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Comment: Corrected misspelling

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1. Missile manufactured at Split stations, only. Fires in savlos salvos of 12 missiles in a cone spreading(shotgun like) unlike swarm missiles that try to stay together. Ingame scatter missiles physically behave accelerate like guided missiles, meaning they don't accelerate over time and keep their velocity.

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1. Missile manufactured at Split stations, only.
2. Torpedoes require Torpedo Launchers, which can only be mounted on the front of Small and Medium ships.

 

Tracking Missiles missiles can be categorised in a hierachy of dumbest to smartest. This influences the manufacturing ressources and therefore its cost. For example, guided missiles need smart chips while dumbfire ones do not etc..

Hierachy(dumbest/cheapest -> smartest/most expensive):

  1. Guided missiles(Needs to time to lock onto an enemy before it can be fired)
  2. Heatseeker missiles(No lock on time)
  3. Swarm missiles(No lock on time + Can retarget enemies after missing)
  4. Smart missiles(No lock on time + Can retarget enemies after missing + flare-proof)

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  • Paranid = +50% Hitpoints and -50% Rotation Speed
  • Split      =    -9% Hitpoints and -25% Rotation Speed
  • Teladi    = +50% Hitpoints and -50% Rotation Speed

Things to note about ingame stats and missile behaviour..

  • The damage for missiles fired in salvos is distributed between each missile. A single submissile of a light swarm mk1 missile does 134 MJ of damage. So all 8 missiles in the swarm together, do the portrayed 1,072 MJ of damage. Each submissile sub-missile has its own hitboxe and stays alive, even after other submissiles sub-missiles in the swarm hit a target or get destroyed
  • Each missile has a life time. After the life time passes the missile disarms.
  • Lock On-missiles often have a distance tolerance of how far away the target can move while being locked on. The interceptor missile has a tolerance of up to 39 km for the lock on while the normal EMP missile needs the target to stay within 20 km of its lock on duration. The distance of tolerance is usually 0 m for light missiles and 500 m for heavy missiles.
  • "Effective Range" ingame can be misleadingis the distance the missile travels during its life time. Guided missile travel with constant speed while dumbfire missiles accelerate.
  • The ingame stats for dumbfire missiles are highly deceptive. The max. speed shown for dumbfire missiles is the muzzle velocity for dumbfire missiles. Dumbfire missiles accelerate during flight until they reach their effective range(end of life time). The heavy cluster missile mk1 shows 36 m/s in the encyclopedia but it reaches ~200 m/s at the ends of its life time.(testing needed to determine the acceleration rate over time).