Missiles

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Missiles are great for PVE but, they blow baby goats for pvp” – Anonymous Eve is a game about counters. There is no “I Win” setup. Once side brings a sniper the other side brings a falcon. Most peoples solution to counter the falcon is to bring a Falcon in on there side. Instead thing about bringing an AntiFaclon stealth bomber. The Falcon pilot will not consider you a threat at 190K. you decloak, target and fire 3 sets of cruise missiles at him he is going to have to reassess the situation when he is Alphaed into armor on the first volley.


Missile Basics

The damage done by missiles is based on 3 things

Can the missile reach the target? If the missile can not reach the target it will not do any damage

The target’s signature Radius compared with the missile’s explosion radius

The target’s velocity compared with the missile’s explosion velocity


Types of missiles

Defender missiles - Anti-missile – attack incoming missiles and attempt to destroy them before they can impact. NOTE: may require more then one defender to destroy incoming missile. (NOTE: can only be activated if there are incoming missiles)

FOF missiles (Friend or Foe) – do less damage then standard missiles but do not require a target lock

Regular (Standard) missiles Rockets – Very Short Range – 4,500m base Light missiles – Short Range – 9,000m base Assault missiles – Short Range – 9,000m base Heavy missiles – Medium Range – 37,500m base Cruise missiles - Long Range – 75,000m base Torpedoes – Short Range - 9,000m base

Note: Faction and T2 varieties of Regular (Standard) missiles exist (more on this later)

Bombs – Area effect 15K – Once launched bomb travels straight ahead for approximately 17,000m then detonates


Missile Range

Calculating the distance a missile can cover is rather easy: Each missile has its own velocity (meters/second) and its max flight time in seconds Multiplying these two factors gives the distance in meters the missile can travel NOTE – just because a target is within the missiles rage do not assume the missile will be able to reach them. Odds are they are moving too so the missile has to travel to where they will be rather then where they are.


Missile Damage

Explosion Radius Each missile has an explosion radius and each target has a signature radius

If the targets signature radius is bigger than or as big as the missile’s explosion radius the missile will deal full damage (velocity factor described later may reduce this damage)

If the targets signature radius is smaller than the missile’s explosion radius the damage done will be reduced.


Keeping it simple Big missiles do less damage on small ships then they do on big ships, and small missles will do the same amount of damage to big ships as they do to small ships

Light, heavy and cruise missiles, the explosion radius can be reduced with the skill” guided missile precision”

Target painters - the signature radius of the target can be increased to maximize damage.


Missile Type Explosion radius Ship Type Typical Signature Radius Torpedo 450m Dread 1740 Cruise 300m Carrier 2950 Heavy 125m Battleship 400 Assault 125m Cruiser 125 Light 50m Frigate 40 Rocket 20m Pod 25


A torpedo vs. a Battle ship above will have an 11% damage reduction A rocket vs. a pod will do full damage A cruise missile vs. a frigate will have its damage reduced by 87%


Explosive Velocity

If the target is slower or as fast as the missile’s explosion velocity (NOTE not the missil;s traveling velocity) the missile can deal full damage (Damage can be reduced by radius as described before) If the target is faster than the missile’s explosion velocity the damage done will be reduced.

Keeping it simple Low explosion velocity does less damage on fast ships.

Missile’s explosion velocity can be increased with the skill “Target navigation prediction” Webifiers can decrease the target’s velocity

Sample Explosive velocities Torpedo 250 m/s base Cruise 500 m/s base Heavy 750 m/s base Assault 750 m/s base Light 1750 m/s base Rocket 2000 m/s base

A torpedo against a ship going ~1450m/s will be reduced 50 %

A torpedo against a target going ~3100 m/s will be reduced to near 100%


Cruise missile against a ship going 600 m/s does full damage

Cruise missile against a ship going 1740m/s will be reduced 50 %

Cruise missile against a ship going ~3100 m/s will be reduced to near 100 %


Majority of this core info (above)taken from Eve-O – Eve Missile Guide



Types of Launchers

Rocket Launcher Standard Launcher Assault Launcher Heavy Launcher Heavy Assault Launcher Cruise Launcher Siege Launcher

Citadel Launcher * - Currently No T2, Cosmos, or faction variant Can load Citadel Torps and Defender missiles only

Bomb Launcher* - Currently No T2, Cosmos, or faction variant – Can only load Bombs


All of these types of launchers (except as noted with *) have multiple varieties. T2 – only launcher able to fit T2 ammo more expensive and tighter fittings Cosmos – example ‘Balefire’ Much easier to fit but tend to be rare Faction. – Don’t think about pvping with these - major isk investment Meta launchers – Arbelest, Limos, Malkuth, and LetterLetter- 4digitNumber launchers- ZW-4100, XT-9000, XT-2800, XR-3200, SV-2000, TE-2100, OE-5200

Meta launchers tend to be used a lot in pvp. They generally have slightly better fitting, ROF, and capacity for a slight increase in cost. Since meta launchers are dropped in PVE they tend to be abundant on the market at a reasonable cost.



Rate of Fire

The faster you can fire missiles at a target the more damage potential you have (DPS – Damage per Second) Different launchers have different base Rate of Fire (RoF)

Skills to increase your ROF - Bomb Deployment, Cruise Missile Specialization, Heavy Assault Missile Specialization, Heavy Missile Specialization, Missile Launcher Operation, Rapid Launch , Rocket Specialization, Standard Missile Specialization, Torpedo Specialization


Preventing against damage from missiles

Go faster than missiles – If your speed is greater than the missile’s velocity if will never catch up to you. NOTE turning drastically reduces our speed and the missile can take a shorter path to catch you. The goal here is to outrun the missile until its max flight time is exceeded.

Get outside missiles range – missile runs out of fuel (Flight time) before it hits you it does no damage

Defender missiles - Defender missiles have a base speed of 7500 m/s and do 70 HP of base damage to incoming missiles Defender missiles can be loaded into all varieties of missile launchers with the exception of bomb launchers

Smart bombs – same principal as defender missiles. do damage to the missile to destroy it before it reaches its target. Since smart bombs are area of effect they can be used to damage / destroy multiple incoming missiles if activation is timed correctly.



Skills that affect your missiles

Primary attribute - Perception Secondary attribute – Willpower

Skill – Rank – Description

Bomb Deployment - - Basic operation of bomb delivery systems. 5% reduction of Bomb Launcher reactivation delay per skill level.

Citadel Torpedoes - - Skill at the handling and firing of citadel torpedoes. 5% bonus to citadel torpedo damage per skill level.

Cruise Missiles - - Skill at the handling and firing of very large guided missiles. 5% bonus to cruise missile damage per skill level.

Cruise Missile Specialization - Specialist training in the operation of advanced cruise missile launchers. 2% bonus per level to the rate of fire of modules requiring Cruise Missile Specialization.

Defender Missiles - Skill with anti-missile missiles. Special: 5% bonus to defender missile max velocity per skill level.

FoF Missiles - Skill with friend or foe missiles. Special: 5% bonus to F.O.F (light, heavy and cruise) damage per skill level.

Guided Missile Precision - Skill at precision missile homing. Proficiency at this skill increases the accuracy of a fired missile's exact point of impact, resulting in greater damage to small targets. 5% decreased factor of signature radius for light, heavy and cruise missile explosions per level of skill.

Heavy Assault Missile Specialization - Specialist training in the operation of advanced heavy assault missile launchers. 2% bonus per level to the rate of fire of modules requiring Heavy Assault Missile Specialization.

Heavy Assault Missiles - Skill with assault missiles. Special: 5% bonus to assault missile damage per skill level.

Heavy Missile Specialization - Specialist training in the operation of advanced heavy missile launchers. 2% bonus per level to the rate of fire of modules requiring Heavy Missile Specialization.

Heavy Missiles - Skill with heavy missiles. Special: 5% bonus to heavy missile damage per skill level.

Missile Bombardment - Proficiency at long-range missile combat. 10% bonus to all missiles' maximum flight time per level.

Missile Launcher Operation - Basic operation of missile launcher systems. 2% Bonus to missile launcher rate of fire per skill level.

Missile Projection - Skill at boosting missile bay propulsion systems and manipulating guided missiles' jet engines. 10% bonus to all missiles' maximum velocity per level.

Rapid Launch - Proficiency at rapid missile launcher firing. 3% bonus to missile launcher rate of fire per level.

Rocket Specialization - Specialist training in the operation of advanced rocket launchers. 2% bonus per level to the rate of fire of modules requiring Rocket Specialization.

Rockets - Skill with small short range missiles. Special: 5% bonus to rocket damage per skill level.

Standard Missile Specialization - Specialist training in the operation of advanced standard missile launchers and assault launchers. 2% bonus per level to the rate of fire of modules requiring Standard Missile Specialization.

Standard Missiles - Skill with manually targeted missiles. Special: 5% Bonus to light missile damage per skill level.

Target Navigation Prediction - Proficiency at optimizing a missile's flight path to negate the effects of a target's speed upon the explosion's impact. 10% decrease per level in factor of target's velocity for all missiles.

Torpedo Specialization - Specialist training in the operation of advanced siege launchers. 2% bonus per level to the rate of fire of modules requiring Torpedo Specialization.

Torpedoes - Skill at the handling and firing of torpedoes. 5% bonus to torpedo damage per skill level.

Warhead Upgrades - Proficiency at upgrading missile warheads with deadlier payloads. 2% bonus to all missile damage per skill level.


Implants Rigs Ships with Missile Bonuses


Info still needed Missile total Hit points to destroy

Ammo chart T1 / T2 / Faction base damage velocity and all that

Bombs types and uses