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Type | Name | Mk | Hull (MJ) | Damage (MJ) | Range² (km) | Effective Range (km) | Max Speed (m/s) | Reload Time (s) | Life Time (s) | Damage Per Second |
---|---|---|---|---|---|---|---|---|---|---|
Light | Cluster | Mk1 | 1 | 2,361 | 5.5 | 8.1 | 165 | 15 | 30 | 157.4 |
Light | Dumbfire | Mk1 | 1 | 1,100 | 7 | 10 | 1,071 | 1.5 | 6 | 733.33 |
Light | Dumbfire | Mk2 | 1 | 1,200 | 8 | 11 | 1,181 | 1.5 | 6 | 800 |
Heavy | Cluster | Mk1 | 2 | 12,141 | 7 | 17 | 36 | 45 | 129.6 | 269.8 |
Heavy | Dumbfire | Mk1 | 2 | 3,960 | 9 | 21 | 233 | 4.5 | 25.92 | 880 |
Heavy | Dumbfire | Mk2 | 3 | 4,320 | 10 | 24 | 259 | 4.5 | 25.92 | 960 |
Heavy | Scatter1 | Mk1 | 20 | 4,800 | 3.5 | 46(real: ~13.7) | 918 | 4 | 15 | 1,200 |
1. Missile manufactured at Split stations, only. Fires in salvos of 12 missiles in a cone spreading(shotgun like) unlike swarm missiles that try to stay together. Ingame scatter missiles physically accelerate like guided missiles, meaning they don't accelerate over time and keep traveling at max.speed.
2. Equal to "Lock Range" of tracking missiles but only relevant for the AI to determine the firing range. Players are not limited.
Tracking Missiles (turret and forward launcher ammo) and Torpedoes (forward launcher ammo)
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