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Drebin 679 (talk | contribs) Added base stat table |
Drebin 679 (talk | contribs) Added launcher section |
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=== Stats Overview === | === Stats Overview === | ||
Listed below are the base stats of the tech 1 missile, with a tech 1, meta 0 launcher, with no skill or hull bonuses. Training in missile skills will improve | Listed below are the base stats of the tech 1 missile, with a tech 1, meta 0 launcher, with no skill or hull bonuses. Training in missile skills will improve missile performance significantly compared to the stats below. | ||
{| class="wikitable" style="text-align:center" | {| class="wikitable" style="text-align:center" | ||
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| style="text-align:left" | [[File:Torpedo_64_bit_icon.png|32px|link=]] XL Torpedo || [[File:Icon_ISIS_size_Xlarge.png|32px|link=]] || 5,885 || 128.23 || 45.9 || 3,480 || 7.5 || 26,100 || 10,000 || 42 | | style="text-align:left" | [[File:Torpedo_64_bit_icon.png|32px|link=]] XL Torpedo || [[File:Icon_ISIS_size_Xlarge.png|32px|link=]] || 5,885 || 128.23 || 45.9 || 3,480 || 7.5 || 26,100 || 10,000 || 42 | ||
|- | |- | ||
| style="text-align:left" | [[File:Cruise_missile_64_bit_icon.png|32px|link=]] XL | | style="text-align:left" | [[File:Cruise_missile_64_bit_icon.png|32px|link=]] XL Cruise || [[File:Icon_ISIS_size_Xlarge.png|32px|link=]] || 4,750 || 170.97 || 27.8 || 7,000 || 15 || 105,000 || 6,000 || 40 | ||
|} | |} | ||
For information about missile damage calculations, see the [[Missile mechanics]] page. | |||
===Ammunition/charges=== | ===Ammunition/charges=== | ||
Each missile class has four variants that correspond to the four [[damage types]] in EVE. <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 type of damage, and each missile category does the same amount of damage. | Each missile class has four variants that correspond to the four [[damage types]] in EVE. <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 type of damage, and each missile category does the same amount of damage. | ||
Most missile bonused-ships will provide benefits to all missiles of a given size class. However, many Caldari ships (such as the {{sh|Drake}}) have bonuses to only a single type of missile damage: <span style="color:#73dc76">Kinetic</span>. These ships are commonly referred to as "Kinetic locked". In general, damage type locked ships like this should usually only ever use missile ammo that match the damage type of their bonus, unless there is a very good reason to use a different type. | |||
Different types of launchers within the class vary the firing rate and other characteristics of the launchers. | |||
Each launcher 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. | Each launcher 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. | ||
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* application focused T2 missiles (Precision) | * application focused T2 missiles (Precision) | ||
* T1/faction auto-targetting missiles | * T1/faction auto-targetting missiles | ||
Each missile has a few faction versions. Similar to turret ammunition, faction missiles come in three types: Guristas (pirate, +10% damage), Caldari Navy (navy, +15% damage), and Dread Guristas (elite pirate, +20% damage). These missiles have no downsides, but generally cost more due to limited supply or [[loyalty points]] required for procurement. This makes them ideal for PvP, but may not be desirable in certain PvE scenarios. XL missiles only have Guristas variants. | Each missile has a few faction versions. Similar to turret ammunition, faction missiles come in three types: Guristas (pirate, +10% damage), Caldari Navy (navy, +15% damage), and Dread Guristas (elite pirate, +20% damage). These missiles have no downsides, but generally cost more due to limited supply or [[loyalty points]] required for procurement. This makes them ideal for PvP, but may not be desirable in certain PvE scenarios. XL missiles only have Guristas variants. | ||
Every missile has two T2 ammunition variants. One offers higher damage but less range and worse application. The other T2 ammo for short range missiles offers better range, while the other T2 ammo for long range missile offers better application at the cost of range and damage. | Every missile has two T2 ammunition variants. One offers higher damage but less range and worse application. The other T2 ammo for short range missiles offers better range at a minor damage malus, while the other T2 ammo for long range missile offers better application at the cost of range and damage. | ||
Other rarely used missile types: | Other rarely used missile types: | ||
* Available only to light, heavy, and cruise launchers, '''Auto-Targeting Missiles''' will locate and target the nearest engageable ship or drone. Auto-targeting missiles do not require the user be locked on to the targets they engage; however as they cannot be deliberately aimed, deal less damage, and have a hard maximum range beyond which they will not acquire targets, auto-targeting missiles are usually passed over in favor of regular missiles. | |||
* '''Defender missiles'''. When activated, Defender Launchers will scan local space for [[Bombs]] within range. If a bomb is detected, the launcher will fire one ''Defender Missile'' to intercept and destroy it. If no bombs are found, the launcher will still cycle. The Defender Launcher has a 120-second reactivation timer.<ref>[https://forums.eveonline.com/default.aspx?g=posts&m=6726903 Defender Missile update announcement]</ref> [[Command Destroyer]]s have a role bonus that reduces reactivation time by 50%. | * '''Defender missiles'''. When activated, Defender Launchers will scan local space for [[Bombs]] within range. If a bomb is detected, the launcher will fire one ''Defender Missile'' to intercept and destroy it. If no bombs are found, the launcher will still cycle. The Defender Launcher has a 120-second reactivation timer.<ref>[https://forums.eveonline.com/default.aspx?g=posts&m=6726903 Defender Missile update announcement]</ref> [[Command Destroyer]]s have a role bonus that reduces reactivation time by 50%. | ||
==Short range missile systems== | ==Short range missile systems== | ||
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==Rapid missile systems== | ==Rapid missile systems== | ||
[[File:Icon_missiles_heavy_rapid.png|left|link=]] | [[File:Icon_missiles_heavy_rapid.png|left|link=]] | ||
Rapid launchers are unique among weapon systems. These missile launchers have very high fire rates, but fire missiles of one size class below of what the ships of this size would normally fire. For example. a cruiser (medium) would use rapid light missile launchers to fire light missiles (small). This reduces the skill training required to use the weapons (as missile skill requirements are based on ammo type, not launcher size), and also gives ships fitted with rapid launchers unnaturally good damage application. The drawback is that they have relatively small clip sizes (19-30 shots) and very long reload times (35-40 seconds). This makes them very effective at quickly removing smaller enemies, but inefficient in larger fights if the target doesn't die before the reload hits, as between the high fire rate and small clip a rapid launcher can easily spend as much time reloading as it does firing. | Rapid launchers are unique among weapon systems. These missile launchers have very high fire rates, but fire missiles of one size class below of what the ships of this size would normally fire. For example. a cruiser (medium) would use rapid light missile launchers to fire light missiles (small). This reduces the skill training required to use the weapons (as missile skill requirements are based on ammo type, not launcher size), and also gives ships fitted with rapid launchers unnaturally good damage application. The drawback is that they have relatively small clip sizes (19-30 shots) and very long reload times (35-40 seconds) that cannot be reduced (the rare [[Alliance Tournament]] ship {{Sh|Laelaps}} being the only exception). This makes them very effective at quickly removing smaller enemies, but inefficient in larger fights if the target doesn't die before the reload hits, as between the high fire rate and small clip a rapid launcher can easily spend as much time reloading as it does firing. | ||
The small clip and long reload of rapid launchers makes them very good weapons to [[Overheating|Overheat]], as they can be overheated for part of their clip for further increased fire rate and DPS, repaired (using Nanite Repair Paste) during their long reload time (during which time their rack heat also dissipates), and then overheated again in the next clip. | The small clip and long reload of rapid launchers makes them very good weapons to [[Overheating|Overheat]], as they can be overheated for part of their clip for further increased fire rate and DPS, repaired (using Nanite Repair Paste) during their long reload time (during which time their rack heat also dissipates), and then overheated again in the next clip. | ||
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As Rapid Light Missile Launchers fire frigate-sized Light Missiles, they are considered 'small weapons' and gain the damage bonus of the [[Wormhole space#Wolf Rayet|Wolf Rayet system effect]]. | As Rapid Light Missile Launchers fire frigate-sized Light Missiles, they are considered 'small weapons' and gain the damage bonus of the [[Wormhole space#Wolf Rayet|Wolf Rayet system effect]]. | ||
==Launchers== | |||
Launchers do not require capacitor to fire, and non-rapid launchers have a 10 second reload time. For most missile types, there will be a variety of launchers that a capsuleer can choose from. These choices (and their sources) are typically: | |||
* Tech 1, Meta 0 Launcher (capsuleer produced, worst performing) | |||
* Tech 1 Meta Launchers (dropped by rats) | |||
* Tech 2 Launchers (capsuleer produced) | |||
* Faction Launchers (faction rat/site drops or LP store) | |||
* Officer Launchers (officer rat drops) | |||
Each category will generally have a faster fire rate than those listed before. However, faction and officer launchers will tend to be orders of magnitude more expensive than Tech 2 launchers for marginal benefit. While faction and officer launchers can use tech 2 missiles, they do not benefit from the damage bonus provided by the specialization skills (see the Skills section below). So the benefit of their higher fire rate is dampened. | |||
=== Meta Launchers === | |||
Alongside [[Turrets]], missile launchers are one of the last holdouts of the original meta module system in EVE Online. In this system, there are meta modules from levels 1-4, and each successive level is generally a straight upgrade from the ones before. However, some launchers use the new meta system, where there are multiple meta 1 launchers for a given missile type, with each one being better than the others in a certain area (ammo capacity or fitting cost). The scheme that each missile launcher uses is listed below: | |||
{| class="wikitable" width=500px style="text-align:center" | |||
|- | |||
! Old Meta System<br>Meta Levels 1-4 !! New Meta System <br> Meta Level 1 !! No Meta Modules | |||
|- | |||
| Rocket<br>Light<br>Heavy Assault<br>Heavy<br>Torpedo<br>Cruise<br>Rapid Light<br>Rapid Heavy || XL Torpedo<br>XL Cruise<br>Rapid Torpedo || Defender Missiles | |||
|} | |||
For launchers under the old meta system, each meta level reduces the refire period by 5% (additive) compared to the tech 1, meta 0 launcher (for a 20% shorter refire period (25% rate of fire increase) at meta level 4). Each level will also increase the size of the launcher's clip. All meta modules will have easier CPU fitting requirements than the tech 1, meta 0 launcher, though this is not as incremental, with the CPU usage order going meta 1 < 4 < 2 < 3 < 0. | |||
For launchers under the new meta system, all meta 1 launchers features a 5% faster rate of fire compared to the tech 1, meta 0 module. Arbalest compact launchers have 10% lower fitting costs, and TE-2100 ample launchers have 15% more ammo capacity. | |||
==Equipment== | ==Equipment== | ||
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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. | 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 | 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 susceptible 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 == | ||