Versions Compared

Key

  • This line was added.
  • This line was removed.
  • Formatting was changed.
Comment: small stuff

...

  • 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 sub-missile has its own hitboxe and stays alive, even after other 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" is 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).
  • Missiles take up the inertia force of the firing ship, changing , its muzzle velocity. Tracking missiles loose momentum and return to their max. speed after some time, while dumbfire missiles use their momentum until the end of its life, permanently increasing its velocity, seemingly without changing its acceleration rate.