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Missiles: Difference between revisions

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m These where the wrong curly brackets to remove :), it leaves the {{Co}} template without anything to color. Replaced a pair of curly brackets with the pipe symbol. Original error all mine, while converting from html mark-up to wiki mark-up/templates earlier.
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PvP is much more difficult in this regard. Inexperienced pilots may chase you to their deaths, but experienced pilots will just let you run, knowing that both you and they likely have the choice to escape. The greatest danger in kiting is extremely fast ships such as [[interceptors]], which can outrun, catch, and tackle most other ships, giving their allies time to close in for the kill. Part of the popularity of cruisers with Rapid Light missiles is that these missiles are extremely effective at destroying interceptors.
PvP is much more difficult in this regard. Inexperienced pilots may chase you to their deaths, but experienced pilots will just let you run, knowing that both you and they likely have the choice to escape. The greatest danger in kiting is extremely fast ships such as [[interceptors]], which can outrun, catch, and tackle most other ships, giving their allies time to close in for the kill. Part of the popularity of cruisers with Rapid Light missiles is that these missiles are extremely effective at destroying interceptors.


==== The Delayed Damage Problem ====
==== The missile entities problem ====
Missile launchers creates missile entities, an object in space that chase their targets, until they hit and do damage or running out of flight time. While these entities do not visiable on [[overview]] nor selectable, they '''can''' [[Cloaking|decloak]] ships, and have sturcture hp that can be damaged or even be destroyed by area-of-effect damages like [[Smartbombs]] and [[Bombs]].
 
Missiles are vulnerable to damage and can't survive many hits from a smartbombs, one should avoid destroy their own missiles by their smartbombs by avoiding fitting or activing them at the same time. Bombs from [[stealth bomber]]s may destroy their torpedos too.
 
This feature also enabled a strategy known as 'Firewalling', in which multiple smartbombs are used to block out and destroy incoming missiles. While this strategy is difficult to plan and execute appropriately, it can greatly reduce a fleet's incoming (and outgoing) missile damage.
 
==== The delayed damage problem ====
One of the issues with missiles compared to turrets is that while turret shots impact and damage their targets in the same moment as they are fired, missiles do not have this luxury. Instead, when a missile is launched, there can be several seconds of delay between the launch and the target is damaged. This has several effects.  
One of the issues with missiles compared to turrets is that while turret shots impact and damage their targets in the same moment as they are fired, missiles do not have this luxury. Instead, when a missile is launched, there can be several seconds of delay between the launch and the target is damaged. This has several effects.  
# In PvE, it can lead to wasting missiles overkilling targets (where the target dies with another volley of missiles in-flight), and at the same time leave the attacker exposed to enemy fire for longer.
# In PvE, it can lead to wasting missiles overkilling targets (where the target dies with another volley of missiles in-flight), and at the same time leave the attacker exposed to enemy fire for longer.