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Missiles: Difference between revisions

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{{Update|This page contains a lot of links to the old eveonline wiki which need to be replaced or removed.}}
{{Update|This page contains a lot of links to the old eveonline wiki which need to be replaced or removed.}}
{{Weapon Systems Links}}
{{hatnote|This article details the basic operation of missile launcher weapon systems. For information on how missile damage is calculated, see [[Missile damage]]. For information regarding fitting missile launchers, see [[Fitting Missile Launchers]]. For a complete list of ships that have bonuses for missiles, see [[Missile Ships]].}}


This article covers the basic operation of launcher based weapons systems. It explains how launchers work and describes the types and varieties of the missiles that they launch. It does not go into the specifics of how missile explosions do damage, nor does it cover launcher systems in the detail needed to fit a ship. For those see: [[Missile Damage]] and also [[Fitting Missile Launchers]]. For a complete list of ships that have bonuses for launcher weapons see [[Missile Ships]].
'''Missiles''' are self-propelled ammunition launched from '''missile launchers''', one of the two most widely used weapon types in EVE (the other being turrets). Unlike turret weapons, missiles have the ability to track and follow their target. Rather than optimal and falloff range, missile range is determined by velocity and flight time, while missile damage is determined by the velocity and signature radius of the target and the explosion radius, explosion velocity, and damage reduction factor of the missile.
{{Weapon Systems Links}}
== Introduction: Doing Damage ==
The two most widely used types of weapon systems are Turrets and Launchers. Turrets fire a stream of damage bundles (''projectiles, charges, laser beams'') that travels in a straight line out from the turret as the turret moves to track the target. Launchers fire self-propelled bundles of damage (''rocket, missile, torpedo'') that chase down the target. (''There are exceptions, [[drones]], for example, but most weapons follow one of these patterns''.)
[[File:QSM_track_on.gif‎‎|frame|left|alt=turret tracking fast enough to hit target|Turret Tracks the Target]]
In each case, the actual damage done to the target depends on a number of factors. You can read the details in these two articles: [[Turret Damage]] / [[Missile Damage]] - but for now it is enough to recognize that the two weapons systems do damage in different ways. Given that the target is within range of the weapon, then the final damage to the target depends on <span style="color:#bfbb7d">the base damage of the weapon</span>, <span style="color:#bfbb7d">the signature radius of the target</span> and:
[[File:QSM_missile_orbit.gif‎|frame|alt=missile hitting an orbiting target|Missile Chases the Target]]
[[File:QSM_missile_orbit.gif‎|frame|alt=missile hitting an orbiting target|Missile Chases the Target]]


* Turret: <span style="color:#bfbb7d">transversal speed of target, turret tracking, turret signature resolution, turret optimal range, turret range falloff</span>
The primary strength of missiles is that, assuming that the target is within range, a missile will always "hit" its target, but the damage dealt will vary depending on the size of the target and the speed of the explosion. However, missile launchers fire more slowly than turrets of a similar size, and missile damage is delayed due to travel time, rather than being instantaneous.
 
* Launcher: <span style="color:#bfbb7d">velocity of target, explosion radius of missile, explosion velocity of missile, damage reduction factor</span>
 
The difference, in simple terms, is that launchers will always "hit", but the damage done will vary depending on the size of the target and the speed of the explosion. On the other hand, turrets may miss the target, but a hit will always do at least a basic minimum amount of damage.
 
It may seem that a 100% chance to hit any target within range is a significant advantage, however this is balanced by other factors, including especially the firing speed of the weapon and the travel time of the damage bundle. In general, launched weapons fire more slowly and take more time to strike their targets, thus leaving their ships more open to retaliation. In any case, you can rest assured that neither type of weapons system has an advantage over the other in and of itself. The advantages arise from the ship bonuses, ship fittings, and pilot skills and experience.


The remainder of this article will deal with the mechanics and characteristics of launcher based weapons systems. These will be compared in general terms that do not provide the details required for fitting. For information about specific missiles and launchers, please refer to the article on [[Fitting Missile Launchers]].
A missile does not so much hit a ship as explode near it. When a missile crosses the [[signature radius]] of its target, it blows up.  The speed at which this explosion grows and the maximum size of the explosion determine the amount of damage done to the target. EVE uses a [[Missile damage#Missile damage formula|mathematical equation]] to compute the precise amount of damage that the explosion does to the ship.


<span style="color:#768d31">Note that launcher based damage bundles are often called "missiles", and that this term can refer to any of rockets, missiles, torpedoes and bombs (even though [[bombs]] have an entirely different physical mechanics).  </span>
<span style="color:#768d31">Note that launcher ammunition is often called "missiles" regardless of the ammunition's proper name, and thus this term can refer to any of rockets, missiles, torpedoes and bombs (even though [[bombs]] have an entirely different physical mechanics).  </span>


== Missile Range and Launcher Firing Rate ==
== Missile range ==
A missile does not so much hit a ship as explode near it. When a missile crosses the [[signature radius]] of its target, it blows up.  The speed at which this explosion grows and the maximum size of the explosion determine the amount of damage done to the target. [[File:Qsm_missile_sigrad.gif‎|frame|right|alt=animation of missile hit|Missile Explodes at Signature Radius]] EVE uses a mathematical equation to compute the precise amount of damage that the explosion does to the ship, thus the details of what happens when a missile hits are somewhat complicated — and these are explained in [[Missile Damage]].
=== Range ===
When fired, a missile will leave the launcher, quickly accelerate, and then  proceed at its best speed directly at the target until it runs out of fuel. If it encounters the target during that time, it will explode - otherwise it will vanish. The approximate maximum distance that a missile will travel can be found by multiplying the speed of the missile by the number of seconds that its fuel will last. (''The approximation is due to the slightly slower speed as the missile accelerates at launch. Also, missile travel time is expressed in whole seconds - this can matter when targeting at extreme range''.<ref>If the flight time is a fraction, EVE rounds it up or down. At times, this produces considerable departures from the computed range. See [http://forum.eveuniversity.org/viewtopic.php?f=29&t=95249&p=810154 Interesting fact about missile mechanics] for details.</ref>)
When fired, a missile will leave the launcher, quickly accelerate, and then  proceed at its best speed directly at the target until it runs out of fuel. If it encounters the target during that time, it will explode - otherwise it will vanish. The approximate maximum distance that a missile will travel can be found by multiplying the speed of the missile by the number of seconds that its fuel will last. (''The approximation is due to the slightly slower speed as the missile accelerates at launch. Also, missile travel time is expressed in whole seconds - this can matter when targeting at extreme range''.<ref>If the flight time is a fraction, EVE rounds it up or down. At times, this produces considerable departures from the computed range. See [http://forum.eveuniversity.org/viewtopic.php?f=29&t=95249&p=810154 Interesting fact about missile mechanics] for details.</ref>)


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There is no way to control the path of a missile once it has been launched. It will point itself at its target and follow the target until it hits or runs out of fuel.
There is no way to control the path of a missile once it has been launched. It will point itself at its target and follow the target until it hits or runs out of fuel.
  {{clear}}
  {{clear}}
=== Firing Rate ===
== Missile Launcher firing rate ==
After a launcher fires its missile, it must rest for a time before it fires again - this is called the "rate of fire". Turrets also have a firing rate, but launchers are much slower.
After a launcher fires its missile, it must rest for a time before it fires again - this is called the "rate of fire". Turrets also have a firing rate, but launchers are much slower.
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Launchers also have a "reload time". This is not the firing rate, but rather the time it takes to reload the launcher after all of its missiles have been fired. When the launcher is empty, it automatically checks the cargo bay and reloads the same missiles if any are available. If none are, it will sit empty. At any time, a pilot can stop the launcher from firing and reload from the cargo bay with the same or different missiles.
Launchers also have a "reload time". This is not the firing rate, but rather the time it takes to reload the launcher after all of its missiles have been fired. When the launcher is empty, it automatically checks the cargo bay and reloads the same missiles if any are available. If none are, it will sit empty. At any time, a pilot can stop the launcher from firing and reload from the cargo bay with the same or different missiles.


== Launcher and Missile Classes and Types ==
== Launcher and Missile 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 details on specific equipment are also given 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 details on specific equipment are also given in [[Fitting Missile Launchers]].</small> | italics = yes }}


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T1 ships with bonuses for launchers and/or missiles are also listed. For information on T2 and T3 ships, please read [[Missile Ships]].
T1 ships with bonuses for launchers and/or missiles are also listed. For information on T2 and T3 ships, please read [[Missile Ships]].


=== Frigate and Destroyer Based ===
=== Small Missiles and Launchers ===
''T1 bonused ships''
''T1 bonused ships''
* Frigates: [[Condor]], [[Kestrel]], [[Breacher]]
* Frigates: [[Condor]], [[Kestrel]], [[Breacher]]
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=== Cruiser and Battlecruiser Based ===
=== Medium Missiles and Launchers ===
''T1 Bonused Ships''
''T1 Bonused Ships''
* Cruisers: [[Caracal]], [[Bellicose]]
* Cruisers: [[Caracal]], [[Bellicose]]
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=== Battleship Based ===
=== Large Missiles and Launchers ===
''T1 Bonused Ships''
''T1 Bonused Ships''
* Battleships: [[Raven]], [[Typhoon]]
* Battleships: [[Raven]], [[Typhoon]]
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'''Note:''' Each race has a T2 Frigate class [[Stealth Bomber]] ({{icon|isis caldari|22}}[[Manticore]], {{icon|isis minmatar|22}}[[Hound]], {{icon|isis amarr|22}}[[Purifier]], {{icon|isis gallente|22}}[[Nemesis]]) that has a 99.65% reduction in Torpedo Launcher powergrid requirements. These ships are also bonused for torpedo damage and stealth.
'''Note:''' Each race has a T2 Frigate class [[Stealth Bomber]] ({{icon|isis caldari|22}}[[Manticore]], {{icon|isis minmatar|22}}[[Hound]], {{icon|isis amarr|22}}[[Purifier]], {{icon|isis gallente|22}}[[Nemesis]]) that has a 99.65% reduction in Torpedo Launcher powergrid requirements. These ships are also bonused for torpedo damage and stealth.


=== Capital Ship Based ===
=== Capital Missiles and Launchers ===


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=== Specialized ===
=== Specialized Missiles and Launchers ===


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* ''[[Bombs]]'' are included here for reference. Although they are launched, bombs are unguided, area of effect weapons. They do not follow the mechanics of missiles, but require some missile skills to use.
* ''[[Bombs]]'' are included here for reference. Although they are launched, bombs are unguided, area of effect weapons. They do not follow the mechanics of missiles, but require some missile skills to use.


== Related Skills and Equipment ==
== Related skills and equipment ==


===Skills===
===Skills===
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In addition, Eve offers pilots a number of skills specific to launched weapons systems. If you are new to missiles, train these at least to Level 3, and train higher in the ones that seem most useful to you.  
In addition, Eve offers pilots a number of skills specific to launched weapons systems. If you are new to missiles, train these at least to Level 3, and train higher in the ones that seem most useful to you.  


==== Primary Missile Skills ====
==== Primary Missile skills ====
There is a specific [[Skills:Missiles|primary missile skill]] for each class of missiles, and each will let you load and fire that one class. In addition, each level of the skill will improve your damage by 5% when using that particular missile class. These are somewhat cumulative - that is, you need LIght Missiles III to train Heavy Missiles, and Heavy Missiles III to train Cruise Missiles - and other dependencies apply.  
There is a specific [[Skills:Missiles|primary missile skill]] for each class of missiles, and each will let you load and fire that one class. In addition, each level of the skill will improve your damage by 5% when using that particular missile class. These are somewhat cumulative - that is, you need LIght Missiles III to train Heavy Missiles, and Heavy Missiles III to train Cruise Missiles - and other dependencies apply.  


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*Most pilots train the primary skills for Rockets and Light Missiles at least to Level III first, and then move on to larger missiles and launchers as they move to larger ships.
*Most pilots train the primary skills for Rockets and Light Missiles at least to Level III first, and then move on to larger missiles and launchers as they move to larger ships.


==== Launcher Support Skills ====
==== Launcher support skills ====
These skills apply to missile launchers. They increase firing rate and damage, and they improve the accuracy of missiles against smaller, faster targets.
These skills apply to missile launchers. They increase firing rate and damage, and they improve the accuracy of missiles against smaller, faster targets.
*{{sk|Missile Launcher Operation}} 2% Bonus to missile launcher rate of fire per skill level. This gives a bonus to DPS — and it is<span style="color:#bfbb7d"> a prerequisite for many other missile skills.</span> Train this one first, and plan eventually to train it to Level V.
*{{sk|Missile Launcher Operation}} 2% Bonus to missile launcher rate of fire per skill level. This gives a bonus to DPS — and it is<span style="color:#bfbb7d"> a prerequisite for many other missile skills.</span> Train this one first, and plan eventually to train it to Level V.
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*{{sk|Target Navigation Prediction}} 10% decrease per level in factor of target's velocity for all missiles. As with Guided Missile Precision, this makes missiles more effective against small targets.
*{{sk|Target Navigation Prediction}} 10% decrease per level in factor of target's velocity for all missiles. As with Guided Missile Precision, this makes missiles more effective against small targets.


==== Missile Specialization Skills ====
==== Missile Specialization skills ====
Some missile classes also have a "Specialization" skill. This gives you access to T2 launchers and missiles, and it provides a 2% bonus per level to the rate of fire of modules that require the specialization. Most of these require that you have trained the Primary Skill to Level V, so they are usually pursued after your other training is complete.
Some missile classes also have a "Specialization" skill. This gives you access to T2 launchers and missiles, and it provides a 2% bonus per level to the rate of fire of modules that require the specialization. Most of these require that you have trained the Primary Skill to Level V, so they are usually pursued after your other training is complete.
*[[Skills:Missiles#Rockets_and_light_missiles|Rockets and Light Missiles]]  
*[[Skills:Missiles#Rockets_and_light_missiles|Rockets and Light Missiles]]  
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=== Damage and Range ===
=== Damage and range ===
As noted in the article on [[Missile Damage]]:
As noted in the article on [[missile damage]]:


{{Color box | color=#222222 | border=#ffeeee | While a missile can apply up to 100% of the Base Damage to a ship in some situations, damage is often reduced by two factors:
{{Color box | color=#222222 | border=#ffeeee | While a missile can apply up to 100% of the Base Damage to a ship in some situations, damage is often reduced by two factors:
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In other words, missile weapons are best at doing damage to larger, slower targets at longer range. This is not to say that a pilot cannot kill small, fast targets with the right missiles, or that there are no short range missile boats. Rather, the most common applications of launcher fitted ships tend to be as longer ranged, heavy damage weapons.
In other words, missile weapons are best at doing damage to larger, slower targets at longer range. This is not to say that a pilot cannot kill small, fast targets with the right missiles, or that there are no short range missile boats. Rather, the most common applications of launcher fitted ships tend to be as longer ranged, heavy damage weapons.


==== Fleet Roles ====
==== Fleet roles ====
Because missiles are usually most effective against bigger, slower targets, missile ships in fleets often find themselves in the "sniper" role — assigned to picking off specific enemy targets (''such as [[Logistics_101#The_ships|logistics vessels]]''). In small fleet encounters there may be few, if any, such targets, and the encounter may in fact be over before the missile ship's damage begins to matter. As a result, missile ships are most often found in larger fleets.<ref>There do exist doctrines for entire fleets of missile ships. Fleets of [[Stealth Bombers]], for example, are common, and there is even an E-UNI group, the [[UniBombers]], dedicated to this style of combat.</ref>
Because missiles are usually most effective against bigger, slower targets, missile ships in fleets often find themselves in the "sniper" role — assigned to picking off specific enemy targets (''such as [[Logistics_101#The_ships|logistics vessels]]''). In small fleet encounters there may be few, if any, such targets, and the encounter may in fact be over before the missile ship's damage begins to matter. As a result, missile ships are most often found in larger fleets.<ref>There do exist doctrines for entire fleets of missile ships. Fleets of [[Stealth Bombers]], for example, are common, and there is even an E-UNI group, the [[UniBombers]], dedicated to this style of combat.</ref>


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PvP is much more difficult in this regard. Inexperienced pilots may chase you to their deaths, but experienced pilots will just let you run. PvP kiting is more likely to show up in gangs of fast ships that hit and run from multiple directions at once ... a kind of "[[wolfpack]]" attack that leaves their target unable to either run or close on a target.
PvP is much more difficult in this regard. Inexperienced pilots may chase you to their deaths, but experienced pilots will just let you run. PvP kiting is more likely to show up in gangs of fast ships that hit and run from multiple directions at once ... a kind of "[[wolfpack]]" attack that leaves their target unable to either run or close on a target.


== Footnotes and References ==
== Footnotes and references ==
{{reflist}}
{{reflist}}


[[Category:Ship Fitting]]
[[Category:Ship Fitting]]