Shadowsword
Epsilon Lyr Tau Ceti Federation
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Posted - 2009.12.06 06:14:00 -
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From Evewiki:
"Missiles are quite different from the turret weapons. When launched, a missile tracks its target and maneuvers to hit it. Every missile has a Velocity, Flight Time, and Agility rating. Velocity is how fast it moves, flight time is how long it can fly, and agility is how well it can adjust its heading to follow a target. Velocity multiplied flight time together make the effective range of the missile. If a missile flies at 1000 meters per second, and has a maximum flight time of 25 seconds, then its maximum range is 25,000 meters (25km). Agility is simply how well it stays on target. If a person can maneuver around the missile for long enough, it runs out of fuel and does nothing to them, so agility helps with faster targets. Pilots can also warp out of the area before a missile reaches them.
All missiles do a single damage type, but usually do a whole lot of it. So, you might have a missile that does a substantial amount of thermal damage, but that's it. You can also swap missiles in a launcher in the same way as swapping ammunition in a turret. Missile damage is calculated simply using a target's speed and signature radius. Each missile fired has a set amount of hitpoints and can be destroyed by using smartbombs or Defender Missiles. Because missiles must take time to travel to their targets, they generally have lower DPS ratings than their turret counterparts. However, what they lack in DPS can be made up in volley damage and the ability to choose your damage type.
Missiles are divided into guided and unguided types. While all missiles will hit their targets, unguided missiles do not benefit from the Guided Missile Precision skill. Unguided missiles also tend to have shorter ranges than their guided missile counterparts, but possess larger warheads, and do not have a Friend-or-Foe variant.
Most missiles also have Tech II versions. There are four main Tech II missile variants, which are available in four different damage types. All Tech II launchers can utilize two out of four Tech II, or "Advanced", missiles, depending on which missile class the launcher uses (eg: Light, Heavy Assault, Torpedoes, etc.). The four Tech II variants are:
* Advanced High Damage missiles ("Fury"): Guided missiles that 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 Anti-Ship missiles ("Rage"): Unguided missiles that 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 High Precision missiles ("Precision"): Guided missiles that deal more damage to smaller targets. Unfortunately, they reduce a ship's velocity in order to obtain a better launch. * Advanced Long-Range missiles ("Javelin"): Unguided missiles that 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.
Additionally, Tech II missiles are named after their Tech I counterpart and their Tech II group name (eg: "Fury"). They also have the same damage type. " ------------------------------------------
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