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Fitting missile launchers: Difference between revisions

From EVE University Wiki
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{{Cleanup|Fits hidden in tables, table with stats unclear with '+++', footnote to non-existing forum topic}}
{{Cleanup|Fits hidden in tables, table with stats unclear with '+++', footnote to non-existing forum topic}}
{{Weapon Systems Links}}
{{Weapon Systems Links}}
This article focuses on the knowledge you need to be able to fit missile launchers to your ship. It contains a number of detailed discussions and does not cover all the general concepts in depth. If you are not completely clear as to how missile launcher systems work, or as to how missiles do damage when they hit, you should read [[Missile Launchers]] and [[Missile Damage]] before continuing on this page.
This article focuses on the knowledge you need to be able to fit missile launchers to your ship. It contains a number of detailed discussions and does not cover all the general concepts in depth. If you are not completely clear as to how missile launcher systems work, or as to how missiles do damage when they hit, you should read [[Missile Launchers]] and [[Missile Damage]] before continuing on this page.
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=== Frigate Class ===
=== Frigate Class ===
With its bonuses and four launchers, the Kestrel is an excellent ship for Level I Missions. The four mid slots allow for a solid shield tank. This configuration can be set up with lower level equipment to match lower level skills and upgraded as skills improve.
With its bonuses and four launchers, the Kestrel is an excellent ship for Level I Missions. The four mid slots allow for a solid shield tank. This configuration can be set up with lower level equipment to match lower level skills and upgraded as skills improve.
{{ShipFitting
{{ShipFitting
| ship=Kestrel
| ship=Kestrel
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| alphacanuse=Y
| alphacanuse=Y
}}
}}


This Breacher fit builds on the bonus for Shield Booster. The two drones provide significant support for close-in PvP action with Rockets. The Ancillary Medium Shield Booster uses Cap Booster charges to power itself, thus reducing the draw on the ship's capacitor. This is an effective approach in PvP fights, which tend to be fairly short. Note that T2 drones require two level V drone skills ... a considerable investment. This fit is good for pilots who are thinking about using drones in larger ships later on.  
This Breacher fit builds on the bonus for Shield Booster. The two drones provide significant support for close-in PvP action with Rockets. The Ancillary Medium Shield Booster uses Cap Booster charges to power itself, thus reducing the draw on the ship's capacitor. This is an effective approach in PvP fights, which tend to be fairly short. Note that T2 drones require two level V drone skills ... a considerable investment. This fit is good for pilots who are thinking about using drones in larger ships later on.  
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Item prices can vary dramatically from system to system, but typically, higher meta level gear is more expensive, and the most widely used gear is less expensive (''because industrialists manufacture more of it''). [[Techs, Tiers and Meta levels|Meta levels]] vary from 1 to 10 and give a very rough estimate of the item's value in combat.  
Item prices can vary dramatically from system to system, but typically, higher meta level gear is more expensive, and the most widely used gear is less expensive (''because industrialists manufacture more of it''). [[Techs, Tiers and Meta levels|Meta levels]] vary from 1 to 10 and give a very rough estimate of the item's value in combat.  


{{ note box | '''Note on missile flight time''': Missiles only travel for whole seconds. If a missile's flight time is a fraction, the missile will travel the shorter maximum distance all the time and then will travel the additional distance part of time to account for the fraction.
{{ note box
| '''Note on missile flight time''': Missiles only travel for whole seconds. If a missile's flight time is a fraction, the missile will travel the shorter maximum distance all the time and then will travel the additional distance part of time to account for the fraction.


''For example, if a missile has a 10k m/s speed and a flight time of 6.3 seconds: it will first travel 60,000 meters ... and then, 30% of the time, it will go an additional  10,000 meters.''
''For example, if a missile has a 10k m/s speed and a flight time of 6.3 seconds: it will first travel 60,000 meters ... and then, 30% of the time, it will go an additional  10,000 meters.''


From the game's point of view, this makes the math work out, but from a pilot's point of view, missiles can have a variable maximum range. Most of the time, this will not matter. But if you are fitting a ship for combat at extreme range, you will want to factor this into your analysis.
From the game's point of view, this makes the math work out, but from a pilot's point of view, missiles can have a variable maximum range. Most of the time, this will not matter. But if you are fitting a ship for combat at extreme range, you will want to factor this into your analysis.
  | italics = no }}
| italics= no}}


=== Missile Types ===
=== Missile Types ===
Within each class of missile different types vary a missile's Flight Time, Explosion Radius, Explosion Velocity and Base Damage. Specific type values are different for each class of missile - this chart shows the approximate percentage variation from the standard missile in each class.  
Within each class of missile different types vary a missile's Flight Time, Explosion Radius, Explosion Velocity and Base Damage. Specific type values are different for each class of missile - this chart shows the approximate percentage variation from the standard missile in each class.  


{| class="wikitable sortable" style="text-align:left; font-size:80%; margin: 1em auto 1em auto;"
{| class="wikitable sortable" style="text-align: left; font-size: 80%;"
|+ '''Comparison of Missile Types'''
|+ '''Comparison of Missile Types'''
|- style="background-color: #222222;
|- style="background-color: var(--background-color-warning-subtle);
! scope="col" style="width: 100px;" | Name  
! scope="col" | Name  
! scope="col" style="width: 50px;" | Meta  
! scope="col" | Meta  
! scope="col" style="width: 50px;" | Flight Time %
! scope="col" style="width: 4em;" | Flight Time %
! scope="col" style="width: 50px;" | Velocity %  
! scope="col" | Velocity %  
! scope="col" style="width: 50px;" | Explosion Radius %  
! scope="col" style="width: 4em;" | Explosion Radius %  
! scope="col" style="width: 50px;" | Explosion Velocity %
! scope="col" style="width: 4em;" | Explosion Velocity %
! scope="col" style="width: 50px;" | Base Damage %  
! scope="col" style="width: 4em;" | Base Damage %  
|-  
|-  
| Standard || 1 || 0 || 0 || 0 || 0  || 0
| Standard || 1 || 0 || 0 || 0 || 0  || 0
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In general, different types of launchers vary the firing rate, shots per load, and the powergrid and cpu requirements of the launcher. Specific values are different for each class of launcher - this chart shows the approximate percentage variation from the standard launcher in each class.
In general, different types of launchers vary the firing rate, shots per load, and the powergrid and cpu requirements of the launcher. Specific values are different for each class of launcher - this chart shows the approximate percentage variation from the standard launcher in each class.


{| class="wikitable sortable" style="text-align:left; font-size:80%; margin: 1em auto 1em auto;"
{| class="wikitable sortable" style="text-align:left; font-size:80%;"
|+ '''Comparison of Launcher Types'''
|+ '''Comparison of Launcher Types'''
|+ ''Note that some faction and storyline launchers are hard to find and extremely expensive.''
|+ ''Note that some faction and storyline launchers are hard to find and extremely expensive.''
|- style="background-color :#222222;"
|- style="background-color: var(--background-color-warning-subtle);"
! scope="col" style="width: 80px;" | Name  
! scope="col" | Name  
! scope="col" style="width: 80px;" | Meta  
! scope="col" | Meta  
! scope="col" style="width: 80px;" | Firing Rate %  
! scope="col" style="width: 4em;" | Firing Rate %  
! scope="col" style="width: 80px;" | Shots per Load %  
! scope="col" style="width: 4em; text-align: center;" | Shots per Load %  
! scope="col" style="width: 80px;" | Power %  
! scope="col"" | Power %  
! scope="col" style="width: 80px;" | CPU %
! scope="col" | CPU %
|-
|-
|| Standard T I || 0 ||0  ||0 || 0 || 0
|| Standard T I || 0 ||0  ||0 || 0 || 0
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== Footnotes and References ==
== Footnotes and References ==
<references />
<references />


[[Category:Weapons]]
[[Category:Weapons]]
[[Category:Fittings]]
[[Category:Fittings]]