Difference between revisions of "Missiles"

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(Basic Missile Information)
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== Basic Missile Information ==
 
== Basic Missile Information ==
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|2,530

Revision as of 16:42, 28 April 2020

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 in their inventory. The launcher cannot be higher tech than the ship, and any missiles the player wishes to use cannot be higher tech than the launcher.

To use missiles, you must target an enemy and use the missile, the missiles launched will then fly at their target (or will fly around you if they cannot see the target) and attempt to hit them, if the enemy leaves the star system or is killed, the remaining missiles will self destruct. They can also be shot down from enemy fire before reaching their target, and will despawn if they reach the end of their lifespan.

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

See also: Base Missiles

Basic Missile Information

Name TL Size Weight Type Damage Salvo Lifespan Energy DPE Distance Source Comments
Cadet Missile 0 Energy 375 1 200 1.875 50-100 Cadet Missile Launch Device Deals 375 splash damage over 50 range.
Zebu Missile 0 Mining 375 2 100 7.500 50-100 Zebu Missile Device N/A
Vulcaroid Missile 3 Heat 563 2 300 3.450 50-200 Ammo Crate - Vulcaroid Missile N/A
Prototype Blue Photon Stock Missile 5 Energy 125 3 150 2.500 50-300 Ammo Crate - Prototype Blue Photon Stock Missile Deals 125 splash damage over 150 range.
Small Armor Piercing Missile 5 Mining 250 3 400 1.875 50-300 Ammo Crate - Small AP Type III N/A
Small Kinetic Missile 5 Physical 83 3 130 1.915 50-400 Ammo Crate - Small Kinetic Type III Deals 83 splash damage over 150 range. High knockback.
Small Incendiary Missile 7 Heat 83 3 190 1.311 50-600 Ammo Crate - Small Incendiary Type III Deals 83 splash damage over 200 range. Adds 500 visibility for 10 seconds.
Small Surgical Strike Missile 7 Surgical 167 3 410 1.222 50-600 Ammo Crate - Small Surgical Strike Type III Applies a -25% Speed debuff. Briefly adds Forced Thrust.
Small Disintegrator Missile 9 Radiation 500 1 430 1.163 50-900 Ammo Crate - Small Disintegrator Missile Applies a -70% Resistance debuff for 1 second.
Small Blue Photon Stock Missile 10 Energy 281 4 380 2.958 50-700 Ammo Crate - Small Blue Photon Stock Missile Deals 281 splash damage over 350 range.
Medium Kinetic Missile 10 Physical 125 4 220 2.272 50-1100 Ammo Crate - Medium Kinetic Type III Deals 125 splash damage over 350 range. Higher knockback.
Small Bunkerbuster Missile 10 Physical 500 1 220 2.272 50-1100 Ammo Crate - Medium Kinetic Type III Deals 500 splash damage over 350 range.
Applies -20% Shield Recovery and -20% Transference Vulnerability debuffs.
Medium Armor Piecing Missile 11 Mining 750 4 1,290 2.326 50-800 Ammo Crate - Medium AP Type III N/A
Medium Incendiary Missile 12 Heat 188 4 470 1.600 50-1500 Ammo Crate - Medium Incendiary Type III Deals 188 splash damage over 500 range. Adds 1000 visibility for 10 seconds.
Small MIRV Rocket 12 Mining 1,250 3 1,560 2.404 50-1000 Ammo Crate - Small MIRV Rocket N/A
Medium Surgical Strike Missile 12 Surgical 438 4 1,220 1.436 50-1500 Ammo Crate - Medium Surgical Strike Type III Applies a -33% Speed debuff. Briefly adds Forced Thrust.
Medium Blue Photon Stock Missile 15 Energy 1,375 3 1,180 3.496 50-1400 Ammo Crate - Medium Blue Photon Stock Missile Deals 1375 splash damage over 700 range.
Large Kinetic Missile 15 Physical 350 5 670 2.612 50-2100 Ammo Crate - Large Kinetic Type III Deals 350 splash damage over 700 range. Even higher knockback.
Large Armor Piecing Missile 16 Mining 2,175 5 4,030 2.699 50-1600 Ammo Crate - Large AP Type III N/A
Zaphragi Cheetah Missile 16 Surgical 3,625 3 3,360 3.237 50-1600 Ammo Crate - Zaphragi Cheetah Missile N/A
Large Incendiary Missile 17 Heat 500 5 1,350 1.852 50-2600 Ammo Crate - Large Incendiary Type III Deals 500 splash damage over 850 range. Adds 1500 visibility for 10 seconds.
Medium MIRV Rocket 17 Mining 3,469 4 5,000 2.775 50-1700 Ammo Crate - Medium MIRV Rocket N/A
Large Surgical Strike Missile 17 Surgical 1,250 5 3,750 1.667 50-2600 Ammo Crate - Large Surgical Strike Type III Applies a -50% Speed debuff. Briefly adds Forced Thrust.
Large Blue Photon Stock Missile 20 Energy 4,375 3 3,280 4.002 50-2300 Ammo Crate - Large Blue Photon Stock Missile Deals 4375 splash damage over 1150 range.
Large MIRV Rocket 20 Mining 5,250 5 8,750 3.000 50-1500 Ammo Crate - Large MIRV Rocket N/A
Ksaravis'ayu 22 Physical 17,500 3 8,330 6.303 50-2700 Ksaravis'ayu Pod Inflicts target with 1 Ksaravis.
Visphotakapad Ksaravis'ayu 22 Physical 1,725 10 2,740 6.296 50-2700 Visphotakapad Ksaravis'ayu Pod Inflicts target with 1 Ksaravis. Deals 1725 splash damage over 1350 range.
Matra Markata Prahetiayu 22 Radiation 850 5 2,530 1.680 50-4100 Matra Markata Prahetiayu Pod Applies a +100% Weight debuff. Deals 850 splash damage over 1350 range.

Lore

Missiles are rumored to have been invented when a Zebucart decided to ram a Fly at flank speed, destroying both ships instantly. While the people of Hyperion claim to be the aficionados on missile technology, that Zebucart was the pioneer. After the incident, researchers began investigating the possible uses of flinging several tons of metal at another object while travelling at near relativistic speeds. Initial results were promising, as it was discovered that all test subjects were reduced to carbon wisps. However, researchers denounced the technology, claiming that it was too expensive since the missiles had to withstand the harshness of space and also propel themselves to the target. This obstacle was overcome when a valiant undergrad intern decided to pack several hundred pounds of C4 into the back of a cylinder made of reinforced graphite. The resultant explosion annihilated his home planet, but the information he gathered proved invaluable. In any case, missile launchers advanced to the point where they could use anti-matter accelerators in order to propel the missiles. The missiles then only need attitude thrusters for control, reducing costs exponentially. Since then, missile technology has exploded, and the field continues to grow with each passing year.