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Missiles: Difference between revisions

From EVE University Wiki
Equipment: Added note on Kinetic Locked Caldari ships
Shortage Phase Production notes.
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#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.
#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.
#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.
== Production ==
Due to the Shortage Phase, Isogen, Nocxium and Zydrine no longer appear in High Security Space. With this in mind, players (particularly those who craft their own ammunition, especially if they also mine the materials themselves) can find themselves burning through expensive stockpiles of these materials. A table provided below will hopefully assist the player somewhat in making choices of missiles to use in PvE to minimize such shortages.
{|class=wikitable style="width: 400px;background:#111111"
|-
| Rocket (All Warheads)
| Highsec
|-
| Light (All Warheads)
| Highsec
|-
| Heavy (All Warheads)
| Nocxium
|-
| Inferno Cruise
| Zydrine
|-
| Mjolnir Cruise
| Zydrine
|-
| Nova Cruise
| Isogen & Zydrine
|-
| Scourge Cruise
| Nocxium & Zydrine
|-
| Inferno Torpedo
| Isogen, Nocxium & Zydrine
|-
| Mjolnir Torpedo
| Megacyte
|-
| Nova Torpedo
| Zydrine
|-
| Scourge Torpedo
| Megacyte
|-
|}
Auto-Targeting and Assault variants use the same as entered above.
Highsec refers to Only Tritanium, Pyerite and Mexallon. Other entries are those materials required in addition to Highsec ones. So for example, if you have a potential choice of Light Rapid Missiles or Heavy Missiles (e.g. on a Bellicose) and other tactical considerations are not applicable, then using rapid light missiles would remove the need for Nocxium while crafting ammunition replenishment.
For the cruise and Torpedo variants, this information may assist in choosing which type of damage to deal. So for example, Guristas Pirates are more susceptable to Scourge Missiles than Inferno Missiles, but these will use up Nocxium as well as Zydrine. You may therefore choose to deal damage slower by using Inferno saving Nocxium stockpiles when crafting replenishments. Bombers, it should be noted, have bonuses to particular torpedoes.


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