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List of Missiles (work in Progress)

  • 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

Ships and stations equipped with Dumbfire, Tracker or Torpedo Launchers use missiles to fire at enemies for heavy damage. Dumbfire missiles fly in a straight line until they hit a target or expire with Dumbfire launching a single projectile and 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.

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!

 

Specifications

ItemPerformance Metric
Hull Integrity:1MJ
Detonation Output:0MJ (this is explosive damage, I assume)
Effective Range:578 km
Max Speed:57,887 m/s
Max Turning Rate:10*/s
Max Pitch Rate:10*/s
Max Vertical Strafe:9 m/s
Max Horizontal Strafe:9 m/s
Resources Needed for Manufacture:10 x Energy Cells, 11 x Missile Components

Heavy Cluster Missile Mk1

Specifications

ItemPerformance Metric
Hull Integrity:2MJ
Detonation Output:12,141 MJ
Effective Range:17 KM
Max Speed:36 m/s
Max Turning Rate:0*/s
Max Pitch Rate:0*/s
Max Vertical Strafe:0 m/s
Max Horizontal Strafe:0 m/s
Resources Needed for Manufacture:30 x Energy Cells, 12 x Missile Components

Heavy Dumbfire Missile Mk1

Cheap to buy and manufacture, dumbfire missiles pretty much just go in a straight line from where you launch. These can't be jammed by ECM, which is about the only good thing about them, but I have yet to encounter ECM in the game. As a side note, this may be a great tool to use against stations if you are looking for a cheap and easy solution, though I would suggest torpedos are probably much more effective.

Specifications

ItemPerformance Metric
Hull Integrity:2 MJ
Detonation Output:3,960 MJ
Effective Range:21KM
Max Speed:233 m/s
Max Turning Rate:0*/s
Max Pitch Rate:0*/s
Max Vertical Strafe:0 m/s
Max Horizontal Strafe:0 m/s
Resources Needed for Manufacture:7 x Energy Cells, 5 x Missile Components

Heavy Dumbfire Missile Mk2

Like most of the "HEAVY" missiles, they are more effective against larger targets, and pretty much useless against fighters considering how slow it is. This delivers a bigger payload to the target than it's Mk1 counterpart, plus it has better overall performance. Aside from that, this missile behaves pretty much like its predecessor.

Specifications

ItemPerformance Metric
Hull Integrity:3 MJ
Detonation Output:4,320 MJ
Effective Range:24 KM
Max Speed:259 m/s
Max Turning Rate:0*/s
Max Pitch Rate:0*/s
Max Vertical Strafe:0 m/s
Max Horizontal Strafe:0 m/s
Resources Needed for Manufacture:14 x Energy Cells, 25 x Missile Components
  

Heavy Guided Missile Mk1

Like most of the "HEAVY" missiles, they are more effective against larger targets, and pretty much useless against fighters considering how slow it is. The guided variant missile requires you to maintain a lock on the target to successfully deliver the payload to the target.

Specifications

ItemPerformance Metric
Hull Integrity:3MJ
Detonation Output:3,520 MJ
Effective Range:8 KM
Max Speed:191 m/s
Max Turning Rate:3*/s
Max Pitch Rate:3*/s
Max Vertical Strafe:2 m/s
Max Horizontal Strafe:2 m/s
Resources Needed for Manufacture:16 x Energy Cells, 3 x Missile Components, 3 x Smart Chips

Heavy Heatseeker Missile Mk1

Specifications

ItemPerformance 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

Heavy Smart Missile Mk1

Specifications

ItemPerformance 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

Heavy Swarm Missile Mk1

Specifications

ItemPerformance 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

Light Guided Missile Mk1

 

Specifications

ItemPerformance Metric
Hull Integritypending
Detonation Outputpending
Effective Rangepending
Max Speedpending
Max Turning Ratepending
Max Pitch Ratepending
Max Vertical Strafepending
Max Horizontal Strafepending
Resources Needed for Manufacture:pending

Light Heatseeker Missile Mk1

 

Specifications

ItemPerformance Metric
Hull Integritypending
Detonation Outputpending
Effective Rangepending
Max Speedpending
Max Turning Ratepending
Max Pitch Ratepending
Max Vertical Strafepending
Max Horizontal Strafepending
Resources Needed for Manufacture:pending

Light Smart Missile Mk1

 

Specifications

ItemPerformance Metric
Hull Integritypending
Detonation Outputpending
Effective Rangepending
Max Speedpending
Max Turning Ratepending
Max Pitch Ratepending
Max Vertical Strafepending
Max Horizontal Strafepending
Resources Needed for Manufacture:pending

Light Swarm Missile Mk1

Specifications

 

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Info

Updated for version 5.10

 

Table of Contents

Overview

Missiles fulfill a wide array of specialised roles ranging from intercepting and taking ships out of travel mode to destroying surface modules to demolishing capital ships.

Missiles

Dumbfire Missiles

The standard dumbfire missiles (in-game referred to only as heavy and light dumbfire missiles) have the greatest rate of fire, however, they are unguided and will move in a straight line.

Cluster missiles are a variant of dumbfire missiles and have a slower rate of fire than their standard counterparts but are more destructive.

Torpedoes are the heaviest hitting of all dumbfire missiles and can only be fired by torpedo launch tubes from S or M sized craft capable of mounting missile launchers, they are the slowest of all missile varieties and as such should not be used against nimble or small targets.

Guided Missiles

"Lock-on Missiles"

Lock on missiles have a short "lock on delay" when a new target is selected this is indicated by a diamond reticule. When a missile has successfully locked onto a target the  diamond will be in the centre of the ship and the word "LOCKED" in red text will be adjacent.

EMP missiles are the fastest and longest ranged of all missile types and are optimal for knocking far away ships out of travel drive. it is bets employed when the ship is moving away from the player as the missile has poor manoeuvrability.

Heatseeker missiles are a cheaper version of the smart missiles and fairly similar besides the "lock-on" requirement. They are available in both the light and heavy variants

"Smart" Missiles

Smart missiles do not have a "lock on delay" and will be able to track their target the instant it is selected before firing.

The standard smart missile (in-game referred to as the heavy and light smart missiles) is an average missile in that it is moderate in terms of speed, damage and manoeuvrability. This actually makes both variants quite potent if expensive as they are great against larger targets while being capable of tracing small ones.

Swarm missiles are great anti-fighter and anti-missile solutions and are launched as volleys at a time. They can also be employed to some effect against surface elements as they deal damage over wide areas.

Missile Launchers

Missile launchers can be mounted as gimballed turrets or as front-facing launch tubes in the case of S and M class ships. The main distinction between large and medium missile turrets is that the large missile turrets can carry a greater complement of missiles. Missile complement can be complemented by turret mods like "bandolier". Similarly in the case of their front-facing weapon variants the Mk2 launchers carry more missiles than their Mk1 equivalents.

Dumbfire Launcher (Weapon/M/L)

The dumbfire launcher is capable of launching the dumbfire and cluster missile variants but incapable of launching torpedoes.

Torpedo Launcher (Weapon)

The torpedo launches only the heavy and light versions of the torpedo and can only be mounted on S and M weapon hardpoints.

Tracking Launcher (Weapon/M/L)

The tracking launcher offers the greatest variety in missile types launched and can launch all guided missile types.

References

Much of this page was created from information provided by Euclid in this forum thread https://forum.egosoft.com/viewtopic.php?f=182&t=408569&hilit=missiles+euclid&sid=c229701e84aa18934738cd3b89a47c76.

 

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