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Missile Frigates. Bringing total doom to anything in their path and great for boarding enemy ships however, these ships require a large economy to keep them supplied with missiles.

Stats Overview

 NameRace Max Speed (m/s)*Max Acceleration*Max Steering (rpm)* HullMax Shield (MJ)         
                
                
                
                
                
                
                
                
                

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Shield Power Generator (MW)Lasers and Turrets**Laser Energy (MJ)Laser Energy Reload Rate (MW)Max CargobayWare Transport ClassHangarPriceAvailability***
AquiloArgon91.8130.81,120,0003 x 2GJ5,9000,2x8,0,0,0,0,250,5001,262.58,000XL029,017,250

Available for purchase

AresParanid7790.91,400,0002 x 2GJ12,4000,0,4,4,2,2,050,5001,262.57,500XL038,527,500

Available for purchase

CobraSplit97.9160.81,120,0003 x 1GJ14,4000,2x8,0,0,0,0,250,5001,262.57,000XL038,602,500

Available for purchase

GannetTeladi55.970.71,680,0003 x 2GJ8,0000,2x8,0,0,0,0,150,5001,262.59,000XL038,220,000

Available for purchase

KrakenBoron83.9120.81,260,0003 x 1GJ14,2000,0,4,4,4,4,050,5001,262.58,500XL038,790,000

Available for purchase

MinotaurArgon69.980.91,400,0003 x 1GJ14,4000,8,4,4,0,0,050,5001,262.58,000XL038,266,500

Available for purchase

SenshiYaki69.980.91,400,0003 x 1GJ14,4000,2x8,0,0,0,0,050,5001,262.58,000XL022,734,800

Available for purchase

SirokosArgon111.211.63.4396,0003 x 1GJ5,9000,2x8,0,0,0,0,250,5001,262.54,750XL029,017,250

Available for purchase

SkirnirATF911311,120,0004 x 2GJ12,5000,2x8,0,0,0,0,471,9001,917.89,500XL039,100,000

Available for purchase

* = Maximum able to be obtained by purchased tunings.   These values can be exceeded by using Pandora Tunings.

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Unlike most ships (Xenon I excluded) the M7M missile frigate class of ship can launch multiple missiles simultaneously.   Combined with heavy missiles dealing >300k damage per missile for heavy ships/stations and 8 x >5k damage retargeting swarm anti fighter missiles these ships are near invincible death machines in sector as long as they can be kept supplied with missiles.   An M7M in full rampage mode in sector can consume ??? up to 13.6 missiles per second which equates to ??? missile factories eachwhich would take 12,240 missile producing stations to keep it constantly supplied.   When incorporated into fleets an M7M can even provide Mosquito Missile Defence support to other ships protecting them from other missile threats.   Out of sector the AI is however very poor requiring manual permission to launch missile barrages reducing their unaided fighting capacity to their rear turret.

With the exception of the Acinonyx Prototype, the M7Ms are the only class of ships able to use Boarding Pods for boarding operations (Aquilo and Skirnir which are dedicated combat M7Ms excepted).   As the rear turret is the primary defensive battery once the Marine/Mercenary containing Boarding pods are launched, it is standard practice to move away from the target ship at the same speed so any retaliating missiles can be intercepted.

NPC M7M ships are among the greatest threats to the player ship.   If attempting to board an M7M the player will first have to exhaust it of missiles using tactics comparable to bull fighting.   Use a very fast ship with a turret equipped with IREs. PBEs or PRGs and keep a lot of mosquito missiles ready using the Mosquito Missile Defence advanced command.   As the NPC ships try to avoid overkill by launching individual salvos against the player ship stay at the edge of the ship range (so missiles can expire without combat) and focus on shooting down the missiles.   Once out of missiles (3020-70 110 volleys) the ship is an easy boarding operation.

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