Jump to content

Missile Rack: Difference between revisions

From Elite Dangerous Wiki
Line 18: Line 18:
! Class
! Class
! Rating
! Rating
! Mass<br>(T)
! Mass<br />(T)
! Integrity
! Integrity
! Power<br>Draw
! Power<br />Draw
! Weapon<br>Mode
! Weapon<br />Mode
! Damage<br>Type
! Damage<br />Type
! Damage
! Damage
! Armor<br>Pen
! Armor<br />Pen
! ROF
! ROF
! DPS
! DPS
! Thermal<br>Load
! Thermal<br />Load
! Ammo<br>Clip Size
! Ammo<br />Clip Size
! Ammo<br>Maximum
! Ammo<br />Maximum
! Missile<br>Type
! Missile<br />Type
! Value<br>(CR)
! Value<br />(CR)
|-
|-
| 1 || B || 2.00 || A || 0.400 || Fixed || Explosive || 7 || F || 2.5 /s || 8 || 3 || 8 || 16 || Dumbfire || 32,175
| 1 || B || 2.00 || A || 0.400 || Fixed || Explosive || 7 || F || 2.5 /s || 8 || 3 || 8 || 16 || Dumbfire || 32,175
|-
|-
| 1 || B || 2.00 || A || 0.600 || Fixed || Explosive || 6 || F || 0.3 /s || 3 || 3 || 6 || 6 || Seeker || 72,600
| 1 || B || 2.00 || A || 0.600 || Fixed || Explosive || 6 || F || 0.3 /s || 3 || 3 || 6 || 12 || Seeker || 72,600
|-
|-
| 2 || B || 4.00 || A || 1.200 || Fixed || Explosive || 7 || F || 2.5 /s || 8 || 3 || 12 || 24 || Dumbfire || 240,400
| 2 || B || 4.00 || A || 1.200 || Fixed || Explosive || 7 || F || 2.5 /s || 8 || 3 || 12 || 24 || Dumbfire || 240,400

Revision as of 01:27, 28 May 2015

File:MissileRack Ingame.png

Template:Quote

The Missile Rack is currently the only way to launch missiles.

Like all other weapons missiles must be assigned to a fire group in order to shoot. There are two types of missiles: dumbfire and seeker. Dumbfire missiles will shoot similar to other fixed weapons - straight and towards the crosshair. Seeker missiles will continuously lock onto targets, but will only launch when given the order to fire and once launched will attempt to follow (and blow up) their target.

An alert sound will go off when a seeker missile has been fired at the player and can be seen on the radar. Outmaneuvering seeker missiles can be very tricky and boosting will not outrun a seeker missile. Currently the only hard counter to missiles is a Point Defence Turret which will shoot down incoming missiles.

Munitions

Spent ammunition must be replenished once used. Any station that is equipped with a "Re-arm" service will be able to replenish ammunition. Once docked at the station, ammunition can be purchased from the Munitions menu in the Starport Services. Missiles cost 500 CR per unit. In this case one missile is one unit. It will cost 12,000 CR to reload all 24 rounds in an empty missile rack. Seeker Missile Racks can only contain 18 Missiles total (6 in launcher, 12 reserve). They cost the exact same amount to reload (12,000 CR)

Specifications

Class Rating Mass
(T)
Integrity Power
Draw
Weapon
Mode
Damage
Type
Damage Armor
Pen
ROF DPS Thermal
Load
Ammo
Clip Size
Ammo
Maximum
Missile
Type
Value
(CR)
1 B 2.00 A 0.400 Fixed Explosive 7 F 2.5 /s 8 3 8 16 Dumbfire 32,175
1 B 2.00 A 0.600 Fixed Explosive 6 F 0.3 /s 3 3 6 12 Seeker 72,600
2 B 4.00 A 1.200 Fixed Explosive 7 F 2.5 /s 8 3 12 24 Dumbfire 240,400
2 B 4.00 A 1.200 Fixed Explosive 6 F 0.3 /s 3 3 6 18 Seeker 512,400
  • Damage, DPS, and Thermal Load are all based upon the in-game display which is basically an "out of 10" scale thus the values for these sections should be assumed as approximations.

Purchase Locations

Class Rating System Station
1 B Witchhaul

Hornby Terminal

1 B Altair Solo Orbiter
1 B Finteno Kolmogorov
2 B Finteno Kolmogorov
  • This list requires expansion

Notes

  • Keep in mind that Missiles do explosive damage and as such anything in the explosion area (including your own ship) will take damage.
  • Seeker missiles use radar to track their target and thus are affected by Chaff.[citation needed]

Template:WeaponNavbox