Fitting missile launchers

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This page is a work in progress. For specific guides and syllabi, please contact the original author before making significant changes..

Overview

This is intended as an extension to the existing UniWiki Missile Launchers page. 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.

Table Descriptions

Tables will be grouped by the type of ammo that the launcher can fire, Light Missiles, Heavy Missiles, Battleship Missiles and Citadel Missiles.

Table Key: Name: Not the full name but a useful search value to find the launcher in the market window. Meta: A relative measure of combat power, availability and price from 0-8.

      The higher numbers generally have more combat power, are less available and / or cost more.
      Actual value in game may depend highly on pilot skill and prices in Eve are always highly volatile depending on many factors.
      ( See footnote table on Meta Level )

Cost: Approximate Cost in Millions of ISK as found in Jita as of the most recent update. Cost%: Percentage increase in cost over T1 Meta 0. Rate:

Light Missile Class

Missile ammo suitable for killing Capsules, Drones, Frigates, Destroyers and small Industrials. Also probably get the greatest benefit from the Target Navigation Prediction skill as the intended targets all have small signature radii are relatively fast and have low effective hit points.

Best fit on Frigate and Destroyer hulls and most of their T2 variants. Exception would be Stealth Bombers which are T2 Frigates optimized for carrying Bombs and Torpedoes.

Light Missiles

"Guided" projectiles which can benefit from the Standard Missile & Standard Missile Specialization skills. Also get the greatest benefit from Guided Missile Precision skill as it minimizes the effect of the intended target classes small signature radii.

Standard Missile Launchers

Name Meta Cost Cost% Rate Rate % # of Shots Shots % Power PG % CPU CPU %
Standard I 0 .150 - 15.000 - 40 - 8 - 25 -
Malkuth 1 ? ? 14.250 5 42 5 8 0 20 25
Limos 2 ? ? 13.500 10 44 10 8 0 23 8
TE-2100 3 ? ? 12.750 15 44 10 8 0 24 4
Arbalest 4 ? ? 12.000 20 48 20 8 0 21 16
Standard II 5 ? ? 12.000 20 53 33 9 -13 28 -12
Gallows 6 ? ? 13.500 10 40 0 7 13 21 16
Domination 7 ? ? 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 ? ?? 10.500 30 60 50 7 13 28 -12
Dread Gurista 8 ? ?? 10.500 30 60 50 7 13 28 -12


Meta Level

Each row will list a "Meta" level for that piece of equipment. Meta can be used as a ro rough estimate of it's value in combat and ranges from 0 to 8. The higher the value generally the more punch it can deliver in combat AND it will have a correspondingly higher price. Also the meta level gives an indication of where and how the equipment can be obtained:


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 can are also the only launchers that can fire T2 ammo.
6 Available from Storyline Missions. May be sold but price and availability is HIGHLY variable.
7-8 Faction equipment available from the loyalty point store of faction agents and from some RARE mission/rat spawns.

NOTE: Any 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.