Difference between revisions of "Fitting missile launchers"

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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 various general concepts. If you are not completely clear as to how missile launcer 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.
  
= Overview =
+
== Thinking About Fitting Launchers ==
This is intended as an extension to the existing UniWiki [http://wiki.eveuniversity.org/Missile_Launchers Missile Launchers] page. 
+
The essence of ship  fitting is picking and choosing among the various possibilities, looking for an equipment balance that maximizes offense and/or defense without overloading the powergrid or cpu. How you do this depends a great deal on your skills, so if you have not done so already, you should read the [[Fitting Guidelines]] page. The general rules listed in that article are absolutely essential to good fitting, regardless of the class of ship or type of weapon.
It provides more detailed information about the differences between available equipment for each class of Missile Launcher and a rough price
 
comparison to show how much of your hard earned ISK you'll have to spend to get a given level of performance.  The raw data for the various
 
missiles and missile launchers is  attributed to Evelopedia data provided by CCP.  The data has been reformatted for easier reading and for
 
ease of comparison.
 
  
 +
The Launcher fits shown below can be accomplished with various types of the given equipment class. Where a Light Missile Launcher is called for, for example, you might use Light Missile Launcher I, Arbalest Compact Light Missile Launcher, Light Missile Launcher II, or a number of others. The equipment data and example fits shown here should be treated as templates. You will need to mix and match as needed to accommodate the characteristics of your ship and your own skills.
  
 +
=== Basic Fitting Skills ===
 +
As you improve these skills, you need less and less powergrid and cpu capacity to fit various items to your ship. This in turn allows you to fit more powerful equipment. Therefore, these skills should be trained immediately to Level III, and higher as soon as that becomes feasible.
 +
* {{sk|CPU Management}}: 5% more CPU per level
 +
* {{sk|Power Grid Management}}: 5% more powergrid per level
 +
* {{sk|Weapon Upgrades}}: 5% less CPU needed for weapons per level
 +
* {{sk|Electronics Upgrades}}: 5% less CPU needed for sensor upgrades such as signal amplifiers, co-processors, and similar equipment
 +
* {{sk|Energy Grid Upgrades}}: 5% less CPU needed for power upgrades such as power diagnostic units, capacitor batteries, and similar equipment
  
= Missile Classes =
+
As weapons are often a primary concern, this skill is frequently acquired and trained:
 +
* {{sk|Advanced Weapon Upgrades}} (''requires Weapon Upgrades V''): 2% less powergrid needed for weapons per level
  
The first thing that needs to be decided when fitting your ship with missile launchers is to determin the type of fighting you plan on doing and what size of ship you plan on fighting. Is it
+
=== Primary Missile Skills and Specializations ===
going to be upclose and personal, long distane to cover a larger area, are you attacking a POS or capital ships, do you plan on being jammed up and
+
Each class of missile has a skill that must be trained before the missile can be loaded and fired. Some missile classes also have a Specialization skill that gives access to T2 launchers and missiles. Most pilots train the primary skills for Rockets and Light Missiles at least to Level III first, and then move on to larger missiles and launchers as they move to larger ships, but you will want to advance according to your own needs. You can find a list of these skills at [[Skills:Missiles]].
need to shoot with out a target lock, do you want to tank against other missile boats. For one of those fighting styles or one of your own there are
 
five classes of missiles to choose from that will fit what you are trying to do. Those five classes are Short Range High DPS, Long Range Low DPS,
 
Citadel Cruise, Auto Targeting, and Defender Missiles. Three of the classes short range, long range and auto target are further broken down by size
 
of target.
 
  
 +
=== Launcher Support Skills ===
 +
These skills apply to missile launchers. They increase firing rate and damage, and they improve the accuracy of missiles against smaller, faster targets. {{sk|Missile Launcher Operation}} gives a 2% Bonus to missile launcher rate of fire per skill level, essentially a DPS bonus — and it is <span style="color:#eeffcc"> a prerequisite for most other missile skills</span> — so train it first. {{sk|Rapid Launch}} gives a 3% bonus to missile launcher rate of fire per level, another DPS increase that is worth training. You can find the full list of skills here [[Missile Launchers: Launcher Support Skills]].
  
== Short Range High DPS ==
+
=== Other Skills ===
 +
[Targeting]] skills — especially {{sk|Signature Analysis}}, {{sk|Target Management}}, and {{sk|Long Range Targeting}} — are essential to the use of missile launchers. And since most missile ships depend on shield tanks, you might also want to beef up your basic shield skills: {{sk|Shield Compensation}}, {{sk|Shield Management}}, and {{sk|Shield Operation}}. Navigation skills that improve the velocity or maneuverability of your ship will also be useful: {{sk|Navigation}}, {{sk|Evasive Maneuvering}}, {{sk|Fuel Conservation}}, and {{sk|High Speed Maneuvering}}.
  
There are three sizes of short range high DPS missiles
+
== Fitting Examples==
 +
You should regard the fits shown here as templates. They do not intend to tell you exactly what items will work best in your ship. Instead, they give you a set of items that other pilots have found useful, which you will probably have to juggle to fit your skills, strategy and experience. There are one or two examples here from each of the frigate, destroyer, cruiser, battlecruiser and battleship class. To see additional fits for a given ship, click on its name. For a full list of missile bonused ships, see [[Missile Ships]].
  
*[[file:Rocket_64_bit_icon.png]] [http://wiki.eveuniversity.org/Missile_Launchers#Small Rockets]
+
=== Frigate Class ===
**For use against frigates and drones
 
  
*[[file:Heavy_Assault_64_bit_icon.png]] [http://wiki.eveuniversity.org/Missile_Launchers#Medium Heavy Assault]
+
{| class="wikitable" style="text-align:left; font-size:80%; margin: 1em auto 1em auto;border: 2px solid darkgreen;"
**For use against cruisers and battle cruisers
+
|+ '''Caldari [[Kestrel]] PVE Mission'''
 +
|+ ''<small>Adjust items as needed to accomplish an acceptable fit</small>''
 +
! scope="col" width="15px" style="background-color:#222222;"  | #
 +
! scope="col" width="200px" style="background-color:#222222;" | Equipment
 +
! scope="col" width="350px" style="background-color:#222222;" | Notes
 +
|-
 +
| 4|| Light Missile Launcher || Prefer T2 for higher rate of fire
 +
|-
 +
| 1|| Afterburner ||
 +
|-
 +
| 1|| Small Shield Booster || Expends energy to provide a quick boost in shield strength.
 +
|-
 +
| 1|| EM Ward Amplifier || This adjusts for the lack of base EM shield resistance
 +
|-
 +
| 1|| Medium Shield Extender ||
 +
|-
 +
| 1|| Damage Control || T2 is preferred
 +
|-
 +
| 1|| Power Diagnostic || +power, +shield and capacitor recharge rate
 +
|-
 +
| 0|| Drones || Kestrel has no drone capacity
 +
|-
 +
| 1|| Rig: Small Warhead Calefaction Catalyst || +missile damage, +cpu requirements for launchers
 +
|-
 +
| 1|| Rig: Small Bay Loading Accelerator || +rate of fire
 +
|}
  
*[[file:torpedo_64_bit_icon.png]] [http://wiki.eveuniversity.org/Missile_Launchers#Large Torpedo]
+
Caldari Frigate bonuses (per skill level):
**For use against battleships and large stationary targets
+
* 5% bonus to Light Missile and Rocket damage
 +
* 10% bonus to Light Missile and Rocket max velocity
  
 +
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.
  
== Long Range Low DPS ==
+
Focus on:
 +
* {{sk|Missile Launcher Operation|III}} - to get T2 Light Missile Launchers
 +
* {{sk|Hull Upgrades|IV}} - to get T2 Damage Control
  
There are three sizes of long range low DPS missiles
+
{| class="wikitable" style="text-align:left; font-size:80%; margin: 1em auto 1em auto;border: 2px solid darkgreen;"
 +
|+ '''Minmatar [[Breacher]] PVP Solo'''
 +
|+ ''<small>Adjust items as needed to accomplish an acceptable fit</small>''
 +
! scope="col" width="15px" style="background-color:#222222;"  | #
 +
! scope="col" width="200px" style="background-color:#222222;" | Equipment
 +
! scope="col" width="350px" style="background-color:#222222;" | Notes
 +
|-
 +
| 3|| Rocket Launcher || Prefer T2 for higher rate of fire
 +
|-
 +
| 1|| Afterburner || Prefer T2 for PvP
 +
|-
 +
| 1|| Medium Shield Booster || Ancillary version preferred because it uses Cap Booster Charges
 +
|-
 +
| 1|| Stasis Webifier ||
 +
|-
 +
| 1|| Warp Scrambler ||
 +
|-
 +
| 1|| Damage Control || T2 is preferred
 +
|-
 +
| 1|| Nanofiber Internal Structure || T2 preferred, +velocity, +maneuverability, -hull strength
 +
|-
 +
| 1|| Ballistic Control System || T2 preferred, +rate of fire, +damage
 +
|-
 +
| 2|| Drones || T2 Preferred, Hobgoblins often used for PvP
 +
|-
 +
| 1|| Rig: Small Anti-EM Screen Reinforcer || +EM resistance, +signature radius
 +
|-
 +
| 1|| Rig: Small Anti-Thermal Screen Reinforcer || +Thermal resistance, +signature radius
 +
|-
 +
| 1|| Rig: Small Core Defense Operational Solidifier || Reduces the duration of shield booster cycles, +signature radius
 +
|}
  
*[[file:Light_missile_64_bit_icon.png]] [http://wiki.eveuniversity.org/Missile_Launchers#Small Light Missiles]
+
Minmatar Frigate bonuses (per skill level):
**For use against frigates and drones
+
* 5% bonus to Light Missile and Rocket rate of fire
 +
* 7.5% bonus to Shield Booster amount
  
*[[file:heavy_missile_64_bit_icon.png]] [http://wiki.eveuniversity.org/Missile_Launchers#Medium Heavy Missiles]
+
This fit builds on the bonus for Shield Booster. The two drones provide significant support for close-in PvP action with Rockets. Note that T2 drones require two level V drone skills ... a considerable investment. This fit is best for pilots who are thinking about using drones in larger ships later on.
**For use against cruisers and battle cruisers
 
  
*[[file:cruise_missile_64_bit_icon.png]] [http://wiki.eveuniversity.org/Missile_Launchers#Large Cruise Missiles]
+
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.
**For use against battleships and large stationary targets
 
  
== Auto Targeting ==
+
Focus on:
 +
* {{sk|Missile Launcher Operation|III}}  - to get T2 Rocket Launchers
 +
* {{sk|Hull Upgrades|IV}} - to get T2 Damage Control
 +
* {{sk|Light Drone Operation|V}}, {{sk|Drones|V}} - to get T2 drones
  
There are three sizes of Auto Targeting missiles
+
=== Destroyer Class ===
 +
{| class="wikitable" style="text-align:left; font-size:80%; margin: 1em auto 1em auto;border: 2px solid darkgreen;"
 +
|+ '''Minmatar [[Talwar]] Fleet Bombardment'''
 +
|+ ''<small>Adjust items as needed to accomplish an acceptable fit</small>''
 +
! scope="col" width="15px" style="background-color:#222222;"  | #
 +
! scope="col" width="200px" style="background-color:#222222;" | Equipment
 +
! scope="col" width="350px" style="background-color:#222222;" | Notes
 +
|-
 +
| 7|| Light Missile Launcher || T1 are fine here,  look for a type that will improve firing rate
 +
|-
 +
| 1|| 1MN Microwarpdrive || Ship bonus reduces the signature radius penalty for microwarp
 +
|-
 +
| 1|| Medium Shield Booster ||
 +
|-
 +
| 1|| Prototype Sensor Booster || Use the Targeting Range Script
 +
|-
 +
| 1|| Low Frequency Sensor Suppressor ||
 +
|-
 +
| 1|| Damage Control ||
 +
|-
 +
| 1|| Nanofiber Internal Structure || +velocity, +maneuverability, -hull strength
 +
|-
 +
| 1|| Ballistic Control System || +rate of fire, +damage
 +
|-
 +
| || Missiles || Use Nova (explosive) missiles as the ship is bonused for them
 +
|-
 +
| 1|| Rig: Small Hydraulic Bay Thrusters I || +missile velocity, increases cpu use by launchers
 +
|-
 +
| 1|| Rig: Small Auxiliary Thrusters || +max velocity, -armor amount
 +
|-
 +
| 1|| Rig: Small Low Friction Nozzle Joints || +agility, -armor amount
 +
|}
  
*[[file:Auto_target_light_64_bit_icon.png]] [http://wiki.eveuniversity.org/Missile_Launchers#Auto-Targeting_Missiles Light Auto Target]
+
Minmatar Destroyer bonuses (per skill level):
**For use in light missile launchers
+
*5% bonus to <span style="color:#bfbb7d">explosive</span> Light Missile and Rocket damage
 +
*15% reduction in Microwarpdrive signature radius penalty
  
*[[file:Auto_target_heavy_64_bit_icon.png]] [http://wiki.eveuniversity.org/Missile_Launchers#Auto-Targeting_Missiles Heavy Auto Target]
+
Role Bonus:
**For use in heavy missile launchers
+
*50% bonus to Light Missile and Rocket max velocity
  
*[[file:Auto_Target_cruise_64_bit_icon.png]] [http://wiki.eveuniversity.org/Missile_Launchers#Auto-Targeting_Missiles Cruise Auto Target]
+
This is a fleet build that is designed to deliver heavy damage from range while other ships tackle the targets. This is an inexpensive T1 fit that requires relatively low level skills. This is consistent with fleet combat in a ship that has little defense – if it blows up, you just replace it.  
**For use in cruise missile launchers
 
  
 +
Note that two of the rigs focus on ship speed and maneuverability. This ship needs to be fast and nimble as it cannot stand to take much damage.
  
== [[file:cruise_missile_64_bit_icon.png]] [http://wiki.eveuniversity.org/Missile_Launchers#Extra_Large Citadel Cruise] ==
+
Focus on:
 +
* [[Skills:Missiles#Rockets_and_light_missiles|Light Missile]] skills to improve damage and range
 +
* {{sk|Navigation}} skills to improve speed and maneuverability
  
The citadel cruise missiles are used only by capital ships and are only effective against other capital ships and large structures like POS.
+
=== Cruiser Class ===
 +
{| class="wikitable" style="text-align:left; font-size:80%; margin: 1em auto 1em auto;border: 2px solid darkgreen;"
 +
|+ '''Caldari [[Caracal]] PVE Mission'''
 +
|+ ''<small>Adjust items as needed to accomplish an acceptable fit</small>''
 +
! scope="col" width="15px" style="background-color:#222222;"  | #
 +
! scope="col" width="200px" style="background-color:#222222;" | Equipment
 +
! scope="col" width="350px" style="background-color:#222222;" | Notes
 +
|-
 +
| 5|| Heavy Missile Launcher || Prefer T2 for higher rate of fire
 +
|-
 +
| 1|| Afterburner ||
 +
|-
 +
| 1|| Adaptive Invulnerability Field || T2 preferred
 +
|-
 +
| 1|| EM Ward Field || Adjusts for the lack of base EM shield resistance, T2 preferred
 +
|-
 +
| 2|| Large Shield Extender ||
 +
|-
 +
| 2|| Compact Shield Power Relay || +shield recharge, -capacitor recharge
 +
|-
 +
| 2|| Ballistic Control System || T2 preferred, +rate of fire, +damage
 +
|-
 +
| 2|| Drones || T2 drones not required, but will help during missions
 +
|-
 +
| 3|| Rig: Medium Core Defense Field Purger || +shield recharge rate, +signature radius
 +
|}
  
 +
Caldari Cruiser bonuses (per skill level):
 +
*5% bonus to Rapid Light Missile, Heavy Missile and Heavy Assault Missile Launcher rate of fire
 +
*10% bonus to Light Missile, Heavy Missile and Heavy Assault Missile max velocity
  
== [[file:defender_light_64_bit_icon.png]] [http://wiki.eveuniversity.org/Missile_Launchers#Defender_Missiles Defenders] ==
+
This is an excellent ship for Level II Missions. It has an [[shield tanking|active shield tank]], and once T2 Heavy Missile Launchers can be equipped, it does good damage without needing many other advanced skills.
  
Defender missiles have two sizes light and heavy. At present both are quite useless because they only protect you and work only against
+
Focus on:
missles launched at you. The only time I can see them being benificial is a last ditch effort to minimize damage while trying to run away.
+
* {{sk|Heavy Missiles|V}} - to get T2 Heavy Missile Launchers
Other wise I haven't heard of or seen them used.
+
* {{sk|Tactical Shield Manipulation|IV}} - to get T2 Invulnerability Field and EM Ward
  
= Ships =
+
=== Battlecruiser Class ===
 
+
{| class="wikitable" style="text-align:left; font-size:80%; margin: 1em auto 1em auto;border: 2px solid darkgreen;"
 
+
|+ '''Caldari [[Drake]] PVP Fleet Tackle'''
== [http://wiki.eveuniversity.org/Frigate#Launcher T1 Frigates] ==
+
|+ ''<small>Adjust items as needed to accomplish an acceptable fit</small>''
[[file:kestrel_render.png|thumb|left|middle|upright|[http://wiki.eveuniversity.org/Kestrel Kestrel]]]  
+
! scope="col" width="15px" style="background-color:#222222;"  | #
 
+
! scope="col" width="200px" style="background-color:#222222;" | Equipment
{{:Caldari Basic Ship and Skill Guide|Kestrel}}
+
! scope="col" width="350px" style="background-color:#222222;" | Notes
{{ShipFitting|
+
|-
ship=Kestrel|
+
| 6|| Heavy Assault Missile Launcher || Prefer T2 for higher rate of fire
shipTypeID=602|
+
|-
fitName=Basic PVE|
+
| 1|| Small Energy Neutralizer || Prefer T2, Drains part of the target ship's capacitor
fitID=Basic-PVE|
+
|-
high1name=Upgraded 'Malkuth' Light Missile Launcher|
+
| 1|| 10 MN Microwarp Drive ||  
high1typeID=8089|
+
|-
high2name=Upgraded 'Malkuth' Light Missile Launcher|
+
| 2|| Adaptive Invulnerability Field ||Prefer T2
high2typeID=8089|
+
|-
high3name=Upgraded 'Malkuth' Light Missile Launcher|
+
| 1|| Large Shield Extender || Prefer T2
high3typeID=8089|
+
|-
high4name=Upgraded 'Malkuth' Light Missile Launcher|
+
| 1|| Stasis Webifier || Prefer T2
high4typeID=8089|
+
|-
mid1name=1MN Afterburner I|
+
| 1|| Warp Scrambler ||Prefer T2
mid1typeID=439|
+
|-
mid2name=Cap Recharger I|
+
| 1|| Damage Control || T2 is preferred
mid2typeID=1195|
+
|-
mid3name=Small Shield Booster I|
+
| 1|| Nanofiber Internal Structure || T2 preferred, +velocity, +maneuverability, -hull strength
mid3typeID=399|
+
|-
mid4name=open|
+
| 2|| Ballistic Control System || T2 preferred, +rate of fire, +damage
low1name=Micro Auxiliary Power Core I|
+
|-
low1typeID=11563|
+
| 1|| Damage Control || T2 is preferred
low2name=Power Diagnostic System I|
+
|-
low2typeID=1539|
+
| 1|| Power Diagnostic || +power, +shield and capacitor recharge rate, T2 Preferred
charge1name=Scourge Light Missile x1|
+
|-
charge1typeID=210|
+
| 5|| Drones || T2 Preferred, Hobgoblins often used for PvP
charge2name=open|
+
|-
charge3name=open|
+
| || Missiles || Use kinetic damage for ship bonus, Faction or Advanced preferred
charge4name=open|
+
|-  
charge5name=open|
+
| 3|| Rig: Medium Core Defense Field Extender || +shield capacity, +signature radius
rig1name=open|
+
|}
rig2name=open|
 
rig3name=open|
 
difficulty=0|
 
warsop=A|
 
warsopReason=|
 
version=PRE-RET 1.0|
 
shipDNA=602:8089;4:399;1:439;1:1195;1:1539;1:11563;1:210;1::|
 
skills=Caldari Frigate III</li><li>Missile Launcher Operation I</li><li>Energy Systems Operation II</li><li>Energy Management II</li><li>Energy Grid Upgrades II</li><li>Light Missiles I</li><li>Shield Management III</li><li>Electronic Upgrades II</li><li>Engineering III |
 
notes=This is the most basic fit for the kestrel Frigate, designed for L1 Missions. As skills/isk is gained, T1 modules may be substituted by meta modules depending on fitting skills".</li><li>The Kestrel relies on range and speed to survive, the shield booster is for emergencies. keep enemies at near maximum range from your missiles, activate afterburner if needed. The 4 missile launchers do decent damage and most NPC frigates will go down in 1-2 volleys. }}
 
  
*Fit borrowed from [http://wiki.eveuniversity.org/Kestrel#Fitting Kestrel Fitting]
+
Caldari Battlecruiser bonuses (per skill level):
 +
*4% bonus to all shield resistances
 +
*10% bonus to <span style="color:#bfbb7d">kinetic</span> Heavy Missile and Heavy Assault Missile damage
 +
Role Bonus:
 +
*25% bonus to Missile velocity
  
[[file:breacher_render.png|thumb|left|middle|upright|[http://wiki.eveuniversity.org/Breacher Breacher]]]
+
This fit builds on the bonus for Heavy Assault Missiles (HAMs) and Shield Resistance to create a fast, powerful tackler for fleet combat. It is an advanced ship, requiring a number of T2 components.
  
 +
HAMs are short range, high damage missiles. Combined with this ship's large passive shield tank, they make for a strong, fast tackler that can also do considerable close in damage.
  
{{ShipFitting|
+
Focus on: this is an advanced fit that requires numerous skills. See the [[Drake]] ship page for a detailed list.
ship=Breacher|
 
shipTypeID=598|
 
fitName=Basic PVE|
 
fitID=Basic-PVE|
 
high1name=Upgraded 'Malkuth' Light Missile Launcher|
 
high1typeID=8089|
 
high2name=Upgraded 'Malkuth' Light Missile Launcher|
 
high2typeID=8089|
 
high3name=Upgraded 'Malkuth' Light Missile Launcher|
 
high3typeID=8089|
 
mid1name=1MN Afterburner I|
 
mid1typeID=439|
 
mid2name=open|
 
mid2typeID=|
 
mid3name=open|
 
mid3typeID=|
 
mid4name=open|
 
mid4typeID=|
 
low1name=open|
 
low1typeID=|
 
low2name=open|
 
low2typeID=|
 
low3name=open|
 
low3typeID=|
 
charge1name=Scourge Light Missile x1|
 
charge1typeID=210|
 
charge2name=open|
 
charge3name=open|
 
charge4name=open|
 
charge5name=open|
 
rig1name=open|
 
rig2name=open|
 
rig3name=open|
 
difficulty=0|
 
warsop=|
 
warsopReason=|
 
version=|
 
shipDNA=598:8089;4:399;1:439;1:1195;1:1539;1:11563;1:210;1::|
 
skills=
 
}}
 
  
  
<div style="width: 80%; margin: 1em 10%; padding: 4px; border: solid 1px #orange; background-color: #2B3856;">
+
{| class="wikitable" style="text-align:left; font-size:80%; margin: 1em auto 1em auto;border: 2px solid darkgreen;"
{| cellpadding="2" style="border: none; background-color: #2B3856; color: #FFFFFF;"
+
|+ '''Amarr [[Prophecy]] PVE Mission'''
|-
+
|+ ''<small>Adjust items as needed to accomplish an acceptable fit</small>''
|valign="center"|'''This is the old page and will be integrated into the new.'''.
+
! scope="col" width="15px" style="background-color:#222222;" | #
 +
! scope="col" width="200px" style="background-color:#222222;" | Equipment
 +
! scope="col" width="350px" style="background-color:#222222;" | Notes
 +
|-
 +
| 4|| Rapid Light Missile Launcher|| Prefer T2 for higher rate of fire
 +
|-
 +
| 1|| Salvager I || Can be swapped for non-launcher weapon or other equipment
 +
|-
 +
| 1|| 10MN Afterburner || Prefer T2
 +
|-  
 +
| 1|| Target Painter || Easier to hit smaller, faster ships
 +
|-
 +
| 1|| Medium Ohm Capacitor Reserve || Increase capacitor storage
 +
|-
 +
| 1|| Drone Navigation Computer  || Extends drone range
 +
|-
 +
| 1|| Damage Control || T2 is preferred
 +
|-
 +
| 1|| 1600mm Reinforced Steel Plates II || Armor
 +
|-
 +
| 1|| Medium I-a Polarized Armor Regenerator || Armor
 +
|-
 +
| 1|| Energized Adaptive Nano Membrane II || Armor
 +
|-
 +
| 3|| Drone Damage Amplifier|| Increases drone damage, stacking penalty
 +
|-
 +
| 20|| Combat Drones || Medium drones preferred
 +
|-
 +
| 2|| Salvage Drones || May be swapped for combat drones
 +
|-
 +
| 2|| Rig: Medium Drone Durability Enhancer || +drone defenses, -ship cpu
 +
|-
 +
| 1|| Rig: Medium Trimark Armor Pump || +armor hitpoints; -max velocity
 
|}
 
|}
  
</div>
+
Amarr Battlecruiser bonuses (per skill level):
 +
*10% bonus to Drone hitpoints and damage
 +
*4% bonus to all armor resistances
 +
Role Bonus:
 +
• Can fit Warfare Link modules
 +
*12.5% bonus to Drone microwarp velocity
  
= Description of Table Contents =
+
This somewhat unusual fit builds on the ship's capacity and bonuses for drones, and on the fact that the ship has no particularly bonused weapons system. While you would expect an Amarr ship to use energy weapons, the Rapid Light Missile Launchers do not draw on the ship's capacitor, and they provide plenty of defense against smaller, faster PvE ships.
  
Tables will be grouped by the class of missile that the launcher can fire, Light, Heavy, Battleship or Citadel Missiles.  Within each missile class tables will be grouped by their guided ( with longer ranged but lower relative damage ) or unguided ( with shorter ranged but higher relative damage ) types.  A brief description of each launcher type will then be provided with suggestions on what class of hulls they are best fit on and the best type of targets for each.  All percentage values provided, except cost, are positive when providing improved value and negative when detracting from combat power and/or ease of fitting.
+
With medium combat drones, this fit works well for Level III Missions.
  
The following tables for each launcher type will list the following information:
+
Focus on:
* Table Key:
+
* {{sk|Missile Launcher Operation|III}} - to get T2 Rocket Launchers
** Name  - A useful search name for the launcher to find it within the market window
+
* {{sk|Hull Upgrades|IV}} - to get T2 Damage Control
** Meta    - It's meta value, higher is generally better.
+
* {{sk|Drones|III}}, {{sk|Medium Drone Operation|I}}, - to get medium drones
*** See footnote for more detail on the [http://wiki.eveuniversity.org/Advanced_Missile_Launchers#Meta_Level Meta Level].
 
** Cost    - Approximate Cost in Millions of ISK as found in Jita as of the most recent update.
 
** Cost % - Approximate percentage increase in cost over the meta 0 version of the same launcher.
 
*** Meta 0's are the reference point so all % values will be not applicable represented by a '-'.
 
** Rate    - Raw rate of fire in seconds per launch.
 
** Rate % - Percentage increase in rate of fire over meta 0 version.
 
** # Shots - Number of missiles of the indicated type that the launcher can hold.
 
*** Calculated from launcher capacity in m3 / Missile's volume in m3 from Evelopedia.
 
** Shots % - Percentage increase in missile capacity.
 
** Power  - Power grid usage in Megawatts.
 
** PG %    - Percentage decrease in power grid usage.
 
** CPU    - CPU usage in teraflops.
 
*** CPU %  - Percentage decrease in CPU usage.
 
  
 +
=== Battleship Class ===
 +
{| class="wikitable" style="text-align:left; font-size:80%; margin: 1em auto 1em auto;border: 2px solid darkgreen;"
 +
|+ '''Caldari [[Raven]] PVE Mission'''
 +
|+ ''<small>Adjust items as needed to accomplish an acceptable fit</small>''
 +
! scope="col" width="15px" style="background-color:#222222;"  | #
 +
! scope="col" width="200px" style="background-color:#222222;" | Equipment
 +
! scope="col" width="350px" style="background-color:#222222;" | Notes
 +
|-
 +
| 6|| Cruise Launcher || Prefer T2 for higher rate of fire
 +
|-
 +
| 1|| Drone Link Augmentor || Increases drone control range
 +
|-
 +
| 1|| 100MN Afterburner ||
 +
|-
 +
| 1|| X-Large Clarity Ward Booster || Expends energy to quickly boost shield strength
 +
|-
 +
| 2|| Adaptive Invulnerability Field || Increases shield resistance
 +
|-
 +
| 1|| Shield Boost Amplifier || T2 preferred, Improves the efficiency of shield boost modules, stacking penalties apply
 +
|-
 +
| 1|| EM Ward Amplifier || T2 preferred, boosts EM resistance - change damage type as needed
 +
|-
 +
| 1|| Phased Weapon Navigation Array Generation Extron || Makes targets easier to hit, stacking penalties apply
 +
|-
 +
| 1|| Damage Control || T2 is preferred
 +
|-
 +
| 1|| Power Diagnostic System || +power, +shield and capacitor recharge rate, T2 preferred
 +
|-
 +
| 1|| Ballistic Control System || +rate of fire, +damage, T2 preferred, stacking penalties apply
 +
|-
 +
| 10|| Drones || 5 Light, 5 Medium, T2 preferred
 +
|-
 +
| 1|| Rig: Large Capacitor Control Circuit || +capacitor recharge rate
 +
|-
 +
| 1|| Rig: Large Warhead Rigor Catalyst || Gives a bonus to missile explosion radius, increases cpu requirements for launchers
 +
|}
  
 +
Caldari Battleship bonuses (per skill level):
 +
*5% bonus to Rapid Heavy Missile, Cruise Missile and Torpedo Launcher rate of fire
 +
*10% bonus to Cruise Missile and Torpedo max velocity
  
== Light Missile Class ==
+
With its bonuses and six launchers, the Raven is a popular ship for Level IV Missions. The mid slots allow for a solid [[Passive Shield Tank|passive shield tank]]. This configuration can be set up with lower level equipment to match lower level skills and upgraded as skills improve.
  
Missile ammo suitable for killing Capsules, Drones, Frigates, Destroyers and Small Industrials.  Also probably get the greatest benefit from the [http://wiki.eveonline.com/en/wiki/Target_Navigation_Prediction Target Navigation Prediction] skill as the intended targets all have small signature radii are relatively fast and have low effective hit points.
+
Focus on:
 +
* {{sk|Cruise Missiles|V}} - to get T2 Cruise Launchers
 +
* {{sk|Light Drone Operation|V}} and {{sk|Medium Drone Operation|V}} - to get T2 Drones
  
=== Light Missiles ===
+
== Specific Missile Weapons Systems ==
The "guided" projectiles of the Light Missile class which can benefit from the [http://wiki.eveonline.com/en/wiki/Standard_Missiles Standard Missiles] & [http://wiki.eveonline.com/en/wiki/Standard_Missile_Specialization Standard Missile Specialization] skills. These missiles will also get the greatest benefit from [http://wiki.eveonline.com/en/wiki/Guided_Missile_Precision Guided Missile Precision] skill as it minimizes the effect from the small signature radius of ships of the intended target class(es) on the missiles damage.
+
Because the numbers differ for each class of missile or launcher, the values listed in these charts are shown as approximate percentage variations from the Tech I Standard item. These will give you a clear picture of the differences between items. For the exact data needed in fitting, you should use the in game [[Compare tool|Compare Tool]]. (''By the time you go to the Tool, you will usually be down to two or three items, and the comparison will be easy to set up.'')
  
==== Light Missile Launchers ====
+
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.
  
Generally the best fit for Frigate and Destroyer hulls and their T2 variants. [http://wiki.eveuniversity.org/Stealth_Bomber Stealth Bombers], T2 CovOps Frigates, are optimized for firing Bombs and Torpedoes and would use those launchers instead.
+
=== 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.  
  
{| border="1"
+
{| class="wikitable sortable" style="text-align:left; font-size:80%; margin: 1em auto 1em auto;"
! Name !! Meta !! Cost !! Cost% !! Rate !! Rate % !! # of Shots !! Shots % !! Power !! PG % !! CPU !! CPU %
+
|+ '''Comparison of Missile Types'''
 +
! scope="col" width="100px" style="background-color:#222222;"  | Name  
 +
! scope="col" width="50px" style="background-color:#222222;"  | Meta  
 +
! scope="col" width="50px" style="background-color:#222222;" | Flight Time %
 +
! scope="col" width="50px" style="background-color:#222222;" | Velocity %  
 +
! scope="col" width="50px" style="background-color:#222222;" | Explosion Radius %  
 +
! scope="col" width="50px" style="background-color:#222222;" | Explosion Velocity %
 +
! scope="col" width="50px" style="background-color:#222222;" | Base Damage %  
 +
|-
 +
| Standard || 1 || 0 || 0 || 0 || 0  || 0
 +
|-
 +
| Guristas || 1 || 0 || 0 || 0 || 0 || +
 +
|-
 +
| Caldari Navy || 2 || 0 || 0 || 0 || 0 || ++
 +
|-
 +
| Dread Guristas || 3 ||  0 || 0 || 0 || 0 || +++
 
|-
 
|-
|| Light I || 0 || .018 || - || 15.000 || - || 40 || - || 8 || - || 25 || -
+
| Precision || 5 || --- || 0 || --- || +++  || 0
|-
+
|-  
|| Malkuth || 1 || 0.19 || ? || 14.250 || 5 || 42 || 5 || 8 || 0 || 20 || 25
+
| Fury || 5 || -- || 0 || +++ || -- || +++
|-
+
|-  
|| Limos || 2 || 0.21 || ? || 13.500 || 10 || 44 || 10 || 8 || 0 || 23 || 8
+
| Javelin || 5 || 0 || +++ || 0 || 0 || --
|-
+
|-  
|| TE-2100 || 3 || 0.55 || ? || 12.750 || 15 || 44 || 10 || 8 || 0 || 24 || 4
+
| Rage || 5 || 0 || --- || +++ || -- || +++
|-
+
|-  
|| Arbalest || 4 || 3.19 || || 12.000 || 20 || 48 || 20 || 8 || 0 || 21 || 16
+
| colspan="7" style="text-align: center;" | <small>'' "+" = up to 10%, "++" = 10 to 19%, "+++" = more than 19%'' / "-" = down to -10%, "--" = -10 to -19%, "---" = less than -19%</small>
|-
 
|| Light II || 5 || 1.03 || ? || 12.000 || 20 || 53 || 33 || 9 || -13 || 28 || -12
 
|-
 
|| Gallows || 6 || 17.69 || ? || 13.500 || 10 || 40 || 0 || 7 || 13 || 21 || 16
 
|-
 
|| Domination || 7 || 36.79 || ? || 11.625 || 23 || 40 || 0 || 8 || 0 || 20 || 20
 
|-
 
|| Republic Fleet || 7 || ? || ?? || 11.625 || 23 || 54 || 35 || 8 || 0 || 20 || 20
 
|-
 
|| True Sansha || 7 || ? || ?? || 11.625 || 23 || 54 || 35 || 8 || 0 || 20 || 20
 
|-
 
|| Caldari Navy || 8  || 41.01 || ?? || 10.500 || 30 || 60 || 50 || 7 || 13 || 28 || -12
 
|-
 
|| Dread Gurista || 8  || 40.80 || ?? || 10.500 || 30 || 60 || 50 || 7 || 13 || 28 || -12
 
 
|}
 
|}
  
==== Assault Missile Launchers ====
+
Generally, Caldari Navy are widely used as a good cost/benefit trade-off. Advanced missiles (''Fury, Precision, Javelin, Rage'') are also used frequently as conditions dictate.
  
The exception to the light missile rule of thumb.  Vastly increase power grid and increased CPU requirements make assault launchers unsuitable for loading on most frigate and destroyer hulls. Assault launchers are specifically designed for fitting on cruiser and battle cruiser class hulls and provide them with superior rates of fire and launcher capacity for heavy missiles.  These launchers convert both Tier 1 & 2 cruiser class hulls into superior killers of drones, frigates and destroyers at the expense of vastly reduced damage to vessels of their own hull class.
+
=== Launcher Types  ===
 +
In general, different types of launchers vary the firing rate, shots per load, and power grid 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;"
{| border="1"
+
|+ '''Comparison of Launcher Types'''
! Name !! Meta !! Cost !! Cost% !! Rate !! Rate % !! # of Shots !! Shots % !! Power !! PG % !! CPU !! CPU %
+
|+ ''Note that some faction and storyline launchers are hard to find and extremely expensive.''
 +
! scope="col" width="80px" style="background-color:#222222;"| Name  
 +
! scope="col" width="80px" style="background-color:#222222;"| Meta  
 +
! scope="col" width="80px" style="background-color:#222222;"| Firing Rate %  
 +
! scope="col" width="80px" style="background-color:#222222;"| Shots per Load %  
 +
! scope="col" width="80px" style="background-color:#222222;"| Power %  
 +
! scope="col" width="80px" style="background-color:#222222;"| CPU %
 +
|-
 +
|| Standard T I || 0 ||0  ||0 || 0 || 0
 
|-
 
|-
|| Assault I || 0 || .150 || - || 12.000 || - || 40 || - || 50 || - || 35 || -
+
|| Malkuth || 1 || + || ++ || 0 || ++
 
|-
 
|-
|| Malkuth || 1 || ? || ? || 14.250 || 5 || 42 || 5 || 8 || 0 || 20 || 25
+
|| Limos || 2 || + ||+ || 0 || +
 
|-
 
|-
|| Limos || 2 || ? || ? || 13.500 || 10 || 44 || 10 || 8 || 0 || 23 || 8
+
|| TE-2100 || 3 || + || + || | 0 || +
 
|-
 
|-
|| TE-2100 || 3 || ? || ? || 12.750 || 15 || 44 || 10 || 8 || 0 || 24 || 4
+
|| Arbalest || 4 || ++ || ++ || 0 || ++
 
|-
 
|-
|| Arbalest || 4 || ? || ? || 12.000 || 20 || 48 || 20 || 8 || 0 || 21 || 16
+
|| Tech II || 5 || ++ || +++ || -- || --
 
|-
 
|-
|| Assault II || 5 || ? || ? || 12.000 || 20 || 53 || 33 || 9 || -13 || 28 || -12
+
|| Gallows || 6 || + || || ++ || ++
 
|-
 
|-
|| Gallows || 6 || ? || ? || 13.500 || 10 || 40 || 0 || 7 || 13 || 21 || 16
+
|| Domination || 7 || ++ || || 0 || ++
 
|-
 
|-
|| Domination || 7 || ? || ? || 11.625 || 23 || 40 || 0 || 8 || 0 || 20 || 20
+
|| Republic Fleet || 7 || ++ || +++ || 0 || ++
 
|-
 
|-
|| Republic Fleet || 7 || ? || ?? || 11.625 || 23 || 54 || 35 || 8 || 0 || 20 || 20
+
|| True Sansha || 7 ||++ || +++ || 0 || ++
 
|-
 
|-
|| True Sansha || 7 || ? || ?? || 11.625 || 23 || 54 || 35 || 8 || 0 || 20 || 20
+
|| Caldari Navy || || +++ || + || ++ || --
 
|-
 
|-
|| Caldari Navy || 8  || ? || ?? || 10.500 || 30 || 60 || 50 || 7 || 13 || 28 || -12
+
|| Dread Gurista || 8  || +++ || + || ++ || --
 
|-
 
|-
|| Dread Gurista || 8  || ? || ?? || 10.500 || 30 || 60 || 50 || 7 || 13 || 28 || -12
+
| colspan="7" style="text-align: center;" | <small>'' "+" = up to 10%, "++" = 10 to 19%, "+++" = more than 19%'' / "-" = down to -10%, "--" = -10 to -19%, "---" = less than -19%</small>
 
|}
 
|}
  
== Rocket Class ==
+
As always in fitting, utility trades off against cost. There is little sense in fitting expensive equipment if you have a reasonable chance of losing the ship in combat. That said, it is fair to note that Arbalest are widely used as T1 launchers for pilots whose skills do not accommodate T2s.
  
===Rockets===
+
=== Support Equipment ===
  
Rockets are the short-ranged frigate-sized weapon of the missile weapon system.  Rockets offer similar damage potential than light missiles, but rocket launchers are easier to fit.  However, this comes at the price of reduced range.
 
  
====Rocket Launchers====
+
==== Modules ====
 +
Launcher modules generally benefit damage, flight time, velocity and explosion effectiveness.
 +
* [https://wiki.eveonline.com/en/wiki/Item_Database:Ship_Equipment:Turrets_&_Bays:Weapon_Upgrades:Ballistic_Control_Systems Ballistic Control Systems]: these are passive, low slot modules which increase missile damage and rate of fire. Stacking penalties apply. It is not unusual to see two or three of these in a larger missile ship.
 +
* Missile Guidance Enhancers <''<small>not in Evelopedia</small>''>: these are active, mid slot modules that give bonuses to missile velocity, missile flight time, and explosion velocity; while shrinking the explosion radius. Stacking penalties apply.
 +
* Missile Guidance Computers <''<small>not in Evelopedia</small>''>: these are active, scriptable, mid slot modules that give bonuses to missile velocity, missile flight time, and explosion velocity; while shrinking the explosion radius.  Stacking penalties apply. (Using ‘Missile Precision Script’ or ‘Missile Range Script’ you can double either missile range and velocity OR explosion velocity and radius; while reducing the other by half.)
 +
* [https://wiki.eveonline.com/en/wiki/Item_Database:Ship_Equipment:Electronics_and_Sensor_Upgrades:Signal_Amplifiers Signal Amplifiers] increase a ship's maximum target acquisition range. Stacking penalties apply.
 +
* [https://wiki.eveonline.com/en/wiki/Item_Database:Ship_Equipment:Electronic_Warfare:Target_Painters Target Painters] increase the signature radius of a target and make it easier to hit. Stacking penalties apply.
  
{| border="1"
+
==== Rigs ====
! Name !! Meta !! Cost !! Cost% !! Rate !! Rate % !! # of Shots !! Shots % !! Power !! PG % !! CPU !! CPU %
+
[https://wiki.eveonline.com/en/wiki/Item_Database:Ship_Modifications:Rigs:Missile_Launcher_Rigs Missile Launcher Rigs] come in four sizes, one for each launcher type. All have the <span style="color:#bfbb7d">penalty effect of increasing the amount of cpu that the ship's launchers require</span>.
|-
+
* Bay Loading Accelerator: +rate of fire, stacking penalties apply
|| Rocket I || 0 || .150 || - || 5.00 || - || 37 || - || 4 || - || 15 || -
+
* Hydraulic Bay Thrusters: +velocity, stacking penalties apply
|-
+
* Rocket Fuel Cache Partition: +flight time
|| Malkuth || 1 || ? || ? || 4.75 || 5 || 40 || 8 || 4 || 0 || 12 || 25
+
* Warhead Calefaction Catalyst: +damage, stacking penalties apply
|-
+
* Warhead Flare Catalyst: effectively increases the explosion velocity
|| Limos || 2 || ? || ? || 4.50 || 10 || 41 || 11 || 4 || 0 || 14 || 7
+
* Warhead Rigor Catalyst: reduces explosion radius
|-
 
|| OE-5200 || 3 || ? || ? || 4.25 || 15 || 43 || 16 || 4 || 0 || 14 || 7
 
|-
 
|| Arbalest || 4 || ? || ?  || 4.00 || 20 || 45 || 22 || 4 || 0 || 13 || 15
 
|-
 
|| Rocket II || 5 || ? || ? || 4.00 || 20 || 50 || 35 || 4 || 0 || 17 || -13
 
|-
 
|| Balefire || 6 || ? || ? || 4.50 || 10 || 37 || 0 || 4 || 0 || 13 || -15
 
|-
 
|| N-1 Neon Type || 6 || ? || ? || 4.50 || 10 || 37 || 0 || 4 || 0 || 13 || -15
 
|-
 
|| Domination || 7 || ? || ? || 3.88 || 29 || 50 || 35 || 4 || 0 || 12 || -25
 
|-
 
|| Republic Fleet || 7 || ? || ?? || 3.88 || 29 || 50 || 35 || 4 || 0 || 12 || -25
 
|-
 
|| True Sansha || 7 || ? || ?? || 3.88 || 29 || 50 || 35 || 4 || 0 || 12 || -25
 
|-
 
|| Caldari Navy || 8  || ? || ?? || 3.50 || 43 || 56 || 51 || 3 || -33 || 17 || -13
 
|-
 
|| Dread Gurista || 8  || ? || ?? || 3.50 || 43 || 56 || 51 || 3 || -33 || 17 || -13
 
|-
 
|| Khanid Navy || 8 || ? || ?? || 3.50 || 43 || 56 || 51 || 3 || -33 || 17 || -14
 
|}
 
= Meta Level =
 
Each row will list a "Meta" level for that piece of equipment.  Meta can be used as a rough estimate of it's value in combat and ranges from 0 to 8The higher the value generally the more punch it can deliver in combat AND it will have a correspondingly higher price. 
 
Actual combat effectiveness depends highly on pilot skills and tactics.  And current prices in Eve are highly volatile depending on many factors.  ( Values are provided for comparison purposes only, pilots' actual mileage may vary. )
 
  
Also the meta level gives an indication of where or how the equipment can be obtained:
+
[https://wiki.eveonline.com/en/wiki/Item_Database:Ship_Modifications:Rigs:Targeting_Rigs Targeting Rigs] improve targeting range and effectiveness. All have the <span style="color:#bfbb7d">penalty effect of reducing shield capacity</span>.
 
+
* Ionic Field Projector: +targeting range
{| border="1"
+
* Targeting System Subcontroller: +targeting speed
! Meta !! Note(s)
 
|-
 
|| 0 || These launchers are all the standard baseline for launchers of that class and can be manufactured from T1 BPO's and BPC's.
 
All % columns are figured from the Meta 0 launcher for that type of launcher.
 
|-
 
|| 1-4 || These are all dropped from NPC's ( aka "rats" ) during missions or in belts below 0.9 security status.  Availability is variable and prices fluctuate wildly.
 
|-
 
|| 5 || These are the Tech II launchers and can be manufactured from T2 BPC's which must be researched from T1 BPO's or BPC's.  These are also the only launchers that can fire T2 ammo and benefit from the specialization skills.
 
|-
 
|| 6 || Available from Storyline Missions.  May be sold but price and availability is HIGHLY variable.  Note that these launchers are Tech level 1 items and thus cannot use T2 ammunition nor do they benefit from the specialization skills.
 
|-
 
|| 7-8 || Faction equipment available from the loyalty point store of faction agents and from some RARE mission/rat spawns.  Note that these launchers are Tech level 1 items and thus cannot use T2 ammunition nor do they benefit from the specialization skills.
 
|}
 
  
NOTE: Any launcher type and meta level CAN be looted from destroyed player ships but, of course, the determination of which equipment is dropped and which is destroyed is highly random.
+
Various [https://wiki.eveonline.com/en/wiki/Item_Database:Ship_Modifications:Rigs:Shield_Rigs Shield Rigs] and/or [https://wiki.eveonline.com/en/wiki/Item_Database:Ship_Modifications:Rigs:Astronautic_Rigs Astronautic Rigs] may be useful depending on your ship's vulnerabilities and your skills.
  
  

Revision as of 18:35, 25 December 2015

Template:Work in Progress



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 various general concepts. If you are not completely clear as to how missile launcer 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.

Thinking About Fitting Launchers

The essence of ship fitting is picking and choosing among the various possibilities, looking for an equipment balance that maximizes offense and/or defense without overloading the powergrid or cpu. How you do this depends a great deal on your skills, so if you have not done so already, you should read the Fitting Guidelines page. The general rules listed in that article are absolutely essential to good fitting, regardless of the class of ship or type of weapon.

The Launcher fits shown below can be accomplished with various types of the given equipment class. Where a Light Missile Launcher is called for, for example, you might use Light Missile Launcher I, Arbalest Compact Light Missile Launcher, Light Missile Launcher II, or a number of others. The equipment data and example fits shown here should be treated as templates. You will need to mix and match as needed to accommodate the characteristics of your ship and your own skills.

Basic Fitting Skills

As you improve these skills, you need less and less powergrid and cpu capacity to fit various items to your ship. This in turn allows you to fit more powerful equipment. Therefore, these skills should be trained immediately to Level III, and higher as soon as that becomes feasible.

As weapons are often a primary concern, this skill is frequently acquired and trained:

Primary Missile Skills and Specializations

Each class of missile has a skill that must be trained before the missile can be loaded and fired. Some missile classes also have a Specialization skill that gives access to T2 launchers and missiles. Most pilots train the primary skills for Rockets and Light Missiles at least to Level III first, and then move on to larger missiles and launchers as they move to larger ships, but you will want to advance according to your own needs. You can find a list of these skills at Skills:Missiles.

Launcher Support Skills

These skills apply to missile launchers. They increase firing rate and damage, and they improve the accuracy of missiles against smaller, faster targets. Missile Launcher Operation gives a 2% Bonus to missile launcher rate of fire per skill level, essentially a DPS bonus — and it is a prerequisite for most other missile skills — so train it first. Rapid Launch gives a 3% bonus to missile launcher rate of fire per level, another DPS increase that is worth training. You can find the full list of skills here Missile Launchers: Launcher Support Skills.

Other Skills

[Targeting]] skills — especially Signature Analysis, Target Management, and Long Range Targeting — are essential to the use of missile launchers. And since most missile ships depend on shield tanks, you might also want to beef up your basic shield skills: Shield Compensation, Shield Management, and Shield Operation. Navigation skills that improve the velocity or maneuverability of your ship will also be useful: Navigation, Evasive Maneuvering, Fuel Conservation, and High Speed Maneuvering.

Fitting Examples

You should regard the fits shown here as templates. They do not intend to tell you exactly what items will work best in your ship. Instead, they give you a set of items that other pilots have found useful, which you will probably have to juggle to fit your skills, strategy and experience. There are one or two examples here from each of the frigate, destroyer, cruiser, battlecruiser and battleship class. To see additional fits for a given ship, click on its name. For a full list of missile bonused ships, see Missile Ships.

Frigate Class

Caldari Kestrel PVE Mission Adjust items as needed to accomplish an acceptable fit
# Equipment Notes
4 Light Missile Launcher Prefer T2 for higher rate of fire
1 Afterburner
1 Small Shield Booster Expends energy to provide a quick boost in shield strength.
1 EM Ward Amplifier This adjusts for the lack of base EM shield resistance
1 Medium Shield Extender
1 Damage Control T2 is preferred
1 Power Diagnostic +power, +shield and capacitor recharge rate
0 Drones Kestrel has no drone capacity
1 Rig: Small Warhead Calefaction Catalyst +missile damage, +cpu requirements for launchers
1 Rig: Small Bay Loading Accelerator +rate of fire

Caldari Frigate bonuses (per skill level):

  • 5% bonus to Light Missile and Rocket damage
  • 10% bonus to Light Missile and Rocket max velocity

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.

Focus on:

Minmatar Breacher PVP Solo Adjust items as needed to accomplish an acceptable fit
# Equipment Notes
3 Rocket Launcher Prefer T2 for higher rate of fire
1 Afterburner Prefer T2 for PvP
1 Medium Shield Booster Ancillary version preferred because it uses Cap Booster Charges
1 Stasis Webifier
1 Warp Scrambler
1 Damage Control T2 is preferred
1 Nanofiber Internal Structure T2 preferred, +velocity, +maneuverability, -hull strength
1 Ballistic Control System T2 preferred, +rate of fire, +damage
2 Drones T2 Preferred, Hobgoblins often used for PvP
1 Rig: Small Anti-EM Screen Reinforcer +EM resistance, +signature radius
1 Rig: Small Anti-Thermal Screen Reinforcer +Thermal resistance, +signature radius
1 Rig: Small Core Defense Operational Solidifier Reduces the duration of shield booster cycles, +signature radius

Minmatar Frigate bonuses (per skill level):

  • 5% bonus to Light Missile and Rocket rate of fire
  • 7.5% bonus to Shield Booster amount

This fit builds on the bonus for Shield Booster. The two drones provide significant support for close-in PvP action with Rockets. Note that T2 drones require two level V drone skills ... a considerable investment. This fit is best for pilots who are thinking about using drones in larger ships later on.

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.

Focus on:

Destroyer Class

Minmatar Talwar Fleet Bombardment Adjust items as needed to accomplish an acceptable fit
# Equipment Notes
7 Light Missile Launcher T1 are fine here, look for a type that will improve firing rate
1 1MN Microwarpdrive Ship bonus reduces the signature radius penalty for microwarp
1 Medium Shield Booster
1 Prototype Sensor Booster Use the Targeting Range Script
1 Low Frequency Sensor Suppressor
1 Damage Control
1 Nanofiber Internal Structure +velocity, +maneuverability, -hull strength
1 Ballistic Control System +rate of fire, +damage
Missiles Use Nova (explosive) missiles as the ship is bonused for them
1 Rig: Small Hydraulic Bay Thrusters I +missile velocity, increases cpu use by launchers
1 Rig: Small Auxiliary Thrusters +max velocity, -armor amount
1 Rig: Small Low Friction Nozzle Joints +agility, -armor amount

Minmatar Destroyer bonuses (per skill level):

  • 5% bonus to explosive Light Missile and Rocket damage
  • 15% reduction in Microwarpdrive signature radius penalty

Role Bonus:

  • 50% bonus to Light Missile and Rocket max velocity

This is a fleet build that is designed to deliver heavy damage from range while other ships tackle the targets. This is an inexpensive T1 fit that requires relatively low level skills. This is consistent with fleet combat in a ship that has little defense – if it blows up, you just replace it.

Note that two of the rigs focus on ship speed and maneuverability. This ship needs to be fast and nimble as it cannot stand to take much damage.

Focus on:

Cruiser Class

Caldari Caracal PVE Mission Adjust items as needed to accomplish an acceptable fit
# Equipment Notes
5 Heavy Missile Launcher Prefer T2 for higher rate of fire
1 Afterburner
1 Adaptive Invulnerability Field T2 preferred
1 EM Ward Field Adjusts for the lack of base EM shield resistance, T2 preferred
2 Large Shield Extender
2 Compact Shield Power Relay +shield recharge, -capacitor recharge
2 Ballistic Control System T2 preferred, +rate of fire, +damage
2 Drones T2 drones not required, but will help during missions
3 Rig: Medium Core Defense Field Purger +shield recharge rate, +signature radius

Caldari Cruiser bonuses (per skill level):

  • 5% bonus to Rapid Light Missile, Heavy Missile and Heavy Assault Missile Launcher rate of fire
  • 10% bonus to Light Missile, Heavy Missile and Heavy Assault Missile max velocity

This is an excellent ship for Level II Missions. It has an active shield tank, and once T2 Heavy Missile Launchers can be equipped, it does good damage without needing many other advanced skills.

Focus on:

Battlecruiser Class

Caldari Drake PVP Fleet Tackle Adjust items as needed to accomplish an acceptable fit
# Equipment Notes
6 Heavy Assault Missile Launcher Prefer T2 for higher rate of fire
1 Small Energy Neutralizer Prefer T2, Drains part of the target ship's capacitor
1 10 MN Microwarp Drive
2 Adaptive Invulnerability Field Prefer T2
1 Large Shield Extender Prefer T2
1 Stasis Webifier Prefer T2
1 Warp Scrambler Prefer T2
1 Damage Control T2 is preferred
1 Nanofiber Internal Structure T2 preferred, +velocity, +maneuverability, -hull strength
2 Ballistic Control System T2 preferred, +rate of fire, +damage
1 Damage Control T2 is preferred
1 Power Diagnostic +power, +shield and capacitor recharge rate, T2 Preferred
5 Drones T2 Preferred, Hobgoblins often used for PvP
Missiles Use kinetic damage for ship bonus, Faction or Advanced preferred
3 Rig: Medium Core Defense Field Extender +shield capacity, +signature radius

Caldari Battlecruiser bonuses (per skill level):

  • 4% bonus to all shield resistances
  • 10% bonus to kinetic Heavy Missile and Heavy Assault Missile damage

Role Bonus:

  • 25% bonus to Missile velocity

This fit builds on the bonus for Heavy Assault Missiles (HAMs) and Shield Resistance to create a fast, powerful tackler for fleet combat. It is an advanced ship, requiring a number of T2 components.

HAMs are short range, high damage missiles. Combined with this ship's large passive shield tank, they make for a strong, fast tackler that can also do considerable close in damage.

Focus on: this is an advanced fit that requires numerous skills. See the Drake ship page for a detailed list.


Amarr Prophecy PVE Mission Adjust items as needed to accomplish an acceptable fit
# Equipment Notes
4 Rapid Light Missile Launcher Prefer T2 for higher rate of fire
1 Salvager I Can be swapped for non-launcher weapon or other equipment
1 10MN Afterburner Prefer T2
1 Target Painter Easier to hit smaller, faster ships
1 Medium Ohm Capacitor Reserve Increase capacitor storage
1 Drone Navigation Computer Extends drone range
1 Damage Control T2 is preferred
1 1600mm Reinforced Steel Plates II Armor
1 Medium I-a Polarized Armor Regenerator Armor
1 Energized Adaptive Nano Membrane II Armor
3 Drone Damage Amplifier Increases drone damage, stacking penalty
20 Combat Drones Medium drones preferred
2 Salvage Drones May be swapped for combat drones
2 Rig: Medium Drone Durability Enhancer +drone defenses, -ship cpu
1 Rig: Medium Trimark Armor Pump +armor hitpoints; -max velocity

Amarr Battlecruiser bonuses (per skill level):

  • 10% bonus to Drone hitpoints and damage
  • 4% bonus to all armor resistances

Role Bonus: • Can fit Warfare Link modules

  • 12.5% bonus to Drone microwarp velocity

This somewhat unusual fit builds on the ship's capacity and bonuses for drones, and on the fact that the ship has no particularly bonused weapons system. While you would expect an Amarr ship to use energy weapons, the Rapid Light Missile Launchers do not draw on the ship's capacitor, and they provide plenty of defense against smaller, faster PvE ships.

With medium combat drones, this fit works well for Level III Missions.

Focus on:

Battleship Class

Caldari Raven PVE Mission Adjust items as needed to accomplish an acceptable fit
# Equipment Notes
6 Cruise Launcher Prefer T2 for higher rate of fire
1 Drone Link Augmentor Increases drone control range
1 100MN Afterburner
1 X-Large Clarity Ward Booster Expends energy to quickly boost shield strength
2 Adaptive Invulnerability Field Increases shield resistance
1 Shield Boost Amplifier T2 preferred, Improves the efficiency of shield boost modules, stacking penalties apply
1 EM Ward Amplifier T2 preferred, boosts EM resistance - change damage type as needed
1 Phased Weapon Navigation Array Generation Extron Makes targets easier to hit, stacking penalties apply
1 Damage Control T2 is preferred
1 Power Diagnostic System +power, +shield and capacitor recharge rate, T2 preferred
1 Ballistic Control System +rate of fire, +damage, T2 preferred, stacking penalties apply
10 Drones 5 Light, 5 Medium, T2 preferred
1 Rig: Large Capacitor Control Circuit +capacitor recharge rate
1 Rig: Large Warhead Rigor Catalyst Gives a bonus to missile explosion radius, increases cpu requirements for launchers

Caldari Battleship bonuses (per skill level):

  • 5% bonus to Rapid Heavy Missile, Cruise Missile and Torpedo Launcher rate of fire
  • 10% bonus to Cruise Missile and Torpedo max velocity

With its bonuses and six launchers, the Raven is a popular ship for Level IV Missions. The mid slots allow for a solid passive shield tank. This configuration can be set up with lower level equipment to match lower level skills and upgraded as skills improve.

Focus on:

Specific Missile Weapons Systems

Because the numbers differ for each class of missile or launcher, the values listed in these charts are shown as approximate percentage variations from the Tech I Standard item. These will give you a clear picture of the differences between items. For the exact data needed in fitting, you should use the in game Compare Tool. (By the time you go to the Tool, you will usually be down to two or three items, and the comparison will be easy to set up.)

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). Meta levels vary from 1 to 10 and give a very rough estimate of the item's value in combat.

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.

Comparison of Missile Types
Name Meta Flight Time % Velocity % Explosion Radius % Explosion Velocity % Base Damage %
Standard 1 0 0 0 0 0
Guristas 1 0 0 0 0 +
Caldari Navy 2 0 0 0 0 ++
Dread Guristas 3 0 0 0 0 +++
Precision 5 --- 0 --- +++ 0
Fury 5 -- 0 +++ -- +++
Javelin 5 0 +++ 0 0 --
Rage 5 0 --- +++ -- +++
"+" = up to 10%, "++" = 10 to 19%, "+++" = more than 19% / "-" = down to -10%, "--" = -10 to -19%, "---" = less than -19%

Generally, Caldari Navy are widely used as a good cost/benefit trade-off. Advanced missiles (Fury, Precision, Javelin, Rage) are also used frequently as conditions dictate.

Launcher Types

In general, different types of launchers vary the firing rate, shots per load, and power grid 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.

Comparison of Launcher Types Note that some faction and storyline launchers are hard to find and extremely expensive.
Name Meta Firing Rate % Shots per Load % Power % CPU %
Standard T I 0 0 0 0 0
Malkuth 1 + ++ 0 ++
Limos 2 + + 0 +
TE-2100 3 + + 0 +
Arbalest 4 ++ ++ 0 ++
Tech II 5 ++ +++ -- --
Gallows 6 + 0 ++ ++
Domination 7 ++ 0 0 ++
Republic Fleet 7 ++ +++ 0 ++
True Sansha 7 ++ +++ 0 ++
Caldari Navy 8 +++ + ++ --
Dread Gurista 8 +++ + ++ --
"+" = up to 10%, "++" = 10 to 19%, "+++" = more than 19% / "-" = down to -10%, "--" = -10 to -19%, "---" = less than -19%

As always in fitting, utility trades off against cost. There is little sense in fitting expensive equipment if you have a reasonable chance of losing the ship in combat. That said, it is fair to note that Arbalest are widely used as T1 launchers for pilots whose skills do not accommodate T2s.

Support Equipment

Modules

Launcher modules generally benefit damage, flight time, velocity and explosion effectiveness.

  • Ballistic Control Systems: these are passive, low slot modules which increase missile damage and rate of fire. Stacking penalties apply. It is not unusual to see two or three of these in a larger missile ship.
  • Missile Guidance Enhancers <not in Evelopedia>: these are active, mid slot modules that give bonuses to missile velocity, missile flight time, and explosion velocity; while shrinking the explosion radius. Stacking penalties apply.
  • Missile Guidance Computers <not in Evelopedia>: these are active, scriptable, mid slot modules that give bonuses to missile velocity, missile flight time, and explosion velocity; while shrinking the explosion radius. Stacking penalties apply. (Using ‘Missile Precision Script’ or ‘Missile Range Script’ you can double either missile range and velocity OR explosion velocity and radius; while reducing the other by half.)
  • Signal Amplifiers increase a ship's maximum target acquisition range. Stacking penalties apply.
  • Target Painters increase the signature radius of a target and make it easier to hit. Stacking penalties apply.

Rigs

Missile Launcher Rigs come in four sizes, one for each launcher type. All have the penalty effect of increasing the amount of cpu that the ship's launchers require.

  • Bay Loading Accelerator: +rate of fire, stacking penalties apply
  • Hydraulic Bay Thrusters: +velocity, stacking penalties apply
  • Rocket Fuel Cache Partition: +flight time
  • Warhead Calefaction Catalyst: +damage, stacking penalties apply
  • Warhead Flare Catalyst: effectively increases the explosion velocity
  • Warhead Rigor Catalyst: reduces explosion radius

Targeting Rigs improve targeting range and effectiveness. All have the penalty effect of reducing shield capacity.

  • Ionic Field Projector: +targeting range
  • Targeting System Subcontroller: +targeting speed

Various Shield Rigs and/or Astronautic Rigs may be useful depending on your ship's vulnerabilities and your skills.