Difference between revisions of "Missiles"

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[[Missiles]] are guided projectiles: they do damage upon impacting a target, oftentimes much more than any conventional weapon of a similar [[Tech Level]] could do. Missiles are therefore a good choice for players looking to increase their damage throughput, albeit a sometimes expensive one.
 
[[Missiles]] are guided projectiles: they do damage upon impacting a target, oftentimes much more than any conventional weapon of a similar [[Tech Level]] could do. Missiles are therefore a good choice for players looking to increase their damage throughput, albeit a sometimes expensive one.
  
To use '''Missiles''', a player must have a [[Missile Launchers|Missile Launcher]] equipped and an appropriate [[:Category:Crates|Ammo Crate]] in their inventory. Missiles will attempt to fly towards whatever target was selected when the Missile was launched. They can be destroyed or knocked off course just like ships can, but some (if not all, needs checking) Missiles contain an inbuilt '''Missile Stabilizer''' reducing effect of concussions by %50.
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To use '''Missiles''', a player must have a [[Missile Launcher]] equipped and an appropriate [[:Category:Ammo Crates|Ammo Crate]] in their inventory. Missiles will attempt to fly towards whatever target was selected when the Missile was launched. They can be destroyed or knocked off course just like ships can, but some (if not all, needs checking) Missiles contain an inbuilt '''Missile Stabilizer''' reducing effect of concussions by %50.
  
Most '''Missiles''' have [[Resistance|Resistances]] to [[Mining]](%75) and [[Radiation]](%100) damage and a vulnerability to [[Physical]](%200) damage.
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Most '''Missiles''' have [[Resistances]] to [[Mining]](%75) and [[Radiation]](%100) damage and a vulnerability to [[Physical]](%200) damage.
  
 
See also: [[Base Missiles]].  
 
See also: [[Base Missiles]].  

Revision as of 08:14, 9 March 2014

Missiles

Missiles are guided projectiles: they do damage upon impacting a target, oftentimes much more than any conventional weapon of a similar Tech Level could do. Missiles are therefore a good choice for players looking to increase their damage throughput, albeit a sometimes expensive one.

To use Missiles, a player must have a Missile Launcher equipped and an appropriate Ammo Crate in their inventory. Missiles will attempt to fly towards whatever target was selected when the Missile was launched. They can be destroyed or knocked off course just like ships can, but some (if not all, needs checking) Missiles contain an inbuilt Missile Stabilizer reducing effect of concussions by %50.

Most Missiles have Resistances to Mining(%75) and Radiation(%100) damage and a vulnerability to Physical(%200) damage.

See also: Base Missiles.


         Name          Tech Size Launch Energy Damage Damage Type Speed Lifespan Min/Max Launch Distance             Source               Skill Needed Weight          Description                  Notes       
Small Kinetic Missile 5 1 200 250 Physical 150 2 minutes 50/2000 Ammo Crate from Small Kinetic Type I/II/III none 1000 Physical damage payload delivered to a single target
Small Armor Piercing Missile 6 1 200 500 Mining 75 2 minutes 50/2000 Ammo Crate from Small AP Type I/II/III none 1000 Mining damage payload delivered to a single target
Medium Kinetic Missile 10 2 350 500 Physical 200 2 minutes 50/2000 Ammo Crate from Medium Kinetic Type I/II/III none 2000 Physical damage payload delivered to a single target
Medium Armor Piercing Missile 11 2 350 1250 Mining 75 2 minutes 50/2000 Ammo Crate from Medium AP Type I/II/III none 2000 Mining damage payload delivered to a single target
Large Kinetic Missile 15 3 500 1000 Physical 250 2 minutes 50/2000 Ammo Crate from Large Kinetic Type I/II/III none 3000 Physical damage payload delivered to a single target
Eggsile 15 2 650 1250 Physical 80~? 30s or 1min 50/2000 Eggbox Crate from Easter Drop none 10000 How is this going to work? Cover their view ports with egg? Has 5000 vis, seems buggy
Carcass Missile 16 1 1000 5000 Heat 100 7 seconds 50/2000 Carcass Missile Generator none 10000 If its worth killing, its probably worth overkilling splash 1000 at 100 range.
Large Armor Piercing Missile 16 3 500 2500 Mining 75 2 minutes 50/2000 Ammo Crate from Large AP Type I/II/III none 3000 Mining damage payload delivered to a single target
Zaphragi Cheetah Missile 16 2 750 2250 Surgical 350 20 seconds 50/2000 Ammo Crate from Armada WMD Factory none 3000 Faster than any other missile on the prairies
Flaming Lantern Missile 17 2 350 7000 Heat  ?  ? 50/2000 Ammo Crate from Halloween drop none 2000 Flaming Skull of Dooom.
Red Photon Plasma Missile 20 3 1000 2100 Heat  ?  ? 50/2000 Ammo Crate from Red Photon Missile Factory none 3,000 Red Photon specialized missile
Large Lancer Missile 20 6 4000 3000 Heat ~340  ? 1200/5000 Built from Large Lancer Missile Production Gunner class 20 3000 Thunderbolts and lightning, very, very frightening. Shoots heat damage beam type weapon. Does add destruction debuff up to 5% debuff to resists. (Missile acts as a slave giving half class skills, and only single fires allowing half effectiveness of destruction.)
Large MIRV Torpedo 20 4 1600 2200 x5 Mining 105 30s 50/2000 Built from Large MIRV Torpedo Production Gunner class 20 3000 Fly my pretties,fly splits into several smaller missiles
Large Bunkerbuster Missile 20 6 3000 10000 Physical 105 30s 50/2000 Built from Large Bunkerbuster Missile Production Gunner class 20 3000 Hasta la Vista baby. Deals area of effect damage and damages the user, Knockback
Large Burst Missile 20 3 1300 2800 Mining 105 30s 50/2000 Built from Large Burst Missile Production Gunner class 20 3000 Nuke em from orbit. it's the only way to be sure. Deals area of effect damage and damages the user