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Missiles: Difference between revisions

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Fixed some typos and renamed stuff
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Like turrets, missile launchers come in small, medium, large and extra-large sizes (for frigates and destroyers; cruisers and battlecruisers; battleships; and capital ships, respectively). Missile launchers do not use capacitor to fire.
Like turrets, missile launchers come in small, medium, large and extra-large sizes (for frigates and destroyers; cruisers and battlecruisers; battleships; and capital ships, respectively). Missile launchers do not use capacitor to fire.


Within each size there is usually a kind of launcher that fires short-ranged, high-DPS missiles, and a kind of launcher that fires long-ranged missiles that do less DPS. Frigates, for example, can mount rocket launchers -- which fire short-ranged, higher-DPS rockets -- or standard missile launchers -- which fire longer-ranged, lower-DPS light missiles.
Within each size there is usually a kind of launcher that fires short-ranged, high-DPS missiles, and a kind of launcher that fires long-ranged missiles that do less DPS. Frigates, for example, can mount rocket launchers -- which fire short-ranged, higher-DPS rockets -- or light missile launchers -- which fire longer-ranged, lower-DPS light missiles.


The long-ranged varieties of missiles are 'guided' and the short-ranged varieties of missile are 'unguided'. This distinction isn't ''that'' significant -- you don't have to manually aim rockets! -- but there are a few things in the game which only apply to one kind, such as the [http://wiki.eveonline.com/en/wiki/Guided_Missile_Precision Guided Missile Precision] skill.
The long-ranged varieties of missiles are 'guided' and the short-ranged varieties of missile are 'unguided'. This distinction isn't ''that'' significant -- you don't have to manually aim rockets! -- but there are a few things in the game which only apply to one kind, such as the [http://wiki.eveonline.com/en/wiki/Guided_Missile_Precision Guided Missile Precision] skill.
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===Range===
===Range===
Missile '''range''' is simpler than turret range, because missiles don't have a combination of optimal and falloff, but it's also less obvious, because you don't see a figure for it when you show info on your missiles. You can get a rough (over)estimate of missile range by multiplying the missile's '''Max Velocity''' figure (in metres-per-second) with its '''Max Flight Time''' (in seconds) -- so a missile that flies for 10s at 3,000m/s will have a range of about 30,000m, or 30km.
Missile '''range''' is simpler than turret range, because missiles don't have a combination of optimal and falloff, but it's also less obvious, because you don't see a figure for it when you show info on your missiles. You can get a rough (over)estimate of missile range by multiplying the missile's '''Max Velocity''' figure (in meters-per-second) with its '''Max Flight Time''' (in seconds) -- so a missile that flies for 10s at 3,000m/s will have a range of about 30,000m, or 30km.


Velocity and flight time will be modified by your skills ([[Missile Launchers#Missile Support Skills|see below]]) and possibly by ship bonuses too (the [http://wiki.eveonline.com/en/wiki/Caracal Caracal], for example, has a per-level bonus to missile velocity).
Velocity and flight time will be modified by your skills ([[Missile Launchers#Missile Support Skills|see below]]) and possibly by ship bonuses too (the [http://wiki.eveonline.com/en/wiki/Caracal Caracal], for example, has a per-level bonus to missile velocity).
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===Damage===
===Damage===


Every missile has a base figure for damage. Pilot skills and ship bonuses will bump up the raw damage of the missile when it's loaded into a launcher. It also has an '''explosion velocity''' (in m/s) and an '''explosion radius''' (in metres). When it hits a target, these figures interact with the target's '''velocity''' (also in m/s) and '''[[Signature|signature radius]]''' (also in metres) to determine the real damage dealt.
Every missile has a base figure for damage. Pilot skills and ship bonuses will bump up the raw damage of the missile when it's loaded into a launcher. It also has an '''explosion velocity''' (in m/s) and an '''explosion radius''' (in meters). When it hits a target, these figures interact with the target's '''velocity''' (also in m/s) and '''[[Signature|signature radius]]''' (also in meters) to determine the real damage dealt.


If the target's signature radius is ''smaller'' than the missile's explosion radius, there will be a penalty to the missile's damage. There is no damage bonus when the target's signature radius is ''larger'' than the missile's explosion radius, however -- this is mostly a mechanism to make sure that the missiles used by large ships aren't too effective against small ships.
If the target's signature radius is ''smaller'' than the missile's explosion radius, there will be a penalty to the missile's damage. There is no damage bonus when the target's signature radius is ''larger'' than the missile's explosion radius, however -- this is mostly a mechanism to make sure that the missiles used by large ships aren't too effective against small ships.