5typeID=499
| 1|| Sensor Dampener || Makes a target's sensors less effective
+
| high6name=Light Missile Launcher I
|-
+
| high6typeID=499
| 1|| Damage Control ||
+
| high7name=Light Missile Launcher I
|-
+
| high7typeID=499
| 1|| Nanofiber Internal Structure || +velocity, +maneuverability, -hull strength
+
| mid1name=5MN Microwarpdrive I
|-
+
| mid1typeID=434
| 1|| Ballistic Control System || +rate of fire, +damage
+
| mid2name=Medium Shield Booster I
|-
+
| mid2typeID=10836
| || Missiles || Use Nova (explosive) missiles as the ship is bonused for them
+
| mid3name=F-90 Compact Sensor Booster
|-
+
| mid3typeID=6160
| 1|| Rig: Small Hydraulic Bay Thrusters I || +missile velocity, increases cpu use by launchers
+
| mid4name=Remote Sensor Dampener I
|-
+
| mid4typeID=1968
| 1|| Rig: Small Auxiliary Thrusters || +max velocity, -armor amount
+
| low1name=Damage Control II
|-
+
| low1typeID=2048
| 1|| Rig: Small Low Friction Nozzle Joints || +agility, -armor amount
+
| low2name=Nanofiber Internal Structure I
|}
+
| low2typeID=2603
 
+
| low3name=Ballistic Control System I
Minmatar Destroyer bonuses (per skill level):
+
| low3typeID=12274
*5% bonus to <span style="color:#bfbb7d">explosive</span> Light Missile and Rocket damage
+
| charge1name=Nova Light Missile
*15% reduction in Microwarpdrive signature radius penalty
+
| charge1typeID=213
 
+
| rig1name=Small Hydraulic Bay Thrusters I
Role Bonus:
+
| rig1typeID=31598
*50% bonus to Light Missile and Rocket max velocity
+
| rig2name=Small Auxiliary Thrusters I
 
+
| rig2typeID=31105
This 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.  
+
| rig3name=Small Low Friction Nozzle Joints
 
+
| rig3typeID= 31153
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.
+
| 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
Focus on:
+
| 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.
* [[Skills:Missiles#Rockets_and_light_missiles|Light Missile]] skills to improve damage and range
+
| showNOTES=Y
* {{sk|Navigation}} skills to improve speed and maneuverability
+
| difficulty=0
 +
| version=2024.1.7
 +
| showTOC=Y
 +
| alphacanuse=Y
 +
}}
  
 
=== Cruiser Class ===
 
=== Cruiser Class ===
{| class="wikitable" style="text-align:left; font-size:80%; margin: 1em auto 1em auto;border: 2px solid darkgreen;"
+
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.
|+ '''Caldari [[Caracal]] PVE Mission'''
+
{{ShipFitting
|+ ''<small>Adjust items as needed to accomplish an acceptable fit</small>''
+
| ship=Caracal
! scope="col" width="15px" style="background-color:#222222;"  | #
+
| fitName=Caracal Mission Fit
! scope="col" width="200px" style="background-color:#222222;" | Equipment
+
| fitID=Caracal Mission Fit
! scope="col" width="350px" style="background-color:#222222;" | Notes
+
| high1name=Heavy Missile Launcher II
|-
+
| high1typeID=2410
| 5|| Heavy Missile Launcher || Prefer T2 for higher rate of fire
+
| high2name=Heavy Missile Launcher II
|-
+
| high2typeID=2410
| 1|| Afterburner ||
+
| high3name=Heavy Missile Launcher II
|-
+
| high3typeID=2410
| 1|| Adaptive Invulnerability Field || T2 preferred
+
| high4name=Heavy Missile Launcher II
|-
+
| high4typeID=2410
| 1|| EM Ward Field || Adjusts for the lack of base EM shield resistance, T2 preferred
+
| high5name=Heavy Missile Launcher II
|-
+
| high5typeID=2410
| 2|| Large Shield Extender ||
+
| mid1name=10MN Afterburner I
|-
+
| mid1typeID=12056
| 2|| Compact Shield Power Relay || +shield recharge, -capacitor recharge
+
| mid2name=Multispectrum Shield Hardener II
|-
+
| mid2typeID=2281
| 2|| Ballistic Control System || T2 preferred, +rate of fire, +damage
+
| mid3name=EM Shield Hardener II
|-
+
| mid3typeID=2301
| 2|| Drones || T2 drones not required, but will help during missions
+
| mid4name=Large Shield Extender I
|-
+
| mid4typeID=3839
| 3|| Rig: Medium Core Defense Field Purger || +shield recharge rate, +signature radius
+
| mid5name=Large Shield Extender I
|}
+
| mid5typeID=3839
 
+
| mid6name=Mark I Compact Shield Power Relay
Caldari Cruiser bonuses (per skill level):
+
| mid6typeID=8337
*5% bonus to Rapid Light Missile, Heavy Missile and Heavy Assault Missile Launcher rate of fire
+
| mid7name=Mark I Compact Shield Power Relay
*10% bonus to Light Missile, Heavy Missile and Heavy Assault Missile max velocity
+
| mid7typeID=8337
 
+
| low1name=Ballistic Control System II
This is an excellent ship for Level II Missions. It has an [[shield tanking|active shield tank]], and once T2 Heavy Missile Launchers can be equipped, it does good damage without needing many other advanced skills.
+
| low1typeID=22291
 
+
| low2name=Ballistic Control System II
Focus on:
+
| low2typeID=22291
* {{sk|Heavy Missiles|V}} - to get T2 Heavy Missile Launchers
+
| drone1name=Hobgoblin I x 2
* {{sk|Tactical Shield Manipulation|IV}} - to get T2 Invulnerability Field and EM Ward
+
| 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
 +
}}
  
 
=== Battlecruiser Class ===
 
=== Battlecruiser Class ===
{| class="wikitable" style="text-align:left; font-size:80%; margin: 1em auto 1em auto;border: 2px solid darkgreen;"
+
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.
|+ '''Caldari [[Drake]] PVP Fleet Tackle'''
+
{{ShipFitting
|+ ''<small>Adjust items as needed to accomplish an acceptable fit</small>''
+
| ship=Drake
! scope="col" width="15px" style="background-color:#222222;"  | #
+
| fitName=Drake Fleet Tackle
! scope="col" width="200px" style="background-color:#222222;" | Equipment
+
| fitID=Drake Fleet Tackle
! scope="col" width="350px" style="background-color:#222222;" | Notes
+
| high1name=Heavy Assault Missile Launcher II
|-
+
| high1typeID=25715
| 6|| Heavy Assault Missile Launcher || Prefer T2 for higher rate of fire
+
| high2name=Heavy Assault Missile Launcher II
|-
+
| high2typeID=25715
| 1|| Small Energy Neutralizer || Prefer T2, Drains part of the target ship's capacitor
+
| high3name=Heavy Assault Missile Launcher II
|-
+
| high3typeID=25715
| 1|| 10 MN Microwarp Drive ||
+
| high4name=Heavy Assault Missile Launcher II
|-
+
| high4typeID=25715
| 2|| Adaptive Invulnerability Field ||Prefer T2
+
| high5name=Heavy Assault Missile Launcher II
|-
+
| high5typeID=25715
| 1|| Large Shield Extender || Prefer T2
+
| high6name=Heavy Assault Missile Launcher II
|-
+
| high6typeID=25715
| 1|| Stasis Webifier || Prefer T2
+
| high7name=Small Energy Neutralizer II
|-
+
| high7typeID=13003
| 1|| Warp Scrambler ||Prefer T2
+
| mid1name=10MN Microwarpdrive II
|-
+
| mid1typeID=
| 1|| Damage Control || T2 is preferred
+
| mid2name=Multispectrum Shield Hardener II
|-
+
| mid2typeID=2281
| 1|| Nanofiber Internal Structure || T2 preferred, +velocity, +maneuverability, -hull strength
+
| mid3name=Multispectrum Shield Hardener II
|-
+
| mid3typeID=2281
| 2|| Ballistic Control System || T2 preferred, +rate of fire, +damage
+
| mid4name=Large Shield Extender II
|-
+
| mid4typeID=3841
| 1|| Damage Control || T2 is preferred
+
| mid5name=Stasis Webifier II
|-
+
| mid5typeID=527
| 1|| Power Diagnostic || +power, +shield and capacitor recharge rate, T2 Preferred
+
| mid6name=Warp Scrambler II
|-
+
| mid6typeID=448
| 5|| Drones || T2 Preferred, Hobgoblins often used for PvP
+
| low1name=Damage Control II
|-
+
| low1typeID=2048
| || Missiles || Use kinetic damage for ship bonus, Faction or Advanced preferred
+
| low2name=Nanofiber Internal Structure II
|-
+
| low2typeID=2605
| 3|| Rig: Medium Core Defense Field Extender || +shield capacity, +signature radius
+
| low3name=Ballistic Control System II
|}
+
| low3typeID=22291
 
+
| low4name=Ballistic Control System II
Caldari Battlecruiser bonuses (per skill level):
+
| low4typeID=22291
*4% bonus to all shield resistances
+
| low5name=Power Diagnostic System II
*10% bonus to <span style="color:#bfbb7d">kinetic</span> Heavy Missile and Heavy Assault Missile damage
+
| low5typeID=1541
Role Bonus:
+
| drone1name=Hobgoblin II x 5
*25% bonus to Missile velocity
+
| drone1typeID=2456
 
+
| charge1name=Scourge Fury Heavy Missile
This 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.
+
| charge1typeID=2629
 
+
| rig1name=Medium Core Defense Field Extender I
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.
+
| rig1typeID=31790
 
+
| rig2name=Medium Core Defense Field Extender I
Focus on: this is an advanced fit that requires numerous skills. See the [[Drake]] ship page for a detailed list.
+
| rig2typeID=31790
 
+
| rig3name=Medium Core Defense Field Extender I
 
+
| rig3typeID=31790
{| class="wikitable" style="text-align:left; font-size:80%; margin: 1em auto 1em auto;border: 2px solid darkgreen;"
+
| skills=
|+ '''Amarr [[Prophecy]] PVE Mission'''
+
| showSKILLS=N
|+ ''<small>Adjust items as needed to accomplish an acceptable fit</small>''
+
| notes= this is an advanced fit that requires numerous skills. See the [[Drake]] ship page for a detailed list.
! scope="col" width="15px" style="background-color:#222222;"  | #
+
| showNOTES=Y
! scope="col" width="200px" style="background-color:#222222;" | Equipment
+
| difficulty=1
! scope="col" width="350px" style="background-color:#222222;" | Notes
+
| version=2024.1.7
|-
+
| showTOC=Y
| 4|| Rapid Light Missile Launcher|| Prefer T2 for higher rate of fire
+
| alphacanuse=N
|-
+
}}
| 1|| Salvager I || Can be swapped for non-launcher weapon or other equipment
 
|-
 
| 1|| 10MN Afterburner || Prefer T2
 
|-
 
| 1|| Target Painter || Easier to hit smaller, faster ships
 
|-
 
| 1|| Medium Ohm Capacitor Reserve || Increase capacitor storage
 
|-
 
| 1|| Drone Navigation Computer  || Extends drone range
 
|-
 
| 1|| Damage Control || T2 is preferred
 
|-
 
| 1|| 1600mm Reinforced Steel Plates II || Armor
 
|-
 
| 1|| Medium I-a Polarized Armor Regenerator || Armor
 
|-
 
| 1|| Energized Adaptive Nano Membrane II || Armor
 
|-
 
| 3|| Drone Damage Amplifier|| Increases drone damage, stacking penalty
 
|-
 
| 20|| Combat Drones || Medium drones preferred
 
|-
 
| 2|| Salvage Drones || May be swapped for combat drones
 
|-
 
| 2|| Rig: Medium Drone Durability Enhancer || +drone defenses, -ship cpu
 
|-
 
| 1|| Rig: Medium Trimark Armor Pump || +armor hitpoints; -max velocity
 
|}
 
  
Amarr Battlecruiser bonuses (per skill level):
+
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.
*10% bonus to Drone hitpoints and damage
+
{{ShipFitting
*4% bonus to all armor resistances
+
| ship=Prophecy
Role Bonus:
+
| fitName=Prophecy PvE Missions
• Can fit Warfare Link modules
+
| fitID=Prophecy PvE Missions
*12.5% bonus to Drone microwarp velocity
+
| high1name=Rapid Light Missile Launcher II
 
+
| high1typeID=1877
This somewhat unusual fit builds on the ship'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.
+
| high2name=Rapid Light Missile Launcher II
 
+
| high2typeID=1877
With medium combat drones, this fit works well for Level III Missions.
+
| high3name=Rapid Light Missile Launcher II
 
+
| high3typeID=1877
Focus on:
+
| high4name=Rapid Light Missile Launcher II
* {{sk|Missile Launcher Operation|III}} - to get T2 Rocket Launchers
+
| high4typeID=1877
* {{sk|Hull Upgrades|IV}} - to get T2 Damage Control
+
| high5name=Salvager I
* {{sk|Drones|III}}, {{sk|Medium Drone Operation|I}}, - to get medium drones
+
| 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
 +
}}
  
 
=== Battleship Class ===
 
=== Battleship Class ===
{| class="wikitable" style="text-align:left; font-size:80%; margin: 1em auto 1em auto;border: 2px solid darkgreen;"
+
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.
|+ '''Caldari [[Raven]] PVE Mission'''
+
{{ShipFitting
|+ ''<small>Adjust items as needed to accomplish an acceptable fit</small>''
+
| ship=Raven
! scope="col" width="15px" style="background-color:#222222;"  | #
+
| fitName=Raven Mission Runner
! scope="col" width="200px" style="background-color:#222222;" | Equipment
+
| fitID=Raven Mission Runner
! scope="col" width="350px" style="background-color:#222222;" | Notes
+
| high1name=Cruise Missile Launcher II
|-
+
| high1typeID=19739
| 6|| Cruise Launcher || Prefer T2 for higher rate of fire
+
| high2name=Cruise Missile Launcher II
|-
+
| high2typeID=19739
| 1|| Drone Link Augmentor || Increases drone control range
+
| high3name=Cruise Missile Launcher II
|-
+
| high3typeID=19739
| 1|| 100MN Afterburner ||
+
| high4name=Cruise Missile Launcher II
|-
+
| high4typeID=19739
| 1|| X-Large Clarity Ward Booster || Expends energy to quickly boost shield strength
+
| high5name=Cruise Missile Launcher II
|-
+
| high5typeID=19739
| 2|| Adaptive Invulnerability Field || Increases shield resistance
+
| high6name=Cruise Missile Launcher II
|-
+
| high6typeID=19739
| 1|| Shield Boost Amplifier || T2 preferred, Improves the efficiency of shield boost modules, stacking penalties apply
+
| high7name=Drone Link Augmentor I
|-
+
| high7typeID=23527
| 1|| EM Ward Amplifier || T2 preferred, boosts EM resistance - change damage type as needed
+
| mid1name=100MN Afterburner II
|-
+
| mid1typeID=12068
| 1|| Phased Weapon Navigation Array Generation Extron || Makes targets easier to hit, stacking penalties apply
+
| mid2name=X-Large Shield Booster II
|-
+
| mid2typeID=10842
| 1|| Damage Control || T2 is preferred
+
| mid3name=Multispectrum Shield Hardener II
|-
+
| mid3typeID=2281
| 1|| Power Diagnostic System || +power, +shield and capacitor recharge rate, T2 preferred
+
| mid4name=Multispectrum Shield Hardener II
|-
+
| mid4typeID=2281
| 1|| Ballistic Control System || +rate of fire, +damage, T2 preferred, stacking penalties apply
+
| mid5name=Shield Boost Amplifier II
|-
+
| mid5typeID=24443
| 10|| Drones || 5 Light, 5 Medium, T2 preferred
+
| mid6name=EM Shield Amplifier II
|-
+
| mid6typeID=2553
| 1|| Rig: Large Capacitor Control Circuit || +capacitor recharge rate
+
| mid7name=Target Painter II
|-
+
| mid7typeID=19806
| 1|| Rig: Large Warhead Rigor Catalyst || Gives a bonus to missile explosion radius, increases cpu requirements for launchers
+
| 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
 +
}}
  
Caldari Battleship bonuses (per skill level):
+
== Specific Missile Weapons Systems ==
*5% bonus to Rapid Heavy Missile, Cruise Missile and Torpedo Launcher rate of fire
+
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.'')
*10% bonus to Cruise Missile and Torpedo max velocity
 
  
With its bonuses and six launchers, the Raven is a popular ship for Level IV Missions. The mid slots allow for a solid [[Passive Shield Tank|passive shield tank]]. This configuration can be set up with lower level equipment to match lower level skills and upgraded as skills improve.
+
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.  
  
Focus on:
+
{{ 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.
* {{sk|Cruise Missiles|V}} - to get T2 Cruise Launchers
 
* {{sk|Light Drone Operation|V}} and {{sk|Medium Drone Operation|V}} - to get T2 Drones
 
  
== Specific Missile Weapons Systems ==
+
''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.''
Because the numbers differ for each class of missile or launcher, the values listed in these charts are shown as approximate percentage variations 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.  
+
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.
 +
  | italics = no }}
  
 
=== Missile Types ===
 
=== Missile Types ===
Line 372: Line 427:
 
{| class="wikitable sortable" style="text-align:left; font-size:80%; margin: 1em auto 1em auto;"
 
{| class="wikitable sortable" style="text-align:left; font-size:80%; margin: 1em auto 1em auto;"
 
|+ '''Comparison of Missile Types'''
 
|+ '''Comparison of Missile Types'''
! scope="col" width="100px" style="background-color:#222222;" | Name  
+
|- style="background-color: #222222;
! scope="col" width="50px" style="background-color:#222222;" | Meta  
+
! scope="col" style="width: 100px;" | Name  
! scope="col" width="50px" style="background-color:#222222;" | Flight Time %
+
! scope="col" style="width: 50px;" | Meta  
! scope="col" width="50px" style="background-color:#222222;" | Velocity %  
+
! scope="col" style="width: 50px;" | Flight Time %
! scope="col" width="50px" style="background-color:#222222;" | Explosion Radius %  
+
! scope="col" style="width: 50px;" | Velocity %  
! scope="col" width="50px" style="background-color:#222222;" | Explosion Velocity %
+
! scope="col" style="width: 50px;" | Explosion Radius %  
! scope="col" width="50px" style="background-color:#222222;" | Base Damage %  
+
! scope="col" style="width: 50px;" | Explosion Velocity %
 +
! scope="col" style="width: 50px;" | Base Damage %  
 
|-  
 
|-  
 
| Standard || 1 || 0 || 0 || 0 || 0  || 0
 
| Standard || 1 || 0 || 0 || 0 || 0  || 0
Line 407: Line 463:
 
|+ '''Comparison of Launcher Types'''
 
|+ '''Comparison of Launcher Types'''
 
|+ ''Note that some faction and storyline launchers are hard to find and extremely expensive.''
 
|+ ''Note that some faction and storyline launchers are hard to find and extremely expensive.''
! scope="col" width="80px" style="background-color:#222222;"| Name
+
|- style="background-color :#222222;"
! scope="col" width="80px" style="background-color:#222222;"| Meta  
+
! scope="col" style="width: 80px;" | Name
! scope="col" width="80px" style="background-color:#222222;"| Firing Rate %  
+
! scope="col" style="width: 80px;" | Meta  
! scope="col" width="80px" style="background-color:#222222;"| Shots per Load %  
+
! scope="col" style="width: 80px;" | Firing Rate %  
! scope="col" width="80px" style="background-color:#222222;"| Power %  
+
! scope="col" style="width: 80px;" | Shots per Load %  
! scope="col" width="80px" style="background-color:#222222;"| CPU %
+
! scope="col" style="width: 80px;" | Power %  
 +
! scope="col" style="width: 80px;" | CPU %
 
|-
 
|-
 
|| Standard T I || 0 ||0  ||0 || 0 || 0
 
|| Standard T I || 0 ||0  ||0 || 0 || 0
Line 444: Line 501:
  
 
=== Support Equipment ===
 
=== Support Equipment ===
{{ 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.
+
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.
 
 
''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.
 
  | italics = no }}
 
  
 
==== Modules ====
 
==== Modules ====
 
Launcher modules generally benefit damage, flight time, velocity and explosion effectiveness.
 
Launcher modules generally benefit damage, flight time, velocity and explosion effectiveness.
* [https://wiki.eveonline.com/en/wiki/Item_Database:Ship_Equipment:Turrets_&_Bays:Weapon_Upgrades:Ballistic_Control_Systems 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.
+
* 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 <''<small>not in Evelopedia</small>''>: 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 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 <''<small>not in Evelopedia</small>''>: 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.)
+
* 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.)
* [https://wiki.eveonline.com/en/wiki/Item_Database:Ship_Equipment:Electronics_and_Sensor_Upgrades:Signal_Amplifiers Signal Amplifiers] increase a ship's maximum target acquisition range. Stacking penalties apply.
+
* Signal Amplifiers increase a ship's maximum target acquisition range. Stacking penalties apply.
* [https://wiki.eveonline.com/en/wiki/Item_Database:Ship_Equipment:Electronic_Warfare:Target_Painters Target Painters] increase the signature radius of a target and make it easier to hit. Stacking penalties apply.
+
* Target Painters increase the signature radius of a target and make it easier to hit. Stacking penalties apply.
  
 
==== Rigs ====
 
==== Rigs ====
[https://wiki.eveonline.com/en/wiki/Item_Database:Ship_Modifications:Rigs:Missile_Launcher_Rigs Missile Launcher Rigs] come in four sizes, one for each launcher type. All have the <span style="color:#bfbb7d">penalty effect of increasing the amount of cpu that the ship's launchers require</span>.
+
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
 
* Bay Loading Accelerator: +rate of fire, stacking penalties apply
 
* Hydraulic Bay Thrusters: +velocity,  stacking penalties apply
 
* Hydraulic Bay Thrusters: +velocity,  stacking penalties apply
Line 468: Line 520:
 
* Warhead Rigor Catalyst: reduces explosion radius
 
* Warhead Rigor Catalyst: reduces explosion radius
  
[https://wiki.eveonline.com/en/wiki/Item_Database:Ship_Modifications:Rigs:Targeting_Rigs Targeting Rigs] improve targeting range and effectiveness. All have the <span style="color:#bfbb7d">penalty effect of reducing shield capacity</span>.
+
Targeting Rigs improve targeting range and targeting speed. All have the {{Co|#bfbb7d|penalty effect of reducing shield capacity}}.
 
* Ionic Field Projector: +targeting range
 
* Ionic Field Projector: +targeting range
 
* Targeting System Subcontroller: +targeting speed
 
* Targeting System Subcontroller: +targeting speed
  
Various [https://wiki.eveonline.com/en/wiki/Item_Database:Ship_Modifications:Rigs:Shield_Rigs Shield Rigs] and/or [https://wiki.eveonline.com/en/wiki/Item_Database:Ship_Modifications:Rigs:Astronautic_Rigs Astronautic Rigs] may be useful depending on your ship's vulnerabilities and your skills.
+
Various Shield Rigs and/or Astronautic Rigs may be useful depending on your ship's vulnerabilities and your skills.
  
 +
== Footnotes and References ==
 +
<references />
  
[[Category:Work in progress]]
+
[[Category:Weapons]]
[[Category:Guides]]
+
[[Category:Fittings]]
[[Category:PvP]]
 
[[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



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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

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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