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User:Hirmuolio Pine/sandbox: Difference between revisions

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{{Weapon Systems Links}}
{{Weapon Systems Links}}


{{ note box | This article details the basic operation of missile launcher weapon systems, including launcher and missile types, related skills, and related tactics. Other articles in this wiki include:
'''Missiles''' are self-propelled ammunition launched from '''missile launchers'''. 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.
*[[Missile mechanics]] explains how EVE computes the damage done by an exploding missile,
*[[Fitting Missile Launchers]] discusses the ins and outs of putting missile weaponry on your ship,
*[[Missile Ships]] gives a complete list of all ships that can use missile launchers and compares their attributes.}}
 
 
'''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.


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.
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.
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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.
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 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>
<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 or torpedoes </span>


== Missile range ==
== Missile 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''.)
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 eve running at 1 second intervals while missile flight time may not be a whole number''.)
[[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]]
  Maximum Distance ≈ Speed x Seconds of Fuel
  Maximum Distance ≈ Speed x Seconds of Fuel
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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}}
 
== 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.
{| class="wikitable sortable" style="text-align:left;font-size:80%; margin: 1em auto 1em auto;"
! scope="col" width="200px" style="background-color:#222222;" text-align:left" | <small>Weapon</small>
! scope="col" width="80px" style="background-color:#222222;" | <small>Firing Rate (Seconds)</small>
! scope="col" width="80px" style="background-color:#222222;" | <small>Typical Base Damage (HP)</small>
|-
| Cruise Missile Launcher|| 21 || 375
|-
| Light Missile Launcher|| 16 || 83
|-
| 350 mm Railgun (Large)|| 7 || 34
|-
| Large Dual Heavy Beam Laser|| 7  || 34
|-
| Light Electron Blaster|| 2 || 9
|-
| colspan="3" style="text-align: center;" | <small>Note that values are approximate; for comparison only.</small>
|}
There is a correlation between firing rate and the base weapon damage. In general, launchers fire more slowly, but their missiles do more damage; while turrets depend on a stream of quickly fired, but individually less potent damage bundles.<ref>Exceptions exist. For example, with a firing time of around 40 seconds, 1400 mm artillery is slower than any launcher. This is a rarity, though.</ref>
 
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 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 }}


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 1 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.  
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.


Each variety of EVE damage is available for each missile type. <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.  
Each variety of EVE damage is available for each missile type. <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.  
Other missile types vary the flight time, base damage (hit points), and other characteristics of the missile.  
*Guristas, Caldari Navy and Dread Guristas missiles are little different from standard missiles except that they have higher base damage; Guristas least, and Dread Guristas most.  
*Guristas, Caldari Navy and Dread Guristas faction missiles simply have higher base damage; Guristas least, and Dread Guristas most.  
*"Advanced" missile types come in sets:
*"Advanced" T2 missile types come in sets:
:# ''Precision versus Fury'': Precision missiles have a faster, smaller explosion and will do more damage to a small, fast target - while Fury missiles, with their larger, slower explosions do more damage against larger, slower targets. Precision/Fury missiles are available for Light, Heavy and Cruise missile launchers.
:# ''Precision versus Fury'': Precision missiles have a faster, smaller explosion and will do more damage to a small, fast target - while Fury missiles, with their larger, slower explosions do more damage against larger, slower targets. Precision/Fury missiles are available for Light, Heavy and Cruise missile launchers.
:# ''Long Range versus Anti-ship'': Javelin long range missiles travel considerably farther than their Rage counterparts; but the Rage missiles have a significantly larger base damage. Javelin/Rage missiles are available for Rocket, Heavy Assault and Torpedo missile launchers.  
:# ''Long Range versus Anti-ship'': Javelin long range missiles travel considerably farther than their Rage counterparts; but the Rage missiles have a significantly larger base damage. Javelin/Rage missiles are available for Rocket, Heavy Assault and Torpedo missile launchers.