Missiles

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All missiles have 75% resist to Mining, 100% resist to Radiation, and 200% vulnerability to Physical. They have a minimum launch range of 50 and a maximum launch range of 2000. Most (All, needs checking) missiles now have an item called 'Missile Stabilizer', which reduces the effect of concussions on them by 50%.

see also Base Missiles.

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Name Tech Size Energy to Launch Damage Damage Type Speed Despawn Time Source Skill Needed Weight Description Notes
Small Kinetic Missile 5 1 200 250 Physical 150 2 minutes 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 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 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 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 Ammo Crate from Large Kinetic Type I/II/III none 3000 Physical damage payload delivered to a single target
Carcass Missile 16 1 1000 5000 Heat 100 7 seconds 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 Ammo Crate from Large AP Type I/II/III none 3000 Mining damage payload delivered to a single target
Flaming Lantern Missile 17 2 350 7000 Heat - - - from - drop none 2000 Flaming Skull of Dooom.
Red Photon Plasma Missile 20 3 1000 2100 Damage Type Speed Despawn Time Ammo Crate - Red Photon Plasma Missile 3,000 Red Photon specialized missile