Difference between revisions of "Missiles"
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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. |
− | [[ | + | |
− | [[ | + | 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 [http://wiki.eveonline.com/en/wiki/Guided_Missile_Precision 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 [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. | ||
+ | |||
+ | ===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|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 ([[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). | ||
+ | |||
+ | 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 [http://www.eveonline.com/ingameboard.asp?a=topic&threadID=548883 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|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. [http://wiki.eveonline.com/en/wiki/Target_Navigation_Prediction 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=== | |
− | + | {| border="1" | |
+ | ! 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 [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. | |
− | + | * 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. | |
+ | * 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]. | ||
− | + | ===Medium=== | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | {| border="1" | |
− | + | ! 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 [http://wiki.eveonline.com/en/wiki/Sacrilege Sacrilege] [[Cruiser#Heavy Assault Ships|HAC]] has bonuses specifically for HAMs. | |
− | + | * 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. | |
− | |||
− | + | ===Large=== | |
− | = | + | {| border="1" |
+ | ! 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 [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. | |
+ | * 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. | ||
+ | * Cruise Missile Launchers are the PvE weapons for the Raven and in some unusual PvE Typhoon fits. | ||
− | + | ===Extra Large=== | |
− | + | {| border="1" | |
+ | ! 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 [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. | |
− | === | + | ===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== | ==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. | ||
+ | |||
+ | [[Category:Eve Lexicon]] | ||
+ | [[Category:PvE]] | ||
+ | [[Category:PvP]] | ||
+ | [[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
- A 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.