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Stats

Maximum Price2,424
Average Price2,020
Minimum Price1,616
Volume1
Cargo ClassS
ClassDumbfire
Damage8,000
Radius of Effect (m)200
Range (km)18.7
Speed (m/s)700
Acceleration330
Steering (rpm)217.4
Hull/Shield5
Cooldown (s)3
Timeout (s)25.8
GuidanceNone
DetonationManual
RetargetingNo
SwarmNo
Requires TargetNo
Asteroid KillerNo
Factory Output (number/h)(dph)90 (720,000)

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A Paranid missile compatible with most Commonwealth ships that needs to be manually detonated. The 8k damage and high speed combined with a reasonable blast radius makes this missile effective at killing densely packed swarms of M5s and fighter drones and forcing NPC ships to scatter at around 2.1km distance . The missile does however have several negative aspects such as the lack of guidance, the need to maintain visual contact for predicting when to detonate (which becomes more difficult at longer distances) and only being able to have a single missile in flight at a time which makes them ineffective against larger opponents. Due to the poor accuracy of the Aurora Missile at long range it is recommended to use it only in close combat. As this missile is commonly dropped from killed NPC ships it may be useful at the start of a playthrough when options are limited but is not recommendable for general combat compared to fire and forget missiles like the Dragonfly and Rapier. In general it is better to sell salvaged Aurora Missiles at NPC docks for credits. From the manufacturing perspective Aurora Missiles are also mediocre with the Aurora Missile Factory only making 111k profit per hour compared to the average of 131k (eg. Dragonfly Missiles) or the 142k of Shadow Missiles for the same resource inputs. The combined damage of missiles produced per hour is also low compared to alternatives like the Dragonfly Missile.