Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Missiles: Difference between revisions

From EVE University Wiki
The Delayed Damage Problem: Noted the range oddities
Line 164: Line 164:


==== The Delayed Damage Problem ====
==== The Delayed Damage Problem ====
One of the issues with missiles compared to turrets is that while turret shots impact and damage their targets in the same moment as they are fired, missiles do not have this luxury. In stead, when a missile is launched, there can be several seconds of delay between the launch and the target being damaged. This has three effects. One, in PvE, it can lead to wasting missiles overkilling targets (where the target dies with another volley of missiles in-flight), and at the same time leave the attacker exposed to enemy fire for longer. Two, in PvP, when an enemy is targeted by missiles, they receive the warning about being Red Boxed at the moment the launchers fire, which gives them time to either overheat active hardeners, broadcast for their logistics to repair them, or, at longer ranges, potentially warp out before the missiles land. And three, to prevent the obvious exploit of launching missiles and then warping out before the missiles connect, if a ship enters warp, all of the missiles it has in-flight vanish immediately. This means that, especially at long range, missile ships must stay on grid until all of their fired missiles have landed, to avoid losing damage. This gives more time for the missile ships to be targeted and fired upon.
One of the issues with missiles compared to turrets is that while turret shots impact and damage their targets in the same moment as they are fired, missiles do not have this luxury. In stead, when a missile is launched, there can be several seconds of delay between the launch and the target being damaged. This has several effects.  
#In PvE, it can lead to wasting missiles overkilling targets (where the target dies with another volley of missiles in-flight), and at the same time leave the attacker exposed to enemy fire for longer.
#In PvP, when an enemy is targeted by missiles, they receive the warning about being Red Boxed at the moment the launchers fire, which gives them time to either overheat active hardeners, broadcast for their logistics to repair them, or, at longer ranges, potentially warp out before the missiles land.  
#If an enemy ship is flying away from a missile ship, the missiles need to chase after it as it flies away. This means that missiles can have significantly reduced effective range when used on fleeing enemies. (However, in exchange they also gain significantly ''increased'' effective range when running away and shooting at a pursuer.) Furthermore, extremely fast ships like [[Interceptors]] can actually completely outrun missiles which are in flight, and never be hit at all despite staying within range.
#To prevent the obvious exploit of launching missiles and then warping out before the missiles connect, if a ship enters warp, all of the missiles it has in-flight vanish immediately. This means that, especially at long range, missile ships must stay on grid until all of their fired missiles have landed, to avoid losing damage. This problem is most obvious on [[Stealth Bombers]] making torpedo runs on targets.


== Footnotes and references ==
== Footnotes and references ==