Difference between revisions of "User:Dustin lorenz"

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|valign="center"|'''This page is a work in progress. For specific guides and syllabi, please contact the original author before making significant changes.'''.
 
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</div>
 
[[Category:Stubs]]
 
[[Category:Work in progress]]
 
  
 
 
= Overview =
 
This is intended as an extension to the existing UniWiki [http://wiki.eveuniversity.org/Missile_Launchers 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.
 
 
 
 
= Missile Classes =
 
 
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
 
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
 
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.
 
 
 
== Short Range High DPS ==
 
 
There are three sizes of short range high DPS missiles
 
 
*[[file:Rocket_64_bit_icon.png]] [http://wiki.eveuniversity.org/Missile_Launchers#Small Rockets]
 
**For use against frigates and drones
 
 
*[[file:Heavy_Assault_64_bit_icon.png]] [http://wiki.eveuniversity.org/Missile_Launchers#Medium Heavy Assault]
 
**For use against cruisers and battle cruisers
 
 
*[[file:torpedo_64_bit_icon.png]] [http://wiki.eveuniversity.org/Missile_Launchers#Large Torpedo]
 
**For use against battleships and large stationary targets
 
 
 
== Long Range Low DPS ==
 
 
There are three sizes of long range low DPS missiles
 
 
*[[file:Light_missile_64_bit_icon.png]] [http://wiki.eveuniversity.org/Missile_Launchers#Small Light Missiles]
 
**For use against frigates and drones
 
 
*[[file:heavy_missile_64_bit_icon.png]] [http://wiki.eveuniversity.org/Missile_Launchers#Medium Heavy Missiles]
 
**For use against cruisers and battle cruisers
 
 
*[[file:cruise_missile_64_bit_icon.png]] [http://wiki.eveuniversity.org/Missile_Launchers#Large Cruise Missiles]
 
**For use against battle ships and large stationary targets
 
 
 
== Auto Targeting ==
 
 
There are three sizes of Auto Targeting missiles
 
 
*[[file:Auto_target_light_64_bit_icon.png]] [http://wiki.eveuniversity.org/Missile_Launchers#Auto-Targeting_Missiles Light Auto Target]
 
**For use in light missile launchers
 
 
*[[file:Auto_target_heavy_64_bit_icon.png]] [http://wiki.eveuniversity.org/Missile_Launchers#Auto-Targeting_Missiles Heavy Auto Target]
 
**For use in heavy missile launchers
 
 
*[[file:Auto_Target_cruise_64_bit_icon.png]] [http://wiki.eveuniversity.org/Missile_Launchers#Auto-Targeting_Missiles Cruise Auto Target]
 
**For use in cruise missile launchers
 
 
 
== [[file:cruise_missile_64_bit_icon.png]] [http://wiki.eveuniversity.org/Missile_Launchers#Extra_Large Citadel Cruise] ==
 
 
The citadel cruise missiles are used only by capital ships and are only effective against other capital ships and large structures like POS.
 
 
 
== [[file:defender_light_64_bit_icon.png]] [http://wiki.eveuniversity.org/Missile_Launchers#Defender_Missiles Defenders] ==
 
 
Defender missiles have two sizes light and heavy. At present both are quite useless because they only protect you and work only against
 
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.
 
Other wise I haven't heard of or seen them used.
 
 
= Ships =
 
 
 
== [http://wiki.eveuniversity.org/Frigate#Launcher T1 Frigates] ==
 
[[file:kestrel_render.png|thumb|left|middle|upright|[http://wiki.eveuniversity.org/Kestrel Kestrel]]]
 
 
{{:Caldari Basic Ship and Skill Guide|Kestrel}}
 
{{ShipFitting|
 
ship=Kestrel|
 
shipTypeID=602|
 
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|
 
high4name=Upgraded 'Malkuth' Light Missile Launcher|
 
high4typeID=8089|
 
mid1name=1MN Afterburner I|
 
mid1typeID=439|
 
mid2name=Cap Recharger I|
 
mid2typeID=1195|
 
mid3name=Small Shield Booster I|
 
mid3typeID=399|
 
mid4name=open|
 
low1name=Micro Auxiliary Power Core I|
 
low1typeID=11563|
 
low2name=Power Diagnostic System I|
 
low2typeID=1539|
 
charge1name=Scourge Light Missile x1|
 
charge1typeID=210|
 
charge2name=open|
 
charge3name=open|
 
charge4name=open|
 
charge5name=open|
 
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>Standard 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]
 
 
[[file:breacher_render.png|thumb|left|middle|upright|[http://wiki.eveuniversity.org/Breacher Breacher]]]
 
 
 
{{ShipFitting|
 
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|
 
high4name=Upgraded 'Malkuth' Light Missile Launcher|
 
high4typeID=8089|
 
mid1name=1MN Afterburner I|
 
mid1typeID=439|
 
mid2name=open|
 
mid2typeID=|
 
low1name=open|
 
low1typeID=|
 
low2name=open|
 
low2typeID=|
 
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;">
 
{| cellpadding="2" style="border: none; background-color: #2B3856; color: #FFFFFF;"
 
|-
 
|valign="center"|'''This is the old page and will be integrated into the new.'''.
 
|}
 
 
</div>
 
 
= 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.
 
*** 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.
 
 
 
 
== Light Missile Class ==
 
 
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.
 
 
=== Standard Missiles ===
 
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.
 
 
==== Standard Missile Launchers ====
 
 
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.
 
 
{| border="1"
 
! 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.
 
 
 
{| border="1"
 
! 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
 
|}
 
 
== Rocket Class ==
 
 
===Rockets===
 
 
Rockets are the short-ranged frigate-sized weapon of the missile weapon system.  Rockets offer similar damage potential than standard missiles, but rocket launchers are easier to fit.  However, this comes at the price of reduced range.
 
 
====Rocket Launchers====
 
 
{| border="1"
 
! Name !! Meta !! Cost !! Cost% !! Rate !! Rate % !! # of Shots !! Shots % !! Power !! PG % !! CPU !! CPU %
 
|-
 
|| Rocket I || 0 || .150 || - || 5.00 || - || 37 || - || 4 || - || 15 || -
 
|-
 
|| Malkuth || 1 || ? || ? || 4.75 || 5 || 40 || 8 || 4 || 0 || 12 || 25
 
|-
 
|| Limos || 2 || ? || ? || 4.50 || 10 || 41 || 11 || 4 || 0 || 14 || 7
 
|-
 
|| 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 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:
 
 
{| border="1"
 
! 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.
 
 
 
 
[[Category:Guides]]
 
[[Category:PvP]]
 
[[Category:PvE]]
 
[[Category:Ship Fitting]]
 

Latest revision as of 03:04, 1 April 2013