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== Launcher and Missile Classes and Types == | == Launcher and Missile Classes and Types == | ||
Each launcher class can launch missiles of that class. Different types of launchers within the class vary the firing rate and other characteristics of the launchers. Similarly, there are multiple missile types within a class. These vary the flight time, damage, and other characteristics of the missile. A launcher class and its associated missiles can be thought of as a ''weapons system'', each of which fits best in a particular class of ships. Each missile type (with a class) also comes in the basic damage flavors: EM, kinetic, explosive, and thermal. Usually, a particular type of missile does the same HP of damage regardless of flavor. | {{ note box | '''Warning''': The data shown here are for general comparison 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. | italics = yes }} | ||
Each launcher class can launch missiles of that class. Different types of launchers within the class vary the firing rate and other characteristics of the launchers. Typically the Tech I 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. | |||
Similarly, there are multiple missile types within a class. These vary the flight time, damage, and other characteristics of the missile. Inferno, Mjolnir, Nova and Scourge apply thermal, EM, explosive and kinetic damage, in that order. Gurista, Caldari Navy and Dread Gurista missiles are little different from standard missiles except that they have higher base damage, in the order listed. Advanced missiles come in one of two sets: | |||
* Precision versus Damage: precision missiles have a faster, smaller explosion and will do more damage, | |||
* Long Range versus Anti-ship: | |||
A launcher class and its associated missiles can be thought of as a ''weapons system'', each of which fits best in a particular class of ships. Each missile type (with a class) also comes in the basic damage flavors: EM, kinetic, explosive, and thermal. Usually, a particular type of missile does the same HP of damage regardless of flavor. | |||
Launchers require high power slots as well as launcher hardpoints. The power drain generally puts a lower bound on the ship size for each launcher class. Typically: | Launchers require high power slots as well as launcher hardpoints. The power drain generally puts a lower bound on the ship size for each launcher class. Typically: | ||
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(Note that [[bombs]] have their own unique firing systems and are not covered in this discussion.) | (Note that [[bombs]] have their own unique firing systems and are not covered in this discussion.) | ||
T1 ships with bonuses for launchers and/or missiles are listed below. For information on T2 and T3 ships, please read [[Missile Ships]]. | |||
=== Frigate Based === | === Frigate Based === | ||
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* Precision: -2.5 time, +74 exp vel, -15 exp rad / Fury: -1.25 time, -7 exp vel, +29 exp rad | * Precision: -2.5 time, +74 exp vel, -15 exp rad / Fury: -1.25 time, -7 exp vel, +29 exp rad | ||