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Drebin 679 (talk | contribs) Added launcher section |
Drebin 679 (talk | contribs) Minor reorganization |
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<span style="color:#768d31">Note that launcher ammunition is often called "missiles" regardless of the ammunition's proper name, and thus this term can refer to any of rockets, missiles or torpedoes. </span> | <span style="color:#768d31">Note that launcher ammunition is often called "missiles" regardless of the ammunition's proper name, and thus this term can refer to any of rockets, missiles or torpedoes. </span> | ||
== Overview == | == Overview == | ||
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There are total of four size classes for missiles, each with a short range and a long range launcher. Additionally, medium, large and XL launchers have 'rapid' launchers that shoot missiles one size class below normal. | There are total of four size classes for missiles, each with a short range and a long range launcher. Additionally, medium, large and XL launchers have 'rapid' launchers that shoot missiles one size class below normal. | ||
Missiles can be | Missiles can be split into three groups: Short range, long range and rapid. | ||
{| class="wikitable" style="background:#777777; text-align:center;" | {| class="wikitable" style="background:#777777; text-align:center;" | ||
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=== Stats Overview === | === Stats Overview === | ||
Listed below are the base stats of the tech 1 missile, with a tech 1, meta 0 launcher, with no skill or hull bonuses. Training in missile skills will improve | Listed below are the base stats of the tech 1 missile, with a tech 1, meta 0 launcher, with no skill or hull bonuses. Training in missile skills will improve performance significantly compared to the stats below. | ||
{| class="wikitable" style="text-align:center" | {| class="wikitable" style="text-align:center" width=1000px; | ||
|+ Missile Stats with | |+ Missile Stats with T1 missiles and T1M0 launchers, no bonuses | ||
|- | |- | ||
! Missile !! Size !! [[File:Icon_damage_exp.png|20px|link=]] Damage !! [[File:Icon_turret_volley.png|20px|link=]] RoF (s)!! DPS !! [[File:Icon_velocity.png|20px|link=]] Velocity (m/s) !! [[File:Icon_Hourglass.png|20px|link=]] Flight Time (s) !! Avg. Max Distance (m) !! [[File:Icon_ship_sig.png|20px|link=]] Exp. Rad. (m) !! [[File:Icon_velocity.png|20px|link=]] Exp. Vel. (m/s) | ! Missile !! Size !! [[File:Icon_damage_exp.png|20px|link=]] Damage !! [[File:Icon_turret_volley.png|20px|link=]] RoF (s)!! DPS !! [[File:Icon_velocity.png|20px|link=]] Velocity (m/s) !! [[File:Icon_Hourglass.png|20px|link=]] Flight Time (s) !! [[File:Icon_target_range.png|20px|link=]] Avg. Max Distance (m) !! [[File:Icon_ship_sig.png|20px|link=]] Exp. Rad. (m) !! [[File:Icon_velocity.png|20px|link=]] Exp. Vel. (m/s) | ||
|- | |- | ||
| style="text-align:left" | [[File:rocket_64_bit_icon.png|32px|link=]] Rocket || [[File:Icon_ISIS_size_Small.png|32px|link=]] || 33 || 5 || 6.6 || 2,250 || 2 || 4,500 || 20 || 150 | | style="text-align:left" | [[File:rocket_64_bit_icon.png|32px|link=]] Rocket || [[File:Icon_ISIS_size_Small.png|32px|link=]] || 33 || 5 || 6.6 || 2,250 || 2 || 4,500 || 20 || 150 | ||
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| style="text-align:left" | [[File:heavy_missile_64_bit_icon.png|32px|link=]] Heavy || [[File:Icon_ISIS_size_Medium.png|32px|link=]] || 149 || 15 || 9.9 || 4,300 || 6.5 || 27,950 || 140 || 85 | | style="text-align:left" | [[File:heavy_missile_64_bit_icon.png|32px|link=]] Heavy || [[File:Icon_ISIS_size_Medium.png|32px|link=]] || 149 || 15 || 9.9 || 4,300 || 6.5 || 27,950 || 140 || 85 | ||
|- | |- | ||
| style="text-align:left" | [[File:Torpedo_64_bit_icon.png|32px|link=]] | | style="text-align:left" | [[File:Torpedo_64_bit_icon.png|32px|link=]] Torpedo || [[File:Icon_ISIS_size_Large.png|32px|link=]] || 450 || 18 || 25.0 || 1,800 || 7.2 || 12,960 || 405 || 78 | ||
|- | |- | ||
| style="text-align:left" | [[File:Cruise_missile_64_bit_icon.png|32px|link=]] Cruise || [[File:Icon_ISIS_size_Large.png|32px|link=]] || 375 || 20.68 || 18.1 || 4,700 || 14 || 65,800 || 330 || 69 | | style="text-align:left" | [[File:Cruise_missile_64_bit_icon.png|32px|link=]] Cruise || [[File:Icon_ISIS_size_Large.png|32px|link=]] || 375 || 20.68 || 18.1 || 4,700 || 14 || 65,800 || 330 || 69 | ||
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Each missile class has four variants that correspond to the four [[damage types]] in EVE. <span style="color:#fa8d84">Inferno</span>, <span style="color:#71c4f8">Mjolnir</span>, <span style="color:#f8e97c">Nova</span> and <span style="color:#73dc76">Scourge</span> apply <span style="color:#fa8d84">thermal</span>, <span style="color:#71c4f8">EM</span>, <span style="color:#f8e97c">explosive</span> and <span style="color:#73dc76">kinetic</span> damage, in that order. A given missile will apply only one type of damage, and each missile category does the same amount of damage. | Each missile class has four variants that correspond to the four [[damage types]] in EVE. <span style="color:#fa8d84">Inferno</span>, <span style="color:#71c4f8">Mjolnir</span>, <span style="color:#f8e97c">Nova</span> and <span style="color:#73dc76">Scourge</span> apply <span style="color:#fa8d84">thermal</span>, <span style="color:#71c4f8">EM</span>, <span style="color:#f8e97c">explosive</span> and <span style="color:#73dc76">kinetic</span> damage, in that order. A given missile will apply only one type of damage, and each missile category does the same amount of damage. | ||
Different types of launchers within the class vary the firing rate and other characteristics of the launchers. | Different types of launchers within the class vary the firing rate and other characteristics of the launchers. | ||
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* Available only to light, heavy, and cruise launchers, '''Auto-Targeting Missiles''' will locate and target the nearest engageable ship or drone. Auto-targeting missiles do not require the user be locked on to the targets they engage; however as they cannot be deliberately aimed, deal less damage, and have a hard maximum range beyond which they will not acquire targets, auto-targeting missiles are usually passed over in favor of regular missiles. | * Available only to light, heavy, and cruise launchers, '''Auto-Targeting Missiles''' will locate and target the nearest engageable ship or drone. Auto-targeting missiles do not require the user be locked on to the targets they engage; however as they cannot be deliberately aimed, deal less damage, and have a hard maximum range beyond which they will not acquire targets, auto-targeting missiles are usually passed over in favor of regular missiles. | ||
* '''Defender missiles'''. When activated, Defender Launchers will scan local space for [[Bombs]] within range. If a bomb is detected, the launcher will fire one ''Defender Missile'' to intercept and destroy it. If no bombs are found, the launcher will still cycle. The Defender Launcher has a 120-second reactivation timer.<ref>[https://forums.eveonline.com/default.aspx?g=posts&m=6726903 Defender Missile update announcement]</ref> [[Command Destroyer]]s have a role bonus that reduces reactivation time by 50%. | * '''Defender missiles'''. When activated, Defender Launchers will scan local space for [[Bombs]] within range. If a bomb is detected, the launcher will fire one ''Defender Missile'' to intercept and destroy it. If no bombs are found, the launcher will still cycle. The Defender Launcher has a 120-second reactivation timer.<ref>[https://forums.eveonline.com/default.aspx?g=posts&m=6726903 Defender Missile update announcement]</ref> [[Command Destroyer]]s have a role bonus that reduces reactivation time by 50%. | ||
=== Missile Ships === | |||
Out of T1 ships, Caldari ships are the best known missile users though a few Minmatar ships also use missiles. The {{sh|Armageddon}} and {{sh|Arbitrator}} also use often use missiles even without missile bonuses. Additionally, the Khanid Kingdom made T2 Amarr ships, Guristas ships and Mordu's Legion ships use missiles as their weapons. | |||
Most missile bonused-ships will provide benefits to all missiles of a given size class. However, many Caldari ships (such as the {{sh|Drake}}) have bonuses to only a single type of missile damage: <span style="color:#73dc76">Kinetic</span>. These ships are commonly referred to as "Kinetic locked". In general, damage type locked ships like this should usually only ever use missile ammo that match the damage type of their bonus, unless there is a very good reason to use a different type. | |||
Many hostile [[NPC]]s also use missiles as secondary weapons, and wield a single slow-firing launcher. These missiles will usually have the same range and damage application attributes of an ordinary missile of that ship's size. | |||
==Short range missile systems== | ==Short range missile systems== | ||
[[File:Torpedo_64_bit_icon.png|left|link=]] | [[File:Torpedo_64_bit_icon.png|left|link=]] | ||
Short range missiles have shorter cycle times and higher DPS than long range missiles. Compared to their long range counterparts, Rockets and Heavy Assaults have lower damage but better application, while Torpedoes and XL Torpedoes have higher damage but worse application. Rocket, Heavy Assault, and Torpedo launchers also have polarized versions, which offer higher rate of fire and ammo capacity {{color|red|at the cost of all of a ship's resistances}}. | Short range missiles have shorter cycle times and higher DPS than long range missiles. Compared to their long range counterparts, Rockets and Heavy Assaults have lower damage but better application, while Torpedoes and XL Torpedoes have higher damage but worse application. Rocket, Heavy Assault, and Torpedo launchers also have tech 2 polarized versions, which offer higher rate of fire and ammo capacity {{color|red|at the cost of all of a ship's resistances}}. | ||
Short range T2 missiles (compared to T1): | Short range T2 missiles (compared to T1): | ||