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Caesius tyrr (talk | contribs) mNo edit summary |
Al hubbard (talk | contribs) Added new missile modules, and noted that almost no Gallente ships are designed for missiles. |
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'''Missiles launchers''' 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. | '''Missiles launchers''' 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 several Minmatar ships as well as a few T2 Amarr | The Caldari are the main missile-using race, though there are a several Minmatar ships as well as a few T2 Amarr ships which also use missiles. Almost no Gallente ships are designed for missile use. For a list of ships which use missile launchers, refer to [[Missile Ships]]. | ||
==Overview== | ==Overview== | ||
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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! | 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! | ||
===Warheads=== | ===Warheads=== | ||
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Skills which, although not filed under Missiles on the Character Sheet, are still very useful for missile users include: | Skills which, although not filed under Missiles on the Character Sheet, are still very useful for missile users include: | ||
*The [[Fitting_Guidelines#Train_fitting_skills|fitting skills]], which will make it easier to fit launchers (especially the powergrid- and CPU-hungry T2 launchers) onto your ship. | * The [[Fitting_Guidelines#Train_fitting_skills|fitting skills]], which will make it easier to fit launchers (especially the powergrid- and CPU-hungry T2 launchers) onto your ship. | ||
* Targeting skills. {{sk|Signature Analysis}} lets you lock the enemy faster and is important for any combat pilot. {{sk|Target Management}} lets you queue more targets. {{sk|Long Range Targeting}} lets you target at longer ranges. | * Targeting skills. {{sk|Signature Analysis}} lets you lock the enemy faster and is important for any combat pilot. {{sk|Target Management}} lets you queue more targets. {{sk|Long Range Targeting}} lets you target at longer ranges. | ||
==Related Modules== | |||
There are a few modules and rigs which affect missiles. | |||
* Missile Guidance Computers – these are active, scriptable, mid slot modules that give bonuses to missile velocity, missile flight time, explosion radius of missiles, and explosion velocity of missiles. Using ‘Missile Precision Script’ or ‘Missile Range Script’ you can double the bonus to either range or application, sacrificing the other. | |||
* Ballistic Control Systems - these are passive, low slot modules which increase missile damage and rate of fire. | |||
* Missile Guidance Enhancers – these are passive, low slot modules that give bonuses to missile velocity, missile flight time, explosion radius of missiles, and explosion velocity of missiles. | |||
There are also numerous rigs which affect missiles, all at the cost of increased CPU requirements for launchers. | |||
* Bay Loading Accelerator - Increases missile launchers' rate of fire. | |||
* Hydraulic Bay Thrusters - Increases missile velocity. | |||
* Rocket Fuel Cache Partition - Increases missile flight time. | |||
* Warhead Calefaction Catalyst - Increases missile damage. | |||
* Warhead Flare Catalyst - Increases explosion velocity. | |||
* Warhead Rigor Catalyst - Decreases explosion radius. | |||
==Further Reading== | ==Further Reading== | ||