...
- EMP Missile Mk1
- Heavy Cluster Missile Mk1
- Heavy Dumbfire Missile Mk1
- Heavy Dumbfire Missile Mk2
- Heavy Guided Missile Mk1
- Heavy Heatseeker Missile Mk1
- Heavy Smart Missile Mk1
- Heavy Swarm Missile Mk1
- Light Guided Missile Mk1
- Light Heatseeker Missile Mk1
- Light Smart Missile Mk1
- Light Swarm Missile Mk1
...
EMP
...
EMP Missile MK1
EMP missiles are especially effective against shields, which may come in useful if you need to knock down the shields of larger ships or stations quickly...or at least more quickly. Keep in mind, though, that it is pretty much useless against hull plating. Switch your EMP missiles out for a different missile type after the shields are no longer a problem!
...
Item | Performance Metric |
---|---|
Hull Integrity | pending |
Detonation Output | pending |
Effective Range | pending |
Max Speed | pending |
Max Turning Rate | pending |
Max Pitch Rate | pending |
Max Vertical Strafe | pending |
Max Horizontal Strafe | pending |
Resources Needed for Manufacture: | pending |
Ships and stations are equipped with Dumbfire, Tracker or Torpedo Launchers and use missiles to fire at enemies for heavy damage. Cluster launching (??? - Cluster missiles don't presently seem to differ from Dumbfire. Detach= exists in the script, but simply refers to the heavy swarm missile macro - Arronicus). Tracker missiles home in on targets with EMP, Guided, Heatseeker, Smart and Swarm variants. EMP missiles will temporarily disable the engines of the target.(???Sentence explaining what the various sorts do). Torpedoes are slow-moving and easy to avoid projectiles but deal tremendous damage to targets they do hit making them effective at killing stations and large slow ships.