Missiles

From EVE RP Wiki
Revision as of 17:47, 29 October 2011 by hatusemajic (talk) (broken link (http://www.evegeek.com/missile.php). evegeek no longer is an active site.)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search


File:Raven with missile.jpg
A Raven firing upon a target

Missiles are self-propelled projectiles intended for dealing damage to other ships. While they will all hit moving targets, they are classified as Guided or Unguided, and the damage they deal can be affected by the size, signature radius and velocity of the target ship. Caldari (and some Minmatar) ships favor missiles over other weapons, although many Amarr and Gallente ships have missiles available as a supplementary weapon.

Missile Types

Missiles are available in various sizes, for a range of ship classes and types, though in order to use them a ship must have at least one launcher hardpoint in order to fit the appropriate missile launcher. There are two missile 'flavors' available for each class of ship; one being a short-ranged, high-damage weapon, and the other longer-ranged but low damaging. The former is referred to as "Unguided", and the latter as "Guided".

Note: Both types will hit a moving target, but "Unguided" missiles are not affected by the Guided Missile Precision skill.

  • Citadel Torpedo (Essentially an extra-large Torpedo, launched by Capital ships and Large Missile Sentries)
  • Friend or Foe ("F.O.F") missiles are available in standard-, heavy-, and cruise-launcher sizes. They can be fired without a locked target and will strike the nearest hostile ships or object.
  • Defender Missiles can be fired from any size launcher, though they are generally launched from cruiser-sized Heavy Assault Launchers They are used to intercept incoming missiles in an attempt to destroy them before they hit their target. Many NPC enemies make use of defender missiles to reduce your DPS output, though they are rarely used by players.
Type Launcher EM Damage Explosive Damage Kinetic Damage Thermal Damage
Rocket Rocket Launcher Gremlin Phalanx Thorn Foxfire
Light Missile Standard Missile Launcher or
Assault Missile Launcher
Sabretooth Piranha Bloodclaw Flameburst
FOF Light Missile Standard Missile Launcher or
Assault Missile Launcher
Seeker Exterminator Serpent Firefly
Heavy Missile Heavy Missile Launcher Thunderbolt Havoc Scourge Widowmaker
FOF Heavy Missile Heavy Missile Launcher Stalker Eradicator Hydra Hellhound
Heavy Assault Missile Heavy Assault Missile Launcher Torrent Fulmination Terror Hellfire
Cruise Missile Cruise Missile Launcher Paradise Devastator Wrath Cataclysm
FOF Cruise Missile Cruise Missile Launcher Hunter Obliterator Dragon Phoenix
Torpedo Siege Missile Launcher Mjolnir Bane Juggernaut Inferno
Citadel Cruise Missile Citadel Cruise Launcher Thunar Catastrophe Rajas Sol
Citadel Torpedo Citadel Torpedo Launcher Doom Thor Rift Purgatory


Advantages and Disadvantages

Missiles have a consistent and versatile damage output, and are capable of dealing single damage types. As such, missiles are valuable in PvP combat, as they allow a pilot to exploit a weakness in an opponent's tank. It is also impossible for a missile to miss a target, unless the target outruns the missile, moves out of range, or disengages and warps away.

However, missiles can be destroyed in flight (either with Defender missiles or with a well-timed smartbomb detonation), partially or completely nullifying the attacker's damage output. Missiles are also unpopular in fleet battles, as the missile's flight time can result in it arriving after the target has been destroyed.


Support Skills, Modules and Rigs

The following skills improve missile or missile launcher performance:

The following modules and rigs also improve missile performance (at the expense of increased missile launcher CPU usage in the case of rigs; see Missile Launcher Rigs):

Tech II Missiles

There are four main Tech 2 missile variants, which are available in four different damage types. These advanced missiles can only be fired from Tech 2 launchers.

  • Advanced High Damage missiles (guided), also known as 'Fury' missiles, deal higher damage at the expense of range. Due to their extremely volatile warheads, Fury missiles have powerful containment systems, which increases a ship's signature range when loaded.
  • Advanced High Precision missiles (guided), or 'Precision' missiles, deal more damage to smaller targets. Unfortunately, they reduce a ship's velocity in order to obtain a better launch.
  • Advanced Anti-Ship missiles (unguided), or 'Rage' missiles, deal massive amounts of damage to targets larger than the launching ship (due to large explosion radii and low explosion velocities, as well as shorter range. These charges also increase a ships' signature range as they share warhead containment systems with their guided 'Fury' cousins.
  • Advanced Long-Range missiles (unguided) ('Javelin's) have more powerful thrusters and larger fuel tanks than conventional charges. This means that they carry smaller warheads than normal missiles, and also require a more stable launch platform - which means the ship must travel at a lower velocity.

More Information

New players often find it hard to remember which missile deals which type of damage, as every single missile has a different name. The simplest way to tell is to look at the color of the missile's nosecone - EM missiles are sky-blue, Thermal missiles are red, Kinetic missiles are dark green, and Explosive missiles are yellow.


Damage Calculation

Unlike turrets, missiles will always deal damage to a target if they impact against it, regardless of the target's speed, radial velocity, or size (signature radius). Instead, the damage that the missile deals is affected.

As missiles do not have tracking speeds, a missile launched at a target will do the same damage if the target's speed remains the same. In other words, the damage dealt to a target orbiting the launcher at 300m/s and a target flying directly at the launcher at 300m/s will be exactly the same.

The important factor in this scenario is the speed of the target ship. When a missile hits a target, the speed of the target is compared to the Explosion Velocity of the missile. For example, if when a Scourge Heavy Missile - which has a base Explosion Velocity of 81m/s - is fired, the Explosion Velocity is much lower than the target's speed, then damage is significantly reduced as the target is outrunning most of the missile's damage.

The other factor that will decrease missile damage is Signature Radius. The Scourge Missile previously used has a Explosion Radius of 125m - if this missile is fired against a target with a smaller Signature than its Explosion Radius, damage will again be reduced, as only a small portion of the explosion is affecting the target. Although if your missile hits a target whose signature radius is greater then the explosion radius of your missile then the explosion velocity of your missile is increased by the same multiple.

While these two rules are merely generalizations, a more complicated calculator that will aid in calculating damage output against various targets is available here.