Fitting missile launchers

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Revision as of 11:42, 21 November 2010 by Frank Marsalis (talk | contribs) (moved Advanced Missile Launchers to Fitting Missile Launchers: Original Author deciding on a more apropos name for the page considering it's content and intended use.)
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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. 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.

Description of Table Contents

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.

The following tables for each launcher type will list the following information:

  • Table Key:
    • Name - A useful search name for the launcher to find it within the market window
    • Meta - It's meta value, higher is generally better.
    • 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.
WARNING: Modules of Meta values of 6 or more are PROHIBITED to IVY pilots during wartime.

Missile Classes

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.

Standard Missiles

The "guided" projectiles of the Light Missile class which can benefit from the Standard Missiles & Standard Missile Specialization skills. These missiles will also get the greatest benefit from 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.

Standard Missile Launchers

Generally the best fit for Frigate and Destroyer hulls and their T2 variants. Stealth Bombers, T2 CovOps Frigates, are optimized for firing Bombs and Torpedoes and would use those launchers instead.

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

Assault Missile Launchers

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 standard 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.


Name Meta Cost Cost% Rate Rate % # of Shots Shots % Power PG % CPU CPU %
Assault I 0 .150 - 12.000 - 40 - 50 - 35 -
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 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. 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:

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.
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 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.