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Missiles: Difference between revisions

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{{Weapon Systems Links}}
{{Weapon Systems Links}}


'''Missiles''' are self-propelled ammunition launched from '''missile launchers'''. Unlike turret weapons, missiles have the ability to track and follow their target. Rather than optimal and falloff range, missile range is determined by velocity and flight time, while missile damage is determined by the velocity and signature radius of the target and the explosion radius, explosion velocity, and damage reduction factor of the missile.
'''Missiles''' are self-propelled ammunition launched from '''missile launchers'''. Unlike turret weapons, missiles can track and follow their target. Rather than optimal and falloff range, missile range is determined by velocity and flight time, while missile damage is determined by the velocity and signature radius of the target and the explosion radius, explosion velocity, and damage reduction factor of the missile.


Compared to the turret weapons, missiles have a bit lower rate of fire and higher damage per hit. They also do not care whether the target is close or far away. The primary strength of missiles is that assuming that the target is within range, a missile will always "hit" its target, but the damage dealt will vary depending on the size and speed of the target. However, missile launchers fire more slowly than turrets of a similar size, and missile damage is delayed due to travel time, rather than being instantaneous.
Compared to the turret weapons, missiles have a bit lower rate of fire and higher damage per hit. They also do not care whether the target is close or far away. The primary strength of missiles is that assuming that the target is within range, a missile will always "hit" its target, but the damage dealt will vary depending on the size and speed of the target. However, missile launchers fire more slowly than turrets of a similar size, and missile damage is delayed due to travel time, rather than being instantaneous.
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* {{sk|Target Navigation Prediction}} 10% decrease per level in factor of target's velocity for all missiles. As with Guided Missile Precision, this makes missiles more effective against faster targets.
* {{sk|Target Navigation Prediction}} 10% decrease per level in factor of target's velocity for all missiles. As with Guided Missile Precision, this makes missiles more effective against faster targets.


In addition to the general missile skills there is a specific [[Skills:Missiles|primary missile skill]] for each class of missiles, and each will let you load and fire that one class. In addition, each level of the skill will improve your damage by 5% when using that particular missile class.
In addition to the general missile skills, there is a specific [[Skills:Missiles|primary missile skill]] for each class of missiles, and each will let you load and fire that one class. In addition, each level of the skill will improve your damage by 5% when using that particular missile class.
* {{sk|Rockets}}
* {{sk|Rockets}}
* {{sk|Light Missiles}}
* {{sk|Light Missiles}}
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=== Rapid missile systems ===
=== Rapid missile systems ===
Rapid launchers are unique among weapon systems. These missile launchers have very high fire rates, but fire missiles of one size class below of what the ships of this size would normally fire. For example, a cruiser (medium) would use rapid light missile launchers to fire light missiles (small). This reduces the skill training required to use the weapons (as missile skill requirements are based on ammo type, not launcher size), and also gives ships fitted with rapid launchers unnaturally good damage application. The drawback is that they have relatively small clip sizes (19-30 shots) and very long reload times (35-40 seconds). This makes them very effective at quickly removing smaller enemies, but inefficient in larger fights if the target doesn't die before the reload hits, as between the high fire rate and small clip a rapid launcher can easily spend as much time reloading as it does firing.  
Rapid launchers are unique among weapon systems. These missile launchers have very high fire rates, but fire missiles of one size class below what the ships of this size would normally fire. For example, a cruiser (medium) would use rapid light missile launchers to fire light missiles (small). This reduces the skill training required to use the weapons (as missile skill requirements are based on ammo type, not launcher size), and also gives ships fitted with rapid launchers unnaturally good damage application. The drawback is that they have relatively small clip sizes (19-30 shots) and very long reload times (35-40 seconds). This makes them very effective at quickly removing smaller enemies, but inefficient in larger fights if the target doesn't die before the reload hits, as between the high fire rate and small clip a rapid launcher can easily spend as much time reloading as it does firing.  


The small clip and long reload of rapid launchers make them very good weapons to [[Overheating|Overheat]], as they can be overheated for part of their clip for further increased fire rate and DPS, repaired (using Nanite Repair Paste) during their long reload time (during which time their rack heat also dissipates), and then overheated again in the next clip.
The small clip and long reload of rapid launchers make them very good weapons to [[Overheating|Overheat]], as they can be overheated for part of their clip for further increased fire rate and DPS, repaired (using Nanite Repair Paste) during their long reload time (during which time their rack heat also dissipates), and then overheated again in the next clip.
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Other rarely used missile types:
Other rarely used missile types:
* 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 120-second reactivation timer.<ref>[https://forums-archive.eveonline.com/message/6726903 Defender Missile update announcement]</ref>
* 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 120-second reactivation timer.<ref>[https://forums-archive.eveonline.com/message/6726903 Defender Missile update announcement]</ref>
* When fired, an ''Auto-Targeting Missile'' will locate and target the nearest enemy ship or drone which has previously fired on you. Auto-targeting missiles do not require the user to 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.
* When fired, an ''Auto-Targeting Missile'' will locate and target the nearest enemy ship or drone that has previously fired on you. Auto-targeting missiles do not require the user to 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.


In addition to the actual missile launchers, there exist several modules and items for missile launchers. These will improve the effectiveness of all missile weapons.
In addition to the actual missile launchers, there exist several modules and items for missile launchers. These will improve the effectiveness of all missile weapons.
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|-
|-
|[[File:Icon_implant_hardwiring.png|link=|]]
|[[File:Icon_implant_hardwiring.png|link=|]]
|Implants. Practically every missile stat has an implant that improves that aspect. See the [[Skill Hardwiring#Table of Implants|table of hardwiring implants]] for full list of missile implants.
|Implants. Practically every missile stat has an implant that improves that aspect. See the [[Skill Hardwiring#Table of Implants|table of hardwiring implants]] for a full list of missile implants.
|}
|}


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In general, missiles are a simpler weapon system to use than turrets. But while a missile can apply up to 100% of the Base Damage to a ship in some situations, damage is often reduced by two factors:
In general, missiles are a simpler weapon system to use than turrets. But while a missile can apply up to 100% of the Base Damage to a ship in some situations, damage is often reduced by two factors:
* If the target ship is moving faster than the explosion velocity of the missile. Think of this as a fast ship being able to somewhat outrun the explosion.
* If the target ship is moving faster than the explosion velocity of the missile. Think of this as a fast ship being able to somewhat outrun the explosion.
* If the signature radius of the target ship is smaller than the explosion radius of the missile. Think of this as a small ship flying through a large explosion and only being hit by a part of it.
* If the signature radius of the target ship is smaller than the missile's explosion radius. Think of this as a small ship flying through a large explosion and only being hit by a part of it.


In other words, missile weapons are best at doing damage to larger, slower targets at longer range. This is not to say that a pilot cannot kill small, fast targets with the right missiles, or that there are no short range missile boats. Rather, the most common applications of launcher fitted ships tend to be as longer ranged, heavy damage weapons.
In other words, missile weapons are best at doing damage to larger, slower targets at longer range. This is not to say that a pilot cannot kill small, fast targets with the right missiles, or that there are no short range missile boats. Rather, the most common applications of launcher fitted ships tend to be as longer ranged, heavy damage weapons.
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==== The missile entities 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]].
Missile launchers create missile entities, an object in space that chase their targets, until they hit and do damage or run out of flight time. While these entities are not visible on the [[overview]] nor selectable, they '''can''' [[Cloaking|decloak]] ships, and have structure hp that can be damaged or even be destroyed by area-of-effect damages like [[Smartbombs]], [[Bombs]], and [[Guided 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.
Missiles are vulnerable to damage and can't survive many hits from smartbombs, one should avoid destroying their missiles with their smartbombs by avoiding fitting or activating 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.
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.
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# In PvP, when an enemy is targeted by missiles, they receive the warning about being Red Boxed at the moment the launchers fire, which gives them time to either overheat active hardeners, broadcast for their logistics to repair them or, at longer ranges, potentially warp out before the missiles land.  
# In PvP, when an enemy is targeted by missiles, they receive the warning about being Red Boxed at the moment the launchers fire, which gives them time to either overheat active hardeners, broadcast for their logistics to repair them or, at longer ranges, potentially warp out before the missiles land.  
# If an enemy ship is flying away from a missile ship, the missiles need to chase after it as it flies away. This means that missiles can have significantly reduced effective range when used on fleeing enemies. (However, in exchange they also gain significantly ''increased'' effective range when running away and shooting at a pursuer.) Furthermore, extremely fast ships like [[interceptors]] can actually completely outrun missiles that are in flight, and never be hit at all despite staying within range.
# If an enemy ship is flying away from a missile ship, the missiles need to chase after it as it flies away. This means that missiles can have significantly reduced effective range when used on fleeing enemies. (However, in exchange they also gain significantly ''increased'' effective range when running away and shooting at a pursuer.) Furthermore, extremely fast ships like [[interceptors]] can actually completely outrun missiles that are in flight, and never be hit at all despite staying within range.
# To prevent the obvious exploit of launching missiles and then warping out before the missiles connect, if a ship enters warp, all of the missiles it has in-flight vanish immediately. This means that, especially at long range, missile ships must stay on grid until all of their fired missiles have landed, to avoid losing damage. This problem is most obvious on [[stealth bomber]]s making torpedo runs on targets.
# To prevent the obvious exploit of launching missiles and then warping out before the missiles connect, if a ship enters warp, all of the missiles it has in-flight vanish immediately. This means that, especially at long range, missile ships must stay on grid until all of their fired missiles have landed, to avoid losing damage. This problem is most apparent on [[stealth bomber]]s making torpedo runs on targets.


== Production ==
== Production ==