Difference between revisions of "Missiles"

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[[Category:Eve Lexicon]]
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Missiles are an unusual weapon system, different to the three kinds of [[Turrets|turret]]. This page explains the different kinds of missile and missile launcher, and the factors which control missile damage.
[[Category:PvE]]
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[[Category:PvP]]
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The Caldari are the main missile-using race, though there are a few Minmatar and Gallente ships, and a few T2 Amarr ships, which also use missiles.
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==Overview==
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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.
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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.
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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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===Warheads===
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Each type of missile comes with four different warheads. Each one does one of the four different damage types (electromagnetic, thermal, kinetic and explosive); other than that, they are identical. So, for instance, you can buy Bloodclaw (kinetic), Flameburst (thermal), Piranha (explosive) and Sabretooth (EM) light missiles.
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Such variety can be bewildering at first, but the warheads are actually color-coded in the images on the market screen and in your cargo hold: blue warheads are EM, red warheads are thermal, green warheads are kinetic and yellow ones are explosive.
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Faction missiles (like the [http://wiki.eveonline.com/en/wiki/Caldari_Navy_Sabretooth_Light_Missile Caldari Navy Sabretooth]) are available and offer a useful increase in DPS for a price. They're unlikely to be worth it in PvE, but if you're flying as a damage-dealer in PvP it's a good idea to invest in one or two magazines' worth of them if you can afford it.
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===T2 Missiles===
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Just as there are T2 ammo types that only T2 turrets can fire, so there are T2 missiles that only T2 launchers can fire.
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Unguided T2 missiles come in two varieties: Javelin and Rage. (These names appear within the missile name on the market, so you would look for a Foxfire Javelin Rocket or a Foxfire Rage Rocket.) Javelin missiles have a better range (see below for an explanation of missile range) but reduced damage, and loading them reduces your ship's maximum speed. Rage missiles do more damage but have a shorter range, and loading them increases your ship's [[Signature|signature radius]].
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Guided T2 missiles also come in two varieties: Precision and Fury. (Again, this means on the market you look for Sabretooth Precision Light Missiles and Sabretooth Fury Light Missiles, for example.) Precision missiles have an easier time hurting smaller targets, but they have lower ranges and damage than their T1 equivalents, and loading them reduces your ship's maximum speed. Fury missiles do more damage but at a somewhat reduced range, and loading them increases your ship's signature radius.
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==Missile Characteristics==
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===Range===
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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.
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Velocity and flight time will be modified by your skills ([[Missile Launchers#Missile Skills Summary|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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However, missiles don't generally fly straight in one direction to hit a stationary target. If your target is not staying still your missiles must chase them around, which may reduce their range somewhat. Furthermore, missiles aren't launched at their top speed -- they have to accelerate for a bit, which also reduces their range.
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The [http://www.eveonline.com/ingameboard.asp?a=topic&threadID=548883 Eve Fitting Tool] can give you an estimated range with your skills.
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===Damage===
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Every missile has a base figure for damage. 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.
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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.
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Target Painters aimed at the target, varius modules such as shield extenders and active Microwarpdrives fitted on the target can increase the target's signature radius. Rigor Catalyst rigs will reduce your missiles' explosion radius. The previously-mentioned Guided Missile Precision skill reduces the explosion radius of your guided missiles (but not your unguided ones).
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If the target's velocity is ''higher'' than the missile's explosion velocity there will be a penalty to the missile's damage. Again, there is no damage bonus when the target's velocity is ''lower'' than the missile's explosion velocity.
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Stasis webifiers will slow a target down. You can also fit Flare Catalyst rigs to increase your missiles' explosion velocity. [http://wiki.eveonline.com/en/wiki/Target_Navigation_Prediction Target Navigation Prediction] will reduce the effect of your target's velocity.
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==Kinds of Missile==
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In the tables all figures are base figures for the standard T1 missile, ''not'' modified by any pilot skills or ship bonuses. The figure for refire rate is included because sometimes the difference in DPS between short- and long-ranged varieties of missile is in the rate of fire not the pure damage. The figure is the base refire rate of the vanilla T1 Meta 0 launcher.
  
Missiles are an unusual weapon system. Unlike the three kinds of gun (hybrid, projectile and energy weapons), missiles have one range, rather than a combination of optimal and falloff, and missile users don't have to worry about turret tracking speeds and the target's angular velocity. (Although, as will be explained below, large missiles can struggle to hurt small and fast targets just as large guns do.) Guns apply their damage to their target as soon as they fire (assuming they hit), but missiles take time to travel to their targets. It's also easier to control the type of damage a missile launcher is doing.
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===Small===
  
These characteristics make missiles particularly popular in PvE situations such as mission-running. The fact that they take time to travel to their targets makes it difficult to use missiles in some roles in PvP, such as nullsec sniper battleship warfare, but they are still useful in PvP.
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{| border="1"
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! Missile !! Flight Time (s) !! Max Speed (m/s) !! Damage !! Exp. Velocity (m/s) !! Exp. Radius (m) !! Refire Rate (s)
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|-
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||Rocket || 2 || 2,250 || 25 || 85 || 20 || 4
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|-
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||Light Missile || 5 || 3,750 || 75 || 170 || 50 || 15/12†
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|}
  
The Caldari are the main missile-using race, though there are a few Minmatar and Gallente ships, and a few T2 Amarr ships, which also use missiles.  
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† Light missiles can be loaded in Standard Launchers or Assault Missile Launchers (not to be confused with Heavy Assault Missile Launchers). AMLs are cruiser-sized anti-frigate launchers: they fit on cruisers and battlecruisers, but fire light missiles.
  
== Kinds of Missile ==
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* Rocket Launchers are widely derided for their pitiful DPS. One is sometimes fitted as a supplementary weapon in some [http://wiki.eveonline.com/en/wiki/Rifter Rifter] fits. One [[Frigate#Assault Ships|AF]], the [http://wiki.eveonline.com/en/wiki/Vengeance Vengeance], is designed to use rockets, and it is (predictably) derided for its pitiful DPS.
Missiles are unusual in their categorisation:
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* Standard Launchers work well in Level 1 missions on a [http://wiki.eveonline.com/en/wiki/Kestrel Kestrel]. In PvP the Kestrel and the [http://wiki.eveonline.com/en/wiki/Crow Crow] can try to use the range of light missiles to kite other frigates.
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* Assault Missile Launchers ("AMLs") go very nicely on a [http://wiki.eveonline.com/en/wiki/Caracal Caracal] to make an anti-frigate platform for Level 2 missions, or for frigate-hunting in PvP. They are also sometimes fitted as supplementary weapons on [http://wiki.eveonline.com/en/wiki/Rupture Ruptures] and [http://wiki.eveonline.com/en/wiki/Hurricane Hurricanes].
  
*Large size, high dps, short range, slow: Torpedoes (Siege Launchers)
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===Medium===
*Large size, low dps, high range, faster: Cruises (Cruise Missile Launcher)
 
*Med size, high dps, short range, fast: Heavy Assault Missiles, 'HAMs' (Heavy Assault Missile Launcher)
 
*Med size, lower dps, high range, slower: Heavy Missiles, 'HMLs' (Heavy Missile Launcher)
 
*Med size, low dps, shorter range, fast: Standard Missiles (Assault Missile Launcher)
 
*Small size, (theoretically) high dps, short range, fast: Rockets (Rocket Launcher)
 
*Small size, lower dps, more range, slower: Standard Missiles (Standard launcher)
 
  
*FoF Missiles come in all standard, heavy and cruise missile sizes and do not require a lock-on to fire, however they are not controlled and will fly towards a random hostile target within range.
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{| border="1"
*Defender Missiles can be fired from any size launcher and are able to destroy missiles currently in flight. They are one of the few ways to reduce incoming missile damage, but are mostly only used by NPC's, as they are not very reliable and reduce the user's DPS.
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! Missile !! Flight Time (s) !! Max Speed (m/s) !! Damage !! Exp. Velocity (m/s) !! Exp. Radius (m) !! Refire Rate (s)
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|-
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||Heavy Assault Missile || 4 || 2,250 || 100 || 101 || 125 || 8
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|-
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||Heavy Missile || 10 || 3,750 || 150 || 81 || 125 || 15
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|}
  
The Assault Missile Launcher uses the same small Standard  Missiles as a Standard Launcher but is a medium-sized module (as far as fittings go) with higher firing rate and capacity.
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* Heavy Assault Missile ("HAM") Launchers have high fitting requirements, so high that once you've used a Caracal's rig and low slots to get enough grid and CPU to fit them, you don't get very good DPS. They work well on a PvP Drake, however. The [http://wiki.eveonline.com/en/wiki/Sacrilege Sacrilege] [[Cruiser#Heavy Assault Ships|HAC]] has bonuses specifically for HAMs.
Fitting requirements vary around the lineup, with HAMs having such absurd requirements it is almost impossible to properly fit them in most cases other than a Drake (don't even try on a Nighthawk, for example).
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* Heavy Missile Launchers ("Heavies", "HMLs") are the standard weapon for Level 3-running Drakes. The [http://wiki.eveonline.com/en/wiki/Cerberus Cerberus] HAC can use them to snipe, sort-of.
Also, short range versions are UNGUIDED, not affected by the precision skill. They also have slower explosion velocity than the guided ones (the long range version).
 
  
Rockets suck all around.
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===Large===
  
== Missile Specifics ==
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{| border="1"
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! Missile !! Flight Time (s) !! Max Speed (m/s) !! Damage !! Exp. Velocity (m/s) !! Exp. Radius (m) !! Refire Rate (s)
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|-
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||Torpedo || 6 || 1,500 || 450 || 71 || 450 || 18
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|-
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||Cruise Missile || 20 || 3,750 || 300 || 69 || 300 || 22
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|}
  
=== Range ===
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* Siege Missile Launchers ("Sieges"), the launchers for torpedoes ("torps") are fitted on PvP [http://wiki.eveonline.com/en/wiki/Raven Ravens] for close-up DPS, and on [http://wiki.eveonline.com/en/wiki/Typhoon Typhoons] for an armor-[[Spider Tanking|RR]]-capable missile platform. The [http://wiki.eveonline.com/en/wiki/Golem Golem] [[Battleship#Marauders|marauder]] has bonuses which let it use torpedoes with long ranges in PvE.
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* The [[Frigate#Stealth Bombers|stealth bombers]] are T2 frigates with special fitting bonuses which let them fit siege launchers for high-alpha surprise attacks. Since [[Bombs|bombs]] can't be used in [[Classifications of Space#Empire|empire space]] this is the stealth bomber's only weapon in highsec and lowsec.
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* Cruise Missile Launchers are the PvE weapons for the Raven and in some unusual PvE Typhoon fits.
  
The range of missiles generally tends to be one of the tougher things to figure out as the modules loaded with missiles do not show their range. One option would be to use [[EFT]], although it does not take missiles' acceleration time into account so you would need to take approximately 2-3% off the predicted flight range.
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===Extra Large===
  
If you decide to do a calculation manually, you will need a calculator. The formula is (Missile Velocity*Missile Flight Time)*(skill/ship modifiers). The skills that affect the range of missiles are Missile Bombardment (Rank 2) and Missile Projection (Rank 4). There are several ships which have bonuses that increase missiles' velocity and flight time, Caracal and Raven among them.
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{| border="1"
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! Missile !! Flight Time (s) !! Max Speed (m/s) !! Damage !! Exp. Velocity (m/s) !! Exp. Radius (m) !! Refire Rate (s)
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|-
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||Citadel Torpedo || 15 || 1,750 || 2,000 || 20 || 2,000 || 26
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|-
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||Citadel Cruise Missile || 20 || 4,250 || 1,500 || 29 || 1,750 || 44
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|}
  
As a rule, the guided versions of the missiles (Standard Missile, Heavy Missile, Cruise Missile) do less damage but have much greater range than their unguided cousins (Rocket -- though they're an exception for damage -- Heavy Assault Missile, Torpedo).
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* These are for capital ships, particularly the [http://wiki.eveonline.com/en/wiki/Phoenix Phoenix] [[Capital Ship#Dreadnoughts|dreadnought]]. They can be supplementary weapons on the [http://wiki.eveonline.com/en/wiki/Leviathan Leviathan] [[Capital Ship#Titans|titan]]. Like other XL weapons, they are good against stationary installations and other capital ships, but struggle to hurt battleships and anything smaller.
  
=== Damage ===
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===Defender Missiles===
  
Missile damage is based on several factors, the main ones being the speed of target ship and its signature radius. As missile launchers do not need to track, tracking disruption and high angular velocities do not reduce missile damage.
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===Friend or Foe Missiles===
  
When determining damage, the target ship's signature is measured against the missile's explosion radius; the smaller the explosion radius is compared to the signature radius of the target ship, the more damage it does. However the missile will do no more than its full damage if its explosion radius is the same size or smaller than the target's signature radius. Target Painters used by the attacker side and [[Shield Rigs]], [[Shield Extenders]] and active [[MWD|Micro Warp Drives]] fitted the target can increase the target's signature radius. The guided missiles get a bonus to their explosion radius with levels in the Guided Missile Precision skill, which does not affect the short-ranged missiles, as noted above.
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==Usage Notes==
  
The speed of the target ship also affects missile damage. It is compared to the missile's explosion velocity. The faster the target is moving, the less damage it takes from the missile, and it is even possible to outrun a missile, evading the damage completely. However, even if ship is stopped, it will not take anymore than full damage possible. The Target Navigation Prediction (Rank 2) skill affects the missile explosion velocity, and there are also rigs that increase missiles' explosion velocity and explosion radius. The attacker can also use Stasis Webifiers to slow down their target.
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===PvE: Dominance===
  
As a rule, the smaller the missile type, the higher its explosion velocity and smaller its explosion radius, so a Heavy Missile (which is considered a cruiser-sized missile) would do full damage to battleships but would do greatly reduced damage to fast moving frigates. Torpedoes have the largest explosion radius and slowest explosion velocity followed by Cruise Missiles; Heavy Missiles and Heavy Assault Missiles generally have similar explosion velocities/radii; Standard Missiles have the highest explosion velocity and Rockets have the smallest explosion radius.
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[quick to train and selectable damage types]
  
All missiles do a single type of damage, and all missiles come in four varieties, one for each of the different damage types. You can, for example, buy four different kinds of Light Missile: Bloodclaw (kinetic damage), Flameburst (thermal), Piranha (explosive) and Sabretooth (electromagnetic). You can distinguish between them by the colour of their warhead in their icon images: kinetic missiles have green warheads, thermal red warheads, explosive yellow warheads and electromagnetic blue warheads. Since all pirate factions have at least one [[NPC Damage Types|weakness to a particular damage type]] which can be entirely exploited by the missile user, missiles are considered the best way to deal damage in PvE combat. Certain ships, such as the Drake and Caracal, give a damage bonus to particular missile damage types, while other missile ships generally increase the damage through firing rate bonuses or general damage bonuses.
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===PvP: The Delayed Damage Problem===
  
The only module that directly increases missile damage is the Ballistic Control System, which increases both damage and firing rate. There are also two rigs that increase the damage potential of missiles, the Warhead Calefaction Catalyst (which increases damage) and the Bay Loading Accelerator (which increases firing rate) -- note that these have a high calibration requirement.
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[notes on both sides of the debate, and a hopefully balanced ruling]
  
=== Tech 2 Missiles ===
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==Missile Skills Summary==
  
Tech 2 missiles come in two kinds: the high-damage Fury/Rage version, which has shorter range, faster explosion velocity and larger explosion radius and deals more damage, but increases the user's Signature Radius; and the long-range Precision/Javelin version, which has a greater range, slower explosion velocity, smaller explosion radius and lower damage, and decreases the speed of the user's ship. All Tech 2 missiles can only be launched from Tech 2 launchers, and are much more expensive than their Tech 1 versions.
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[list of skills that affect missiles]
  
 
==Further Reading==
 
==Further Reading==
 
* A [http://web.archive.org/web/20071215200810/www.eve-online.com/guide/en/g26.asp flash-based interactive guide] to missiles which lets you play around with different signature radii and explosion velocities.
 
* A [http://web.archive.org/web/20071215200810/www.eve-online.com/guide/en/g26.asp flash-based interactive guide] to missiles which lets you play around with different signature radii and explosion velocities.
 
* [[Turrets]] and [[Drones]] for Eve's other main weapon systems.
 
* [[Turrets]] and [[Drones]] for Eve's other main weapon systems.
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[[Category:Eve Lexicon]]
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[[Category:PvE]]
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[[Category:PvP]]
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[[Category:Fitting]]

Revision as of 14:03, 8 April 2010

Missiles are an unusual weapon system, different to the three kinds of turret. This page explains the different kinds of missile and missile launcher, and the factors which control missile damage.

The Caldari are the main missile-using race, though there are a few Minmatar and Gallente ships, and a few T2 Amarr ships, which also use missiles.

Overview

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.

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 Guided Missile Precision skill.

Warheads

Each type of missile comes with four different warheads. Each one does one of the four different damage types (electromagnetic, thermal, kinetic and explosive); other than that, they are identical. So, for instance, you can buy Bloodclaw (kinetic), Flameburst (thermal), Piranha (explosive) and Sabretooth (EM) light missiles.

Such variety can be bewildering at first, but the warheads are actually color-coded in the images on the market screen and in your cargo hold: blue warheads are EM, red warheads are thermal, green warheads are kinetic and yellow ones are explosive.

Faction missiles (like the Caldari Navy Sabretooth) are available and offer a useful increase in DPS for a price. They're unlikely to be worth it in PvE, but if you're flying as a damage-dealer in PvP it's a good idea to invest in one or two magazines' worth of them if you can afford it.

T2 Missiles

Just as there are T2 ammo types that only T2 turrets can fire, so there are T2 missiles that only T2 launchers can fire.

Unguided T2 missiles come in two varieties: Javelin and Rage. (These names appear within the missile name on the market, so you would look for a Foxfire Javelin Rocket or a Foxfire Rage Rocket.) Javelin missiles have a better range (see below for an explanation of missile range) but reduced damage, and loading them reduces your ship's maximum speed. Rage missiles do more damage but have a shorter range, and loading them increases your ship's signature radius.

Guided T2 missiles also come in two varieties: Precision and Fury. (Again, this means on the market you look for Sabretooth Precision Light Missiles and Sabretooth Fury Light Missiles, for example.) Precision missiles have an easier time hurting smaller targets, but they have lower ranges and damage than their T1 equivalents, and loading them reduces your ship's maximum speed. Fury missiles do more damage but at a somewhat reduced range, and loading them increases your ship's signature radius.

Missile Characteristics

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.

Velocity and flight time will be modified by your skills (see below) and possibly by ship bonuses too (the Caracal, for example, has a per-level bonus to missile velocity).

However, missiles don't generally fly straight in one direction to hit a stationary target. If your target is not staying still your missiles must chase them around, which may reduce their range somewhat. Furthermore, missiles aren't launched at their top speed -- they have to accelerate for a bit, which also reduces their range.

The Eve Fitting Tool can give you an estimated range with your skills.

Damage

Every missile has a base figure for damage. 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 radius (also in metres) 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.

Target Painters aimed at the target, varius modules such as shield extenders and active Microwarpdrives fitted on the target can increase the target's signature radius. Rigor Catalyst rigs will reduce your missiles' explosion radius. The previously-mentioned Guided Missile Precision skill reduces the explosion radius of your guided missiles (but not your unguided ones).

If the target's velocity is higher than the missile's explosion velocity there will be a penalty to the missile's damage. Again, there is no damage bonus when the target's velocity is lower than the missile's explosion velocity.

Stasis webifiers will slow a target down. You can also fit Flare Catalyst rigs to increase your missiles' explosion velocity. Target Navigation Prediction will reduce the effect of your target's velocity.

Kinds of Missile

In the tables all figures are base figures for the standard T1 missile, not modified by any pilot skills or ship bonuses. The figure for refire rate is included because sometimes the difference in DPS between short- and long-ranged varieties of missile is in the rate of fire not the pure damage. The figure is the base refire rate of the vanilla T1 Meta 0 launcher.

Small

Missile Flight Time (s) Max Speed (m/s) Damage Exp. Velocity (m/s) Exp. Radius (m) Refire Rate (s)
Rocket 2 2,250 25 85 20 4
Light Missile 5 3,750 75 170 50 15/12†

† Light missiles can be loaded in Standard Launchers or Assault Missile Launchers (not to be confused with Heavy Assault Missile Launchers). AMLs are cruiser-sized anti-frigate launchers: they fit on cruisers and battlecruisers, but fire light missiles.

  • Rocket Launchers are widely derided for their pitiful DPS. One is sometimes fitted as a supplementary weapon in some Rifter fits. One AF, the Vengeance, is designed to use rockets, and it is (predictably) derided for its pitiful DPS.
  • Standard Launchers work well in Level 1 missions on a Kestrel. In PvP the Kestrel and the Crow can try to use the range of light missiles to kite other frigates.
  • Assault Missile Launchers ("AMLs") go very nicely on a Caracal to make an anti-frigate platform for Level 2 missions, or for frigate-hunting in PvP. They are also sometimes fitted as supplementary weapons on Ruptures and Hurricanes.

Medium

Missile Flight Time (s) Max Speed (m/s) Damage Exp. Velocity (m/s) Exp. Radius (m) Refire Rate (s)
Heavy Assault Missile 4 2,250 100 101 125 8
Heavy Missile 10 3,750 150 81 125 15
  • Heavy Assault Missile ("HAM") Launchers have high fitting requirements, so high that once you've used a Caracal's rig and low slots to get enough grid and CPU to fit them, you don't get very good DPS. They work well on a PvP Drake, however. The Sacrilege HAC has bonuses specifically for HAMs.
  • Heavy Missile Launchers ("Heavies", "HMLs") are the standard weapon for Level 3-running Drakes. The Cerberus HAC can use them to snipe, sort-of.

Large

Missile Flight Time (s) Max Speed (m/s) Damage Exp. Velocity (m/s) Exp. Radius (m) Refire Rate (s)
Torpedo 6 1,500 450 71 450 18
Cruise Missile 20 3,750 300 69 300 22
  • Siege Missile Launchers ("Sieges"), the launchers for torpedoes ("torps") are fitted on PvP Ravens for close-up DPS, and on Typhoons for an armor-RR-capable missile platform. The Golem marauder has bonuses which let it use torpedoes with long ranges in PvE.
  • The stealth bombers are T2 frigates with special fitting bonuses which let them fit siege launchers for high-alpha surprise attacks. Since bombs can't be used in empire space this is the stealth bomber's only weapon in highsec and lowsec.
  • Cruise Missile Launchers are the PvE weapons for the Raven and in some unusual PvE Typhoon fits.

Extra Large

Missile Flight Time (s) Max Speed (m/s) Damage Exp. Velocity (m/s) Exp. Radius (m) Refire Rate (s)
Citadel Torpedo 15 1,750 2,000 20 2,000 26
Citadel Cruise Missile 20 4,250 1,500 29 1,750 44
  • These are for capital ships, particularly the Phoenix dreadnought. They can be supplementary weapons on the Leviathan titan. Like other XL weapons, they are good against stationary installations and other capital ships, but struggle to hurt battleships and anything smaller.

Defender Missiles

Friend or Foe Missiles

Usage Notes

PvE: Dominance

[quick to train and selectable damage types]

PvP: The Delayed Damage Problem

[notes on both sides of the debate, and a hopefully balanced ruling]

Missile Skills Summary

[list of skills that affect missiles]

Further Reading