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=== Summary === | === Summary === | ||
In general launcher weapon systems do more damage per hit than turreted systems, but launchers fire slowly compared to turrets, and missiles take much longer to reach their targets.<ref>For example, with a firing time of around 40 seconds, 1400 mm artillery is slower than any launcher. This is a rarity, though.</ref> While damage, firing speed and travel time can be modified by means of [[#Related Skills and Equipment|skills and equipment]], the relationships hold even with these improvements. This has tactical implications. With a low ranged, fast firing turret ship, the pilot wants to get in close and keep the target locked. With a long ranged, slowly firing missile ship, the pilot wants to stay beyond the target's range and go for a | In general launcher weapon systems do more damage per hit than turreted systems, but launchers fire slowly compared to turrets, and missiles take much longer to reach their targets.<ref>For example, with a firing time of around 40 seconds, 1400 mm artillery is slower than any launcher. This is a rarity, though.</ref> While damage, firing speed and travel time can be modified by means of [[#Related Skills and Equipment|skills and equipment]], the relationships hold even with these improvements. This has tactical implications. With a low ranged, fast firing turret ship, the pilot wants to get in close and keep the target locked. With a long ranged, slowly firing missile ship, the pilot wants to stay beyond the target's range and go for a slower kill. | ||
== Launcher and Missile Classes and Types == | == Launcher and Missile Classes and Types == | ||
{{ note box | <small>'''Warning''': The data shown here are for general discussions of weapons systems. Some details have been omitted. If you are fitting a ship, it is highly recommended that you use the in-game [[Show Info and Compare Tool|Compare Tool]] to evaluate the relative merits of the various launchers and missiles that you are considering. More detailed data are also listed in [[Fitting Missile Launchers]].</small> | italics = yes }} | {{ note box | <small>'''Warning''': The data shown here are for general discussions of weapons systems. Some details have been omitted. If you are fitting a ship, it is highly recommended that you use the in-game [[Show Info and Compare Tool|Compare Tool]] to evaluate the relative merits of the various launchers and missiles that you are considering. More detailed data are also listed in [[Fitting Missile Launchers]].</small> | italics = yes }} | ||
Each launcher class can launch missiles of that class. E.g., Light Missile Launchers launch Light Missiles, as do Rapid Light Missile Launchers. Heavy Assault Missile Launchers launch Heavy Assault Missiles. Torpedo Launchers launch | Each launcher class can launch missiles of that class. E.g., Light Missile Launchers launch Light Missiles, as do Rapid Light Missile Launchers. Heavy Assault Missile Launchers launch Heavy Assault Missiles. Torpedo Launchers launch Torpedoes. And so on. Different types of launchers within the class vary the firing rate and other characteristics of the launchers. Typically the Tech I Arbalest, Limos and Malkuth launchers, as well as the Tech 2 launchers, use less CPU, have faster firing rates and are less prone to damage from overheating. | ||
Similarly, there are multiple missile types within a class. Each variety of EVE damage is represented by a missile category. <span style="color:# | Similarly, there are multiple missile types within a class. Each variety of EVE damage is represented by a missile category. <span style="color:#fa8d84"> Inferno</span>, <span style="color:#71c4f8">Mjolnir</span>, <span style="color:#f8e97c">Nova</span> and <span style="color:#73dc76">Scourge</span> apply <span style="color:#fa8d84">thermal</span>, <span style="color:#71c4f8">EM</span>, <span style="color:#f8e97c">explosive</span> and <span style="color:#73dc76">kinetic</span> damage, in that order. A given missile will apply only one variety of damage, and each missile category does the same number of hit points of damage. Other missile types vary the flight time, base damage (hit points), and other characteristics of the missile. Gurista, Caldari Navy and Dread Gurista missiles are little different from standard missiles except that they have higher base damage; Guristas least, and Dread Guristas most. | ||
"Advanced" missiles come in sets: | "Advanced" missiles come in sets: | ||