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 Launcher]] equipped and an appropriate [[:Category: | + | 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. |
− | Most '''Missiles''' have [[Resistances]] to [[Mining]](%75) and [[Radiation]](%100) damage and a vulnerability to [[Physical]](%200) damage. | + | Most '''Missiles''' have [[Resistance|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 07:13, 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
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