Difference between revisions of "User:Drebin 679/Sandbox 5"

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(Changed to model changes to the Turrets page.)
(Changed to model a Missiles page rework. Currently workshopping changes.)
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''Drebin 679 Sandbox 5 - zappy boi ([[Turrets]] page addition)''
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''Drebin 679 Sandbox 5 - [[Missiles]] page rework''
  
{{color box|This page is based on game data from the [[Singularity]] test server client. Some things mentioned here are not currently on the main server of Tranquility, and all information is subject to change.}}
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{{Weapon Systems Links}}
  
== Vorton Projectors ==
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'''Missiles''' are self-propelled ammunition launched from '''missile launchers'''. Unlike turret weapons, missiles have the ability to track and follow their target. Rather than optimal and falloff range, missile range is determined by velocity and flight time, while missile damage is determined by the velocity and signature radius of the target and the explosion radius, explosion velocity, and damage reduction factor of the missile.
  
'''Vorton Projectors''' are a new turret type introduced with the Lightning Strikes update in June 2020.
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Compared to turret weapons, missiles have a lower rate of fire and higher damage per hit. They also do not care whether the target is close or far away. The primary strength of missiles is that, assuming that the target is within range, a missile will always "hit" its target, but the damage dealt will vary depending on the size and speed of the target. However, missile launchers fire more slowly than turrets of a similar size, and missile damage is delayed due to travel time, rather than being instantaneous.
  
Vorton Projectors are unlike any other turret, in that they fire chain lightning which can hit up to five targets within a 10km range of the first (have to test this). Condensor packs are used to generate chain lightning, which deal EM and Kinetic damage. They deal very low single target DPS compared to other turrets, owing to a low rate of fire (in between beam lasers and artillery) and low turret damage multiplier (without the damage spooling bonus that disintegrators get). On the flip side, the projectors have excellent optimal range, exceeding that of beam lasers, and can deal high damage to groups.
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A missile does not so much hit a ship as explode near it. When a missile crosses the [[signature radius]] of its target, it blows up. The speed at which this explosion grows and the maximum size of the explosion determine the amount of damage done to the target. EVE uses a [[Missile damage#Missile damage formula|mathematical equation]] to compute the precise amount of damage that the explosion does to the ship.
  
Following the trend started by Entropic Disintegrators, Vorton Projectors are further detached from traditional turret mechanics. Much like disintegrators, the projectors have no falloff, are only fittable to specific ships, and said ships only have one turret slot. On top of that, the turrets don't use tracking for damage calculations, instead using explosion radius and explosion velocity stats, like [[Missiles]] and [[Fighters]] do. Even core gunnery skills do not affect Vorton Projectors, with this set of weapons instead having its own equivalents for {{sk|Gunnery|icon=yes}} (-cycle time), {{sk|Sharpshooter|icon=yes}} (+optimal range), {{sk|Surgical Strike|icon=yes}} (+damage), and a skill combining {{sk|Target Navigation Prediction|icon=yes}} (+explosion velocity) with {{sk|Guided Missile Precision|icon=yes}} (-explosion radius). And modules and boosters that improve optimal range, explosion radius, or explosion velocity have no effect.
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<span style="color:#768d31">Note that launcher ammunition is often called "missiles" regardless of the ammunition's proper name, and thus this term can refer to any of rockets, missiles or torpedoes. </span>
  
=== Condensor packs ===
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Out of T1 ships, Caldari ships are the best known missile users though a few Minmatar ships also use missiles. The {{sh|Armageddon}} and {{sh|Arbitrator}} also use often use missiles even without missile bonuses. Additionally, the Khanid Kingdom made T2 Amarr ships, Guristas ships and Mordu's Legion ships use missiles as their weapons.
  
Condensor packs, similar to exotic plasma, deal more damage per charge, since each ship only has one turret and with projectors having a low damage multiplier. For the same reason, damage scaling with increasing size is not smooth, due to number of turrets the projector effectively substitutes for.
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Many hostile [[NPC]]s also use missiles as secondary weapons, and wield a single slow-firing launcher. These missiles will usually have the same range and damage application attributes of an ordinary missile of that ship's size.
  
There are four types of Tech 1 condensor packs, offering two range options and an EM or Kinetic slanted ammo type for each.
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== Overview ==
  
{| class="wikitable sortable" style="font-size:90%;text-align:center;"
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There are total of four size classes for missiles, each with a short range and a long range launcher. Additionally, medium, large and XL launchers have 'rapid' launchers that shoot missiles one size class below normal.
! style="background-color:#222222;" | Name
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! style="background-color:#222222;" | [[File:Icon_target_range.png|26px|link=|Modifier to optimal range]]Optimal
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Missiles can be roughly split into three groups: Short range, long range and rapid.
! style="background-color:#222222;" | Total damage
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! style="background-color:#222222;" | [[File:Icon_resist_em.png|26px|link=|EM damage]]
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{| class="wikitable" style="background:#777777; text-align:center;"
! style="background-color:#222222;" | [[File:Icon_resist_kin.png|26px|link=|Kinetic damage]]
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|- bgcolor="#111111"  
|-
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! Size !! Short range !! Long range !! Rapid
| BlastShot
 
| -25%
 
| 89
 
| 12
 
| 77
 
 
|-
 
|-
| GalvaSurge
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| '''Small'''<br>[[File:Isis_frigate.png|link=Frigates|Frigate]] [[File:Isis_destroyer.png|link=Destroyers|Destroyer]]|| Rockets<br>[[File:Icon_missiles_rocket.png|32px|link=]] [[File:rocket_64_bit_icon.png|32px|link=]] || Light<br>[[File:Icon_missiles_light.png|32px|link=]] [[File:Light_missile_64_bit_icon.png|32px|link=]]  || style="background:#111111" | N/A
| -25%
 
| 89
 
| 77
 
| 12
 
 
|-
 
|-
| MesmerFlux
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| '''Medium'''<br>[[File:Isis_cruiser.png|link=Cruisers|Cruiser]] [[File:Isis_battlecruiser.png|link=Battlecruisers|Battlecruiser]] || Heavy Assault<br>[[File:Icon_missiles_heavy_assault.png|32px|link=]] [[File:Heavy_Assault_64_bit_icon.png|32px|link=]] || Heavy<br>[[File:Icon_missiles_heavy.png|32px|link=]] [[File:heavy_missile_64_bit_icon.png|32px|link=]] || Rapid Light<br>[[File:Icon_missiles_rocket.png|32px|link=]] [[File:Light_missile_64_bit_icon.png|32px|link=]]
| +50%
 
| 45
 
| 36
 
| 9
 
 
|-
 
|-
| SlamBolt
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| '''Large'''<br>[[File:Isis_battleship.png|link=Battleships|Battleship]] [[File:Isis_frigate.png|link=Stealth Bombers|Stealth Bomber (Torpedoes)]] || Torpedo<br>[[File:Icon_torpedoes.png|32px|link=]] [[File:Torpedo_64_bit_icon.png|32px|link=]] || Cruise<br>[[File:Icon_missiles_cruise.png|32px|link=]] [[File:Cruise_missile_64_bit_icon.png|32px|link=]] || Rapid Heavy<br>[[File:Icon_missiles_heavy_rapid.png|32px|link=]] [[File:heavy_missile_64_bit_icon.png|32px|link=]]
| +50%
 
| 45
 
| 9
 
| 36
 
 
|-
 
|-
! colspan=5 style="background-color:#222222; text-align:left;font-size:95%;line-height:130%;font-weight:normal;"  | Click on the column headers to sort the table; mouse over them for a more detailed explanation.<br />Damage is the raw figures for the 'Small' ammo size;<br /> Medium is 4.64-4.69x greater, and Large is 10.91-11.10x greater, depending on ammo type.<br />Damage type ratio varies, with a more balanced ratio for larger sizes.
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| '''Extra Large'''<br>[[File:Isis_capital.png|link=Dreadnoughts|Dreadnought]] [[File:Isis_titan.png|link=Titans|Titan (except for Rapid Torpedoes)]] || XL Torpedo<br>[[File:Icon_missiles_citadel_torpedo.png|32px|link=]] [[File:Torpedo_64_bit_icon.png|32px|link=]] || XL Cruise<br>[[File:Icon_missiles_citadel_cruise.png|32px|link=]] [[File:Cruise_missile_64_bit_icon.png|32px|link=]] || Rapid Torpedo<br>[[File:Icon_missiles_citadel_cruise.png|32px|link=]] [[File:Torpedo_64_bit_icon.png|32px|link=]]
 
|}
 
|}
  
'''T2 condensor packs'''
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===Ammunition/charges===
 +
 
 +
Each missile class has four variants that correspond to the four [[damage types]] in EVE. <span style="color:#fa8d84">Inferno</span>, <span style="color:#71c4f8">Mjolnir</span>, <span style="color:#f8e97c">Nova</span> and <span style="color:#73dc76">Scourge</span> apply <span style="color:#fa8d84">thermal</span>, <span style="color:#71c4f8">EM</span>, <span style="color:#f8e97c">explosive</span> and <span style="color:#73dc76">kinetic</span> damage, in that order. A given missile will apply only one type of damage, and each missile category does the same amount of damage.
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 +
Each launcher can launch missiles of that class. E.g., Light Missile Launchers launch Light Missiles, as do Rapid Light Missile Launchers. Heavy Assault Missile Launchers launch Heavy Assault Missiles, Torpedo Launchers launch Torpedoes, and so on.
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 +
Each type of launcher can use a variety of missiles, offering different damage type, output, and application profiles:
 +
 
 +
* normal missiles
 +
* faction missiles
 +
* damage focused T2 missiles (Fury or Rage)
 +
 
 +
Short range missiles also have the following variant:
 +
* range focused T2 missiles (Javelin)
 +
 
 +
While long range missiles have the following variants:
 +
* application focused T2 missiles (Precision)
 +
* T1/faction auto-targetting missiles
 +
 
 +
 
 +
 
 +
Each missile has a few faction versions. Similar to turret ammunition, faction missiles come in three types: Guristas (pirate, +10% damage), Caldari Navy (navy, +15% damage), and Dread Guristas (elite pirate, +20% damage). These missiles have no downsides, but generally cost more due to limited supply or [[loyalty points]] required for procurement. This makes them ideal for PvP, but may not be desirable in certain PvE scenarios. XL missiles only have Guristas variants.
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 +
Every missile has two T2 ammunition variants. One offers higher damage but less range and worse application. The other T2 ammo for short range missiles offers better range, while the other T2 ammo for long range missile offers better application at the cost of range and damage.
 +
 
 +
Available only to light, heavy, and cruise launchers,  '''Auto-Targeting Missiles''' will locate and target the nearest engageable ship or drone. Auto-targeting missiles do not require the user be locked on to the targets they engage; however as they cannot be deliberately aimed, deal less damage, and have a hard maximum range beyond which they will not acquire targets, auto-targeting missiles are usually passed over in favor of regular missiles.
 +
 
 +
This said though, many Caldari ships (such as the {{sh|Drake}}) have bonuses to only a single type of missile damage: <span style="color:#73dc76">Kinetic</span>. These ships are commonly referred to as "Kinetic locked". In general, damage type locked ships like this should usually only ever use missile ammo that match the damage type of their bonus, unless there is a very good reason to use a different type.
 +
Different types of launchers within the class vary the firing rate and other characteristics of the launchers.
 +
 
  
Marketed under the '''Ultra''' brand, T2 condensor packs can only be used with Tech 2 and Faction Vorton Projectors. BlastShot Ultra is a higher damage, shorter range ammo compared to BlastShot & GalvaSurge, while SnipeStrike exceeds MesmerFlux and SlamBolt in range and damage. Both types of ultra condensor packs increase capacitor need by 25% and reduce explosion velocity by 25%.
 
  
{| class="wikitable sortable" style="font-size:90%;text-align:center;"
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Other rarely used missile types:
! style="background-color:#222222;" | Name
+
* '''Defender missiles'''. When activated, Defender Launchers will scan local space for [[Bombs]] within range. If a bomb is detected, the launcher will fire one ''Defender Missile'' to intercept and destroy it. If no bombs are found, the launcher will still cycle. The Defender Launcher has a 120-second reactivation timer.<ref>[https://forums.eveonline.com/default.aspx?g=posts&m=6726903 Defender Missile update announcement]</ref> [[Command Destroyer]]s have a role bonus that reduces reactivation time by 50%.
! style="background-color:#222222;" | [[File:Icon_target_range.png|26px|link=|Modifier to optimal range]]Optimal
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! style="background-color:#222222;" | [[File:Icon_velocity.png|26px|link=|Modifier to explosion velocity]]Explosion Velocity
 
! style="background-color:#222222;" | Cap. need
 
! style="background-color:#222222;" | Total damage
 
! style="background-color:#222222;" | [[File:Icon_resist_em.png|26px|link=|EM damage]]
 
! style="background-color:#222222;" | [[File:Icon_resist_kin.png|26px|link=|Kinetic damage]]
 
|-
 
| BlastShot Ultra
 
| -50%
 
| -25%
 
| +25%
 
| 106
 
| 53
 
| 53
 
|-
 
| SnipeStrike Ultra
 
| +80%
 
| -25%
 
| +25%
 
| 89
 
| 77
 
| 12
 
|-
 
! colspan=7 style="background-color:#222222; text-align:left;font-size:95%;line-height:130%;font-weight:normal;"  | Click on the column headers to sort the table; mouse over them for a more detailed explanation.<br />Damage is the raw figures for the 'Small' ammo size;<br /> Medium is 4.67-4.73x greater, and Large is 10.95-11.19x greater, depending on ammo type.<br />Damage type ratio varies, with a generally more balanced ratio for larger sizes.
 
|}
 
  
==Gunnery Skills==
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==Short range missile systems==
Besides the skills which let you use guns themselves (Small Energy Turret, Medium Projectile Turret, Large Hybrid Turret &c &c -- these skills also give you 5% more damage per level with their related turrets) EVE has a panoply of skills which make your guns more effective. These support skills taken together make a big difference to your DPS, range, tracking and so on; anyone serious about using guns should plan to train most of them to at least level IV, and some of them to level V.
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[[File:Torpedo_64_bit_icon.png|left|link=]]
 +
Short range missiles have shorter cycle times and higher DPS than long range missiles. Compared to their long range counterparts, Rockets and Heavy Assaults have lower damage but better application, while Torpedoes and XL Torpedoes have higher damage but worse application. Rocket, Heavy Assault, and Torpedo launchers also have polarized versions, which offer higher rate of fire and ammo capacity {{color|red|at the cost of all of a ship's resistances}}.
  
* '''[[Skills:Gunnery#Gunnery|Gunnery]]''': Lets you fire your guns 2% faster per level (and -2% to cycle time is better than +2% to firepower). Gunnery V is required for Large and Extra Large turrets.
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Short range T2 missiles (compared to T1):
* [[Skills:Gunnery#Controlled_Bursts|Controlled Bursts]]: Reduces capacitor needs of hybrids and lasers by 5%/level. Vital, unless you only use projectile turrets -- in which case, it's useless.
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* Javelin - 50% higher missile velocity (=50% more range), 10% less damage.
* [[Skills:Gunnery#Motion_Prediction|Motion Prediction]]: 5% faster gun tracking speed per level.
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* Rage - ~55% more damage, 17% lower missile velocity, 70-72% larger explosion radius, ~14% slower explosion velocity (worse application).
* [[Skills:Gunnery#Rapid_Firing|Rapid Firing]]: 4% faster firing per level. This is '''important''' because -4% to firing cycle is a 5% increase to DPS. (But also a higher cap demand for hybrids and lasers.)
 
* [[Skills:Gunnery#Sharpshooter|Sharpshooter]]: 5% to optimal range per level. Important for everyone, but especially snipers.
 
* [[Skills:Gunnery#Surgical_Strike|Surgical Strike]]: Adds 3% to turret damage/level. This is a rank 4 skill, taking longer to train, so focus on other skills first.
 
* [[Skills:Gunnery#Trajectory_Analysis|Trajectory Analysis]]: Requires Gunnery IV. Improves falloff of your guns, 5%/level. Important for everyone, but especially snipers and Minmatar pilots. (And especially especially Minmatar snipers!).
 
* [[Skills:Gunnery#Weapon_Upgrades|Weapon Upgrades]]: 5% less CPU required to fit turrets and launchers per level. Vital fitting skill.
 
* [[Skills:Gunnery#Advanced_Weapon_Upgrades|Advanced Weapon Upgrades]]: Requires Weapon Upgrades V. Decreases turret and launcher powergrid requirements by 2%/level. Also a vital fitting skill.
 
  
==== Vorton Projector Skills ====
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==Long range missile systems==
 +
[[File:Cruise_missile_64_bit_icon.png|left|link=]]
 +
Long range missiles have longer cycle times and lower DPS than the short range missiles. Compared to their short range counterparts, Light and Heavy Missiles have higher damage but worse application, while Cruise and XL Cruise have lower damage but better application.
  
With the exception of Advanced/Weapons Upgrades, Vorton Projectors do not benefit from any of the traditional gunnery skills listed above. Instead, it has its own set of skills. Most are analogues to normal gunnery skills.
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Long range T2 missiles (compared to T1):
 +
* Precision - ~10% smaller explosion radius (37.5% for light missiles), 20% faster explosion velocity, 50% shorter flight time.
 +
* Fury - 20-40% more damage, ~70% larger explosion radius, ~15% slower explosion velocity, 25% shorter flight time.
  
* '''Vorton Projector Operation''': Reduces cycle time by 2% per level (Gunnery equivalent)
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==Rapid missile systems==
* Vorton Arc Guidance: Reduces explosion radius by 5% per level, and increases explosion velocity by 10% per level. This skill is the only way to improve the application of Vorton Projectors.
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[[File:Icon_missiles_heavy_rapid.png|left|link=]]
* Vorton Extension: 5% to optimal range per level (Sharpshooter equivalent)
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Rapid launchers are unique among weapon systems. These missile launchers have very high fire rates, but fire missiles of one size class below of what the ships of this size would normally fire. For example. a cruiser (medium) would use rapid light missile launchers to fire light missiles (small). This reduces the skill training required to use the weapons (as missile skill requirements are based on ammo type, not launcher size), and also gives ships fitted with rapid launchers unnaturally good damage application. The drawback is that they have relatively small clip sizes (19-30 shots) and very long reload times (35-40 seconds). This makes them very effective at quickly removing smaller enemies, but inefficient in larger fights if the target doesn't die before the reload hits, as between the high fire rate and small clip a rapid launcher can easily spend as much time reloading as it does firing.
* Vorton Power Amplification: 3% to turret damage per level (Surgical Strike equivalent)
 
  
==== Other Skills ====
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The small clip and long reload of rapid launchers makes them very good weapons to [[Overheating|Overheat]], as they can be overheated for part of their clip for further increased fire rate and DPS, repaired (using Nanite Repair Paste) during their long reload time (during which time their rack heat also dissipates), and then overheated again in the next clip.
  
Skills which, while not filed under Gunnery on the character sheet, are particularly significant include:
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Rapid Torpedo Launchers are considered the '[[Turrets#Capital Ship Turrets|High-Angle Weapons]]' of missiles, and thus can only be fitted to the {{sh|Phoenix}} and {{sh|Caiman}}.
* The other [[Fitting Guidelines#Train Fitting Skills|fitting skills]] besides Weapon Upgrades and Advanced Weapon Upgrades.
 
* Capacitor skills -- [[Skills:Engineering#Capacitor_Systems_Operation|Capacitor Systems Operation]] (faster cap regeneration) and [[Skills:Engineering#Capacitor_Management|Management]] (more cap) -- important for everyone, vital for hybrid users and ultra-ultra-ultra vital (!) for laser users.
 
* Targeting skills. [[Skills:Targeting#Signature_Analysis|Signature Analysis]] lets you lock the enemy faster and is important for any combat pilot. [[Skills:Targeting|Targeting]] lets you queue more targets. [[Skills:Targeting#Long Range_Targeting|Long Range Targeting]] lets you target at longer ranges.
 
  
== Related modules summary  ==
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As Rapid Light Missile Launchers fire frigate-sized Light Missiles, they are considered 'small weapons' and gain the damage bonus of the [[Wormhole space#Wolf Rayet|Wolf Rayet system effect]].
  
Besides turrets themselves there are a number of related modules which you can fit to improve their performance.
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==Equipment==
  
Remember that [[Stacking penalties|stacking penalties]] mean that it's usually not worth fitting more than three modules which have the same effect.  
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In addition to the actual missile launchers, there exist several modules and items for missile launchers. These improve the effectiveness of all missile weapons.
  
 
{|class=wikitable style="width: 900px;background:#111111"
 
{|class=wikitable style="width: 900px;background:#111111"
 
|-
 
|-
|[[File:Icon gyrostablizer.png|link=|]]
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|[[File:Icon ballistic control system.png|link=|]]
|Each turret type has its own 'damage module'. These passive low slot modules increase rate of fire and damage per volley.
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|'''{{co|wheat|Ballistic Control System}}''' are passive low slot modules. They increase missile damage and launcher rate of fire.
* '''{{co|wheat|Magnetic Field Stabilizers}}''' for hybrid turrets.
 
* '''{{co|wheat|Gyrostabilizers}}''' for projectile turrets.
 
* '''{{co|wheat|Heat Sinks}}''' for energy turrets.
 
* '''{{co|wheat|Entropic Radiation Sinks}}''' for entropic disintegrators.
 
* '''{{co|wheat|Vorton Tuning Systems}}''' for vorton projectors.
 
  
 
|-
 
|-
|[[File:Icon tracking enhancer.png|link=|]]
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|[[File:Icon missile guidance enhancer i.png|link=|]]
|'''{{co|wheat|Tracking Enhancer}}''' is another passive low slot module. This module improves turret tracking, optimal range and falloff. The same module applies to all turrets except Vorton Projectors.
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|'''{{co|wheat|Missile Guidance Enhancer}}''' passive low slot modules. They decrease missile explosion radius, increase missile explosion velocity, missile flight time and flight speed. This makes the missile apply better and further away.
  
 
|-
 
|-
|[[File:Icon tracking computer i.png|link=|]]
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|[[File:Icon missile guidance computer i.png|link=|]]
|'''{{co|wheat|Tracking Computer}}''' is an active mid slot module. It uses a small amount of capacitor and has to be activated, but can offer a more substantial tracking bonuses as well as small bonuses to optimal and falloff range. It can be loaded with either the ''Tracking Speed'' script, which doubles the tracking speed bonus but removes the range bonuses entirely, or the ''Optimal Range'' script, which removes the tracking speed bonus but doubles the range bonuses (it doubles both the falloff and optimal bonus despite its name).  
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|'''{{co|wheat|Missile Guidance Computer}}''' are active mid slot modules. They decrease missile explosion radius, increase missile explosion velocity, missile flight time and flight speed. The module can also be scripted to only improve either application or range.
  
 
|-
 
|-
|[[File:Icon tracking computer i.png|link=|]]
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|[[File:Icon missile rig.png|link=|]]
|'''{{co|wheat|Remote Tracking Computer}}''' is an active mid slot module. It has the same bonuses as the tracking computer. But instead of applying these bonuses on the ship it is fitted on, the module applies the bonuses to a ship that the owner targets. When combined with the hull bonus of a ship like a [[Scimitar]] this module can be very strong but quite situational.
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|Missile rigs improve one aspect at a time. All the rigs will also increase CPU requirements on missile launchers.
 +
* '''{{co|wheat|Bay Loading Accelerator }}''' improves rate of fire.
 +
* '''{{co|wheat|Hydraulic Bay Thrusters}}''' improves missile velocity.
 +
* '''{{co|wheat|Rocket Fuel Cache Partition}}''' improves missile flight time.
 +
* '''{{co|wheat|Warhead Calefaction Catalyst}}''' improves missile damage.
 +
* '''{{co|wheat|Warhead Flare Catalyst}}''' increases explosion velocity.
 +
* '''{{co|wheat|Warhead Rigor Catalyst}}''' decreases explosion radius.
  
 
|-
 
|-
|[[File:Icon projectile rig.png|link=|]]
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|[[File:Icon crash.png|link=|]]
|Turret rigs improve one aspect at a time. All the rigs will also increase PG requirements of all fitted turrets. Not available for entropic disintegrators.
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|There are two [[medical boosters]] that will improve missile performance.
* '''{{co|wheat|Ambit Extension}}''' increases falloff range.
+
* '''{{co|wheat|Crash}}''' reduces missile explosion radius.
* '''{{co|wheat|Locus Coordination}}''' increases optimal range.
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* '''{{co|wheat|Agency 'Pyrolancea'}}''' improves damage.
* '''{{co|wheat|Metastasis Adjuster}}''' improves tracking.
 
* '''{{co|wheat|Burst Aerator}}''' improves rate of fire.
 
* '''{{co|wheat|Collision Accelerator}}''' improves damage.
 
* '''{{co|wheat|Discharge Elutriation}}''' reduces capacitor usage. Only available for hybrid and laser turrets.
 
* '''{{co|wheat|Algid Hybrid Administrations}}''' reduces turret CPU usage. Only available for hybrid and laser turrets.
 
  
|-
 
|[[File:Icon drop.png|link=|]]
 
|There are multiple turret related [[medical boosters]] that will help your weapons apply better.
 
* '''{{co|wheat|Drop}}''' improves turret tracking.
 
* '''{{co|wheat|Sooth Sayer}}''' improves turret falloff range.
 
* '''{{co|wheat|Frentix}}''' improves optimal range.
 
* '''{{co|wheat|Agency 'Pyrolancea'}}''' improves damage.
 
  
 
|-
 
|-
 
|[[File:Icon_implant_hardwiring.png|link=|]]
 
|[[File:Icon_implant_hardwiring.png|link=|]]
|Practically every turret stat has an implant that improves that aspect. See the [[List_of_Skill_Hardwiring_Implants#Table_of_Implants|table of hardwiring implants]] for full list of turret implants.
+
|Implants. Practically every missile stat has an implant that improves that aspect. See the [[List_of_Skill_Hardwiring_Implants#Table_of_Implants|table of hardwiring implants]] for full list of missile implants.
 
|}
 
|}
  
== Names reference  ==
+
== Tactics and Strategy ==
 +
 
 +
As noted in the page on [[missile damage]]:
 +
 
 +
In general missiles are much simpler weapon system to use than turrets. But while a missile can apply up to 100% of the Base Damage to a ship in some situations, damage is often reduced by two factors:
 +
* If the target ship is moving faster than the explosion velocity of the missile. Think of this as a fast ship being able to somewhat outrun the explosion.
 +
* If the signature radius of the target ship is smaller than explosion radius of the missile. Think of this as a small ship flying through a large explosion and only being hit by a part of it.
 +
 
 +
In other words, missile weapons are best at doing damage to larger, slower targets at longer range. This is not to say that a pilot cannot kill small, fast targets with the right missiles, or that there are no short range missile boats. Rather, the most common applications of launcher fitted ships tend to be as longer ranged, heavy damage weapons.
 +
 
 +
==== Fleet roles ====
 +
In general, the most common ships seen relying on missiles in fleets fill one of two roles. Ships fitted with Rapid Missile Launchers work as anti-support, assigned to picking of smaller enemy ships like frigates and destroyers while the rest of the fleet is otherwise engaged, and whose larger weapons are unable to hit these small targets. Ships fitted with full-size launchers act as mainline damage ships, able to beat through individual damage weaknesses in the enemies' defenses with their sustained, reliable damage. However, because missiles are ineffective at targeting ships below their size, missile ships are generally not very efficient at destroying enemy [[Logistics_101#The_ships|logistics ships]] (which generally have naturally small signatures), which can at times hurt their effectiveness.
 +
 
 +
There do exist doctrines for entire fleets of missile ships. Fleets of [[Stealth Bombers]], for example, are common.
 +
 
 +
==== Kiting ====
 +
Kiting is a form of of hit-and-run strategy, attacking enemies while staying beyond their effective range, and always having a way out. As kiting ships rely on their speed and range for defenses, many good kiting ships are shield-tanked missile ships. [[Pirate Faction Ship Overview#Mordu's Legion|Mordu's Legion]] ships are particularly good at this combat style.
 +
 
 +
The primary goal in kiting is to stay alive. This means staying out of their range, either by keeping pace and range while pursuing, orbiting at around 20-30km (within missile and Warp Disruptor range but outside of other modules' range), or by running away from them just slightly faster than they can catch up. Because launching missiles at pursuing targets makes the pursuers get hit sooner, and because missiles will chase and hit their targets without any interaction from the launching ship, missile ships are extremely good at both flying evasively and straight running away. (Unlike turret ships, missile ships are not required to line up good shots with their targets to land hits; missiles merely need to be within range, and beyond that the missile ships can take on any flight path they wish.)
 +
 
 +
PvE enemies tend to be rather single-minded, locking on when they see you, approaching to orbit, and never giving up. This makes kiting a popular strategy when running Missions. When compared with fighting NPCs head-on, kiting increases the time required to kill targets (as longer-ranged weapons have lower damage), and the resulting loot will be scattered across a large area; however in exchange, your ship will sustain relatively little damage, and as you are already in effect running away it is very easy to warp out and escape the field if necessary.
 +
 
 +
PvP is much more difficult in this regard. Inexperienced pilots may chase you to their deaths, but experienced pilots will just let you run, knowing that both you and they likely have the choice to escape. The greatest danger in kiting is extremely fast ships such as [[Interceptors]], which can outrun, catch, and tackle most other ships, giving their allies time to close in for the kill. Part of the popularity of cruisers with Rapid Light missiles is that these missiles are extremely effective at destroying interceptors.
 +
 
 +
==== The Delayed Damage Problem ====
 +
One of the issues with missiles compared to turrets is that while turret shots impact and damage their targets in the same moment as they are fired, missiles do not have this luxury. In stead, when a missile is launched, there can be several seconds of delay between the launch and the target being damaged. This has several effects.
 +
#In PvE, it can lead to wasting missiles overkilling targets (where the target dies with another volley of missiles in-flight), and at the same time leave the attacker exposed to enemy fire for longer.
 +
#In PvP, when an enemy is targeted by missiles, they receive the warning about being Red Boxed at the moment the launchers fire, which gives them time to either overheat active hardeners, broadcast for their logistics to repair them, or, at longer ranges, potentially warp out before the missiles land.
 +
#If an enemy ship is flying away from a missile ship, the missiles need to chase after it as it flies away. This means that missiles can have significantly reduced effective range when used on fleeing enemies. (However, in exchange they also gain significantly ''increased'' effective range when running away and shooting at a pursuer.) Furthermore, extremely fast ships like [[Interceptors]] can actually completely outrun missiles which are in flight, and never be hit at all despite staying within range.
 +
#To prevent the obvious exploit of launching missiles and then warping out before the missiles connect, if a ship enters warp, all of the missiles it has in-flight vanish immediately. This means that, especially at long range, missile ships must stay on grid until all of their fired missiles have landed, to avoid losing damage. This problem is most obvious on [[Stealth Bombers]] making torpedo runs on targets.
 +
 
 +
==Skills==
 +
 
 +
These skills apply to all missile launchers. They increase firing rate and damage, and they improve the accuracy of missiles against smaller, faster targets.
 +
*{{sk|Missile Launcher Operation}} 2% Bonus to missile launcher rate of fire per skill level. This gives a bonus to DPS — and it is<span style="color:#bfbb7d"> a prerequisite for many other missile skills.</span>
 +
*{{sk|Rapid Launch}} 3% bonus to missile launcher rate of fire per level. Essentially, a DPS increase.
 +
*{{sk|Warhead Upgrades}} 2% bonus to all missile damage per skill level. Another DPS increase, smaller than Rapid Launch, but still worth training.
 +
*{{sk|Missile Bombardment}} 10% more flight time for all missiles per level. If you are planning to use a long range or "kiting" strategy, train this higher.
 +
*{{sk|Missile Projection}} 10% bonus to all missiles' maximum velocity per level. Another range increase that is especially useful for "kiting".
 +
*{{sk|Guided Missile Precision}} 5% decrease per level in factor of signature radius for all missile explosions. Proficiency at this skill increases damage to small targets.
 +
*{{sk|Target Navigation Prediction}} 10% decrease per level in factor of target's velocity for all missiles. As with Guided Missile Precision, this makes missiles more effective against faster targets.
 +
 
 +
In addition to the general missile skills there is a specific [[Skills:Missiles|primary missile skill]] for each class of missiles, and each will let you load and fire that one class. In addition, each level of the skill will improve your damage by 5% when using that particular missile class.
 +
* {{sk|Rockets}}
 +
* {{sk|Light Missiles}}
 +
* {{sk|Heavy Missiles}}
 +
* {{sk|Heavy Assault Missiles}}
 +
* {{sk|Cruise Missiles}}
 +
* {{sk|Torpedoes}}
 +
* {{sk|XL Cruise Missiles}}
 +
* {{sk|XL Torpedoes}}
 +
* {{sk|Auto-Targeting Missiles}}
 +
* {{sk|Defender Missiles}}
 +
 
 +
All the missile types also have a "Specialization" skill. This gives you access to T2 launchers and missiles, and it provides a 2% bonus per level to the rate of fire of modules that require the specialization (mostly the T2 modules). All of these require that you have trained the Primary Skill to Level V, so they are usually pursued after your other training is complete.
 +
* {{sk|Rocket Specialization}}
 +
* {{sk|Light Missile Specialization}}
 +
* {{sk|Heavy Missile Specialization}}
 +
* {{sk|Heavy Assault Missile Specialization}}
 +
* {{sk|Cruise Missile Specialization}}
 +
* {{sk|Torpedo Specialization}}
 +
* {{sk|XL Cruise Missile Specialization}}
 +
* {{sk|XL Torpedo Specialization}}
 +
 
 +
== Production ==
 +
Due to the Shortage Phase, Isogen, Nocxium and Zydrine no longer appear in High Security Space. With this in mind, players (particularly those who craft their own ammunition, especially if they also mine the materials themselves) can find themselves burning through expensive stockpiles of these materials. A table provided below will hopefully assist the player somewhat in making choices of missiles to use in PvE to minimize such shortages.
  
{|class=wikitable style="background:#111111; text-align:center" border="1" cellpadding="5" cellspacing="0"
+
{|class=wikitable style="width: 400px;background:#111111"
 +
|-
 +
| Rocket (All Warheads)
 +
| Highsec
 +
|-
 +
| Light (All Warheads)
 +
| Highsec
 +
|-
 +
| Heavy (All Warheads)
 +
| Nocxium
 
|-
 
|-
! rowspan="2" style="background:#111111"| Category
+
| Inferno Cruise
! rowspan="2" style="background:#111111"| Faction
+
| Zydrine
! rowspan="2" style="background:#111111"| Type
 
! rowspan="2" style="background:#111111"| Range
 
! colspan="2" style="background:#111111"| Small
 
! colspan="2" style="background:#111111"| Medium
 
! colspan="2" style="background:#111111"| Large
 
! colspan="2" style="background:#111111"| Extra Large
 
 
|-
 
|-
| colspan="2" | ''Frigates, Destroyers''
+
| Mjolnir Cruise
| colspan="2" | ''Cruisers, Battlecruisers''
+
| Zydrine
| colspan="2" | ''Battleships, Attack BCs''
+
|-
| colspan="2" | ''Dreadnoughts, Titans''
+
| Nova Cruise
|-style="background:#2f1f1f"
+
| Isogen & Zydrine
! rowspan="5" style="background:#111111" | Projectile
+
|-
| rowspan="5" | ''Minmatar''
+
| Scourge Cruise
| rowspan="3" | Autocannon
+
| Nocxium & Zydrine
| rowspan="3" | Short
+
|-
| colspan="2" | 125mm Gatling
+
| Inferno Torpedo
| colspan="2" | Dual 180mm
+
| Isogen, Nocxium & Zydrine
| colspan="2" | Dual 425mm
+
|-
| Quad 800mm
+
| Mjolnir Torpedo
| rowspan="3" | Repeating Cannon
+
| Megacyte
|-style="background:#2f1f1f"
+
|-
| colspan="2" | 150mm Light
+
| Nova Torpedo
| colspan="2" | 220mm Vulcan
+
| Zydrine
| Dual 650mm
+
|-
| rowspan="2" | Repeating Cannon
+
| Scourge Torpedo
| rowspan="2" | Hexa 2500mm
+
| Megacyte
|-style="background:#2f1f1f"
+
|-
| colspan="2" | 200mm
+
|}
| colspan="2" | 425mm
+
 
| 800mm
+
Auto-Targeting and Assault variants use the same as entered above.
|-style="background:#2f1f1f"
+
 
| rowspan="2" | Artillery
+
Highsec refers to Only Tritanium, Pyerite and Mexallon. Other entries are those materials required in addition to Highsec ones. So for example, if you have a potential choice of Light Rapid Missiles or Heavy Missiles (e.g. on a Bellicose) and other tactical considerations are not applicable, then using rapid light missiles would remove the need for Nocxium while crafting ammunition replenishment.
| rowspan="2" | Long
 
| colspan="2" | 250mm Light
 
| colspan="2" | 650mm
 
| colspan="2" | 1200mm
 
| colspan="2" rowspan="2" | Quad 3500mm Siege
 
|-style="background:#2f1f1f"
 
| colspan="2" | 280mm Howitzer
 
| colspan="2" | 720mm Howitzer
 
| colspan="2" | 1400mm Howitzer
 
|-style="background:#1c1c23"
 
! rowspan="6" style="background:#111111" | Hybrid
 
| rowspan="6" | ''Gallente/Caldari'' 
 
| rowspan="3" | Blaster
 
| rowspan="3" | Short
 
| rowspan="3" | Light
 
| Electron
 
| rowspan="3" | Heavy
 
| Electron
 
| Electron
 
| rowspan="3" | Blaster Cannon
 
| colspan="2" | Triple Neutron Blaster Cannon
 
|-style="background:#1c1c23"
 
| Ion
 
| Ion
 
| Ion
 
| colspan="2" rowspan="2" | Ion Siege
 
|-style="background:#1c1c23"
 
| Neutron
 
| Neutron
 
| Neutron
 
|-style="background:#1c1c23"
 
| rowspan="3" | Railgun
 
| rowspan="3" | Long
 
| colspan="2" | 75mm
 
| colspan="2" | Dual 150mm
 
| colspan="2" | Dual 250mm
 
| colspan="2" rowspan="3" | Dual 1000mm
 
|-style="background:#1c1c23"
 
| colspan="2" | 125mm
 
| colspan="2" | 200mm
 
| colspan="2" | 350mm
 
|-style="background:#1c1c23"
 
| colspan="2" | 150mm
 
| colspan="2" | 250mm
 
| colspan="2" | 425mm
 
|-style="background:#25251d"
 
! rowspan="6" style="background:#111111"| Energy
 
| rowspan="6" | ''Amarr''
 
| rowspan="3" | Pulse
 
| rowspan="3" | Short
 
| colspan="2"| Gatling
 
| colspan="2"| Focused Medium
 
| colspan="2"| Dual Heavy
 
| colspan="2" | Quad Mega
 
|-style="background:#25251d"
 
| colspan="2"| Dual Light
 
| colspan="2" rowspan="2" | Heavy
 
| colspan="2" rowspan="2" | Mega
 
| colspan="2" rowspan="2" | Dual Giga
 
|-style="background:#25251d"
 
| colspan="2"| Small Focused
 
|-style="background:#25251d"
 
| rowspan="3" | Beam
 
| rowspan="3" | Long
 
| colspan="2" | Dual Light
 
| colspan="2" | Quad Light
 
| colspan="2" | Dual Heavy
 
| colspan="2" rowspan="3" | Dual Giga
 
|-style="background:#25251d"
 
| colspan="2" rowspan="2" | Small Focused
 
| colspan="2" | Focused Medium
 
| colspan="2" | Mega
 
|-style="background:#25251d"
 
| colspan="2" | Heavy
 
| colspan="2" | Tachyon
 
|-style="background:#3f1010"
 
! style="background:#111111" | Precursor
 
| ''Triglavian''
 
| Entropic <br> Disintegrator
 
| All
 
| colspan="2" | Light
 
| colspan="2" | Heavy
 
| colspan="2" | Supratidal
 
| colspan="2" | Ultratidal
 
|-style="background:#606972"
 
! style="background:#111111" | Vorton Projector
 
| ''EDENCOM''
 
| Vorton <br> Projector
 
| All
 
| colspan="2" | Small
 
| colspan="2" | Medium
 
| colspan="2" | Large
 
| colspan="2" style="background:#111111" | N/A
 
|}
 
<br>
 
  
 +
For the cruise and Torpedo variants, this information may assist in choosing which type of damage to deal. So for example, Guristas Pirates are more susceptable to Scourge Missiles than Inferno Missiles, but these will use up Nocxium as well as Zydrine. You may therefore choose to deal damage slower by using Inferno saving Nocxium stockpiles when crafting replenishments. Bombers, it should be noted, have bonuses to particular torpedoes.
  
== Changes ==
+
== Footnotes and references ==
 +
{{reflist}}
  
* Added Vorton Projectors section.
+
[[Category:Weapons]]
* Added Vorton Projector skills to Skills section, and note that traditional gunnery skills have no effect on projectors. Also moved base core skill (Gunnery/Vorton Projector) to the top and bolded them, instead of being in alphabetical order.
 
* Updated modules & Names reference sections.
 

Revision as of 04:03, 21 February 2022

Drebin 679 Sandbox 5 - Missiles page rework



Missiles are self-propelled ammunition launched from missile launchers. Unlike turret weapons, missiles have the ability to track and follow their target. Rather than optimal and falloff range, missile range is determined by velocity and flight time, while missile damage is determined by the velocity and signature radius of the target and the explosion radius, explosion velocity, and damage reduction factor of the missile.

Compared to turret weapons, missiles have a lower rate of fire and higher damage per hit. They also do not care whether the target is close or far away. The primary strength of missiles is that, assuming that the target is within range, a missile will always "hit" its target, but the damage dealt will vary depending on the size and speed of the target. However, missile launchers fire more slowly than turrets of a similar size, and missile damage is delayed due to travel time, rather than being instantaneous.

A missile does not so much hit a ship as explode near it. When a missile crosses the signature radius of its target, it blows up. The speed at which this explosion grows and the maximum size of the explosion determine the amount of damage done to the target. EVE uses a mathematical equation to compute the precise amount of damage that the explosion does to the ship.

Note that launcher ammunition is often called "missiles" regardless of the ammunition's proper name, and thus this term can refer to any of rockets, missiles or torpedoes.

Out of T1 ships, Caldari ships are the best known missile users though a few Minmatar ships also use missiles. The AmarrArmageddon and AmarrArbitrator also use often use missiles even without missile bonuses. Additionally, the Khanid Kingdom made T2 Amarr ships, Guristas ships and Mordu's Legion ships use missiles as their weapons.

Many hostile NPCs also use missiles as secondary weapons, and wield a single slow-firing launcher. These missiles will usually have the same range and damage application attributes of an ordinary missile of that ship's size.

Overview

There are total of four size classes for missiles, each with a short range and a long range launcher. Additionally, medium, large and XL launchers have 'rapid' launchers that shoot missiles one size class below normal.

Missiles can be roughly split into three groups: Short range, long range and rapid.

Size Short range Long range Rapid
Small
Frigate Destroyer
Rockets
Icon missiles rocket.png Rocket 64 bit icon.png
Light
Icon missiles light.png Light missile 64 bit icon.png
N/A
Medium
Cruiser Battlecruiser
Heavy Assault
Icon missiles heavy assault.png Heavy Assault 64 bit icon.png
Heavy
Icon missiles heavy.png Heavy missile 64 bit icon.png
Rapid Light
Icon missiles rocket.png Light missile 64 bit icon.png
Large
Battleship Stealth Bomber (Torpedoes)
Torpedo
Icon torpedoes.png Torpedo 64 bit icon.png
Cruise
Icon missiles cruise.png Cruise missile 64 bit icon.png
Rapid Heavy
Icon missiles heavy rapid.png Heavy missile 64 bit icon.png
Extra Large
Dreadnought Titan (except for Rapid Torpedoes)
XL Torpedo
Icon missiles citadel torpedo.png Torpedo 64 bit icon.png
XL Cruise
Icon missiles citadel cruise.png Cruise missile 64 bit icon.png
Rapid Torpedo
Icon missiles citadel cruise.png Torpedo 64 bit icon.png

Ammunition/charges

Each missile class has four variants that correspond to the four damage types in EVE. Inferno, Mjolnir, Nova and Scourge apply thermal, EM, explosive and kinetic damage, in that order. A given missile will apply only one type of damage, and each missile category does the same amount of damage.

Each launcher can launch missiles of that class. E.g., Light Missile Launchers launch Light Missiles, as do Rapid Light Missile Launchers. Heavy Assault Missile Launchers launch Heavy Assault Missiles, Torpedo Launchers launch Torpedoes, and so on.

Each type of launcher can use a variety of missiles, offering different damage type, output, and application profiles:

  • normal missiles
  • faction missiles
  • damage focused T2 missiles (Fury or Rage)

Short range missiles also have the following variant:

  • range focused T2 missiles (Javelin)

While long range missiles have the following variants:

  • application focused T2 missiles (Precision)
  • T1/faction auto-targetting missiles


Each missile has a few faction versions. Similar to turret ammunition, faction missiles come in three types: Guristas (pirate, +10% damage), Caldari Navy (navy, +15% damage), and Dread Guristas (elite pirate, +20% damage). These missiles have no downsides, but generally cost more due to limited supply or loyalty points required for procurement. This makes them ideal for PvP, but may not be desirable in certain PvE scenarios. XL missiles only have Guristas variants.

Every missile has two T2 ammunition variants. One offers higher damage but less range and worse application. The other T2 ammo for short range missiles offers better range, while the other T2 ammo for long range missile offers better application at the cost of range and damage.

Available only to light, heavy, and cruise launchers, Auto-Targeting Missiles will locate and target the nearest engageable ship or drone. Auto-targeting missiles do not require the user be locked on to the targets they engage; however as they cannot be deliberately aimed, deal less damage, and have a hard maximum range beyond which they will not acquire targets, auto-targeting missiles are usually passed over in favor of regular missiles.

This said though, many Caldari ships (such as the CaldariDrake) have bonuses to only a single type of missile damage: Kinetic. These ships are commonly referred to as "Kinetic locked". In general, damage type locked ships like this should usually only ever use missile ammo that match the damage type of their bonus, unless there is a very good reason to use a different type. Different types of launchers within the class vary the firing rate and other characteristics of the launchers.


Other rarely used missile types:

  • Defender missiles. When activated, Defender Launchers will scan local space for Bombs within range. If a bomb is detected, the launcher will fire one Defender Missile to intercept and destroy it. If no bombs are found, the launcher will still cycle. The Defender Launcher has a 120-second reactivation timer.[1] Command Destroyers have a role bonus that reduces reactivation time by 50%.


Short range missile systems

Torpedo 64 bit icon.png

Short range missiles have shorter cycle times and higher DPS than long range missiles. Compared to their long range counterparts, Rockets and Heavy Assaults have lower damage but better application, while Torpedoes and XL Torpedoes have higher damage but worse application. Rocket, Heavy Assault, and Torpedo launchers also have polarized versions, which offer higher rate of fire and ammo capacity at the cost of all of a ship's resistances.

Short range T2 missiles (compared to T1):

  • Javelin - 50% higher missile velocity (=50% more range), 10% less damage.
  • Rage - ~55% more damage, 17% lower missile velocity, 70-72% larger explosion radius, ~14% slower explosion velocity (worse application).

Long range missile systems

Cruise missile 64 bit icon.png

Long range missiles have longer cycle times and lower DPS than the short range missiles. Compared to their short range counterparts, Light and Heavy Missiles have higher damage but worse application, while Cruise and XL Cruise have lower damage but better application.

Long range T2 missiles (compared to T1):

  • Precision - ~10% smaller explosion radius (37.5% for light missiles), 20% faster explosion velocity, 50% shorter flight time.
  • Fury - 20-40% more damage, ~70% larger explosion radius, ~15% slower explosion velocity, 25% shorter flight time.

Rapid missile systems

Icon missiles heavy rapid.png

Rapid launchers are unique among weapon systems. These missile launchers have very high fire rates, but fire missiles of one size class below of what the ships of this size would normally fire. For example. a cruiser (medium) would use rapid light missile launchers to fire light missiles (small). This reduces the skill training required to use the weapons (as missile skill requirements are based on ammo type, not launcher size), and also gives ships fitted with rapid launchers unnaturally good damage application. The drawback is that they have relatively small clip sizes (19-30 shots) and very long reload times (35-40 seconds). This makes them very effective at quickly removing smaller enemies, but inefficient in larger fights if the target doesn't die before the reload hits, as between the high fire rate and small clip a rapid launcher can easily spend as much time reloading as it does firing.

The small clip and long reload of rapid launchers makes them very good weapons to Overheat, as they can be overheated for part of their clip for further increased fire rate and DPS, repaired (using Nanite Repair Paste) during their long reload time (during which time their rack heat also dissipates), and then overheated again in the next clip.

Rapid Torpedo Launchers are considered the 'High-Angle Weapons' of missiles, and thus can only be fitted to the CaldariPhoenix and GuristasCaiman.

As Rapid Light Missile Launchers fire frigate-sized Light Missiles, they are considered 'small weapons' and gain the damage bonus of the Wolf Rayet system effect.

Equipment

In addition to the actual missile launchers, there exist several modules and items for missile launchers. These improve the effectiveness of all missile weapons.

Icon ballistic control system.png Ballistic Control System are passive low slot modules. They increase missile damage and launcher rate of fire.
Icon missile guidance enhancer i.png Missile Guidance Enhancer passive low slot modules. They decrease missile explosion radius, increase missile explosion velocity, missile flight time and flight speed. This makes the missile apply better and further away.
Icon missile guidance computer i.png Missile Guidance Computer are active mid slot modules. They decrease missile explosion radius, increase missile explosion velocity, missile flight time and flight speed. The module can also be scripted to only improve either application or range.
Icon missile rig.png Missile rigs improve one aspect at a time. All the rigs will also increase CPU requirements on missile launchers.
  • Bay Loading Accelerator improves rate of fire.
  • Hydraulic Bay Thrusters improves missile velocity.
  • Rocket Fuel Cache Partition improves missile flight time.
  • Warhead Calefaction Catalyst improves missile damage.
  • Warhead Flare Catalyst increases explosion velocity.
  • Warhead Rigor Catalyst decreases explosion radius.
Icon crash.png There are two medical boosters that will improve missile performance.
  • Crash reduces missile explosion radius.
  • Agency 'Pyrolancea' improves damage.


Icon implant hardwiring.png Implants. Practically every missile stat has an implant that improves that aspect. See the table of hardwiring implants for full list of missile implants.

Tactics and Strategy

As noted in the page on missile damage:

In general missiles are much simpler weapon system to use than turrets. But while a missile can apply up to 100% of the Base Damage to a ship in some situations, damage is often reduced by two factors:

  • If the target ship is moving faster than the explosion velocity of the missile. Think of this as a fast ship being able to somewhat outrun the explosion.
  • If the signature radius of the target ship is smaller than explosion radius of the missile. Think of this as a small ship flying through a large explosion and only being hit by a part of it.

In other words, missile weapons are best at doing damage to larger, slower targets at longer range. This is not to say that a pilot cannot kill small, fast targets with the right missiles, or that there are no short range missile boats. Rather, the most common applications of launcher fitted ships tend to be as longer ranged, heavy damage weapons.

Fleet roles

In general, the most common ships seen relying on missiles in fleets fill one of two roles. Ships fitted with Rapid Missile Launchers work as anti-support, assigned to picking of smaller enemy ships like frigates and destroyers while the rest of the fleet is otherwise engaged, and whose larger weapons are unable to hit these small targets. Ships fitted with full-size launchers act as mainline damage ships, able to beat through individual damage weaknesses in the enemies' defenses with their sustained, reliable damage. However, because missiles are ineffective at targeting ships below their size, missile ships are generally not very efficient at destroying enemy logistics ships (which generally have naturally small signatures), which can at times hurt their effectiveness.

There do exist doctrines for entire fleets of missile ships. Fleets of Stealth Bombers, for example, are common.

Kiting

Kiting is a form of of hit-and-run strategy, attacking enemies while staying beyond their effective range, and always having a way out. As kiting ships rely on their speed and range for defenses, many good kiting ships are shield-tanked missile ships. Mordu's Legion ships are particularly good at this combat style.

The primary goal in kiting is to stay alive. This means staying out of their range, either by keeping pace and range while pursuing, orbiting at around 20-30km (within missile and Warp Disruptor range but outside of other modules' range), or by running away from them just slightly faster than they can catch up. Because launching missiles at pursuing targets makes the pursuers get hit sooner, and because missiles will chase and hit their targets without any interaction from the launching ship, missile ships are extremely good at both flying evasively and straight running away. (Unlike turret ships, missile ships are not required to line up good shots with their targets to land hits; missiles merely need to be within range, and beyond that the missile ships can take on any flight path they wish.)

PvE enemies tend to be rather single-minded, locking on when they see you, approaching to orbit, and never giving up. This makes kiting a popular strategy when running Missions. When compared with fighting NPCs head-on, kiting increases the time required to kill targets (as longer-ranged weapons have lower damage), and the resulting loot will be scattered across a large area; however in exchange, your ship will sustain relatively little damage, and as you are already in effect running away it is very easy to warp out and escape the field if necessary.

PvP is much more difficult in this regard. Inexperienced pilots may chase you to their deaths, but experienced pilots will just let you run, knowing that both you and they likely have the choice to escape. The greatest danger in kiting is extremely fast ships such as Interceptors, which can outrun, catch, and tackle most other ships, giving their allies time to close in for the kill. Part of the popularity of cruisers with Rapid Light missiles is that these missiles are extremely effective at destroying interceptors.

The Delayed Damage Problem

One of the issues with missiles compared to turrets is that while turret shots impact and damage their targets in the same moment as they are fired, missiles do not have this luxury. In stead, when a missile is launched, there can be several seconds of delay between the launch and the target being damaged. This has several effects.

  1. In PvE, it can lead to wasting missiles overkilling targets (where the target dies with another volley of missiles in-flight), and at the same time leave the attacker exposed to enemy fire for longer.
  2. In PvP, when an enemy is targeted by missiles, they receive the warning about being Red Boxed at the moment the launchers fire, which gives them time to either overheat active hardeners, broadcast for their logistics to repair them, or, at longer ranges, potentially warp out before the missiles land.
  3. If an enemy ship is flying away from a missile ship, the missiles need to chase after it as it flies away. This means that missiles can have significantly reduced effective range when used on fleeing enemies. (However, in exchange they also gain significantly increased effective range when running away and shooting at a pursuer.) Furthermore, extremely fast ships like Interceptors can actually completely outrun missiles which are in flight, and never be hit at all despite staying within range.
  4. To prevent the obvious exploit of launching missiles and then warping out before the missiles connect, if a ship enters warp, all of the missiles it has in-flight vanish immediately. This means that, especially at long range, missile ships must stay on grid until all of their fired missiles have landed, to avoid losing damage. This problem is most obvious on Stealth Bombers making torpedo runs on targets.

Skills

These skills apply to all missile launchers. They increase firing rate and damage, and they improve the accuracy of missiles against smaller, faster targets.

  • Missile Launcher Operation 2% Bonus to missile launcher rate of fire per skill level. This gives a bonus to DPS — and it is a prerequisite for many other missile skills.
  • Rapid Launch 3% bonus to missile launcher rate of fire per level. Essentially, a DPS increase.
  • Warhead Upgrades 2% bonus to all missile damage per skill level. Another DPS increase, smaller than Rapid Launch, but still worth training.
  • Missile Bombardment 10% more flight time for all missiles per level. If you are planning to use a long range or "kiting" strategy, train this higher.
  • Missile Projection 10% bonus to all missiles' maximum velocity per level. Another range increase that is especially useful for "kiting".
  • Guided Missile Precision 5% decrease per level in factor of signature radius for all missile explosions. Proficiency at this skill increases damage to small targets.
  • Target Navigation Prediction 10% decrease per level in factor of target's velocity for all missiles. As with Guided Missile Precision, this makes missiles more effective against faster targets.

In addition to the general missile skills there is a specific primary missile skill for each class of missiles, and each will let you load and fire that one class. In addition, each level of the skill will improve your damage by 5% when using that particular missile class.

All the missile types also have a "Specialization" skill. This gives you access to T2 launchers and missiles, and it provides a 2% bonus per level to the rate of fire of modules that require the specialization (mostly the T2 modules). All of these require that you have trained the Primary Skill to Level V, so they are usually pursued after your other training is complete.

Production

Due to the Shortage Phase, Isogen, Nocxium and Zydrine no longer appear in High Security Space. With this in mind, players (particularly those who craft their own ammunition, especially if they also mine the materials themselves) can find themselves burning through expensive stockpiles of these materials. A table provided below will hopefully assist the player somewhat in making choices of missiles to use in PvE to minimize such shortages.

Rocket (All Warheads) Highsec
Light (All Warheads) Highsec
Heavy (All Warheads) Nocxium
Inferno Cruise Zydrine
Mjolnir Cruise Zydrine
Nova Cruise Isogen & Zydrine
Scourge Cruise Nocxium & Zydrine
Inferno Torpedo Isogen, Nocxium & Zydrine
Mjolnir Torpedo Megacyte
Nova Torpedo Zydrine
Scourge Torpedo Megacyte

Auto-Targeting and Assault variants use the same as entered above.

Highsec refers to Only Tritanium, Pyerite and Mexallon. Other entries are those materials required in addition to Highsec ones. So for example, if you have a potential choice of Light Rapid Missiles or Heavy Missiles (e.g. on a Bellicose) and other tactical considerations are not applicable, then using rapid light missiles would remove the need for Nocxium while crafting ammunition replenishment.

For the cruise and Torpedo variants, this information may assist in choosing which type of damage to deal. So for example, Guristas Pirates are more susceptable to Scourge Missiles than Inferno Missiles, but these will use up Nocxium as well as Zydrine. You may therefore choose to deal damage slower by using Inferno saving Nocxium stockpiles when crafting replenishments. Bombers, it should be noted, have bonuses to particular torpedoes.

Footnotes and references