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Missile Rack: Difference between revisions

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follow (and blow up) -> intercept
Splitting Seeker Missile Rack info to separate page, as it is a separate module.
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[[File:MissileRack_Ingame.png|thumb|300px|Missile rack]]
[[File:MissileRack_Ingame.png|thumb|300px|Missile Rack (Class 1)]]
 
{{quote|Missile battery capable of launching dumbfire missiles.|In-Game Description}}
{{quote|Missile battery capable of launching [...] missiles.|In-Game Description}}
The '''Missile Rack''' is a weapon [[module]] that launches dumbfire, explosive-tipped missiles. When launched, dumbfire missiles will travel in a straight line in the direction of the HUD crosshairs and remain on that path until they detonate or are destroyed a collision, weapon fire, or a [[Point Defence Turret]]. Dumbfire missiles travel faster and inflict more damage than [[Seeker Missile Rack|seeker missiles]], and are most effective against the unshielded hulls of ships.
 
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 intercept their target. No only do seeker missiles do slightly less damage, they also require several seconds for a lock to be established on the target before they can be fired.
 
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. The [[Point Defence Turret]] and [[Electronic Countermeasure]] utility modules counter seeker missiles by shooting them down or causing them to lose lock. Point Defence can still shoot down incoming dumbfire missiles, but ECM has no effect.
 
As of patch 1.6 or 2.1 for Horizons owners, explosive damage against shields was significantly buffed, making missiles significantly more useful despite their limited ammunition. Certain [http://elite-dangerous.wikia.com/wiki/Engineer's_weapon_special_effects special effects] like overload munitions increased its damage against shields even further. As of 3.2 Beyond Chapter 3 however, shields have a base 50% explosive damage resistance, meaning unmodified missiles do much less damage when striking shielded targets.
 
The main strength of missiles is against un-shielded hull. The armour piercing value of missiles is decent, while hull has a large base -40% penalty to explosion damage resistance, significantly increasing the damage a missile can do against it. Reactive armour [[Bulkheads]] and the the [[Blast Resistant Armour]] modification greatly increase explosive damage resistance, while the [[Heavy Duty Armour]] modification gives a minor increase.
 
The class of the rack increases the maximum number of missiles that can be stored in the weapon, but has no effect on any of the attributes of a single missile.
 
==Munitions==
[[File:Elite-Medium-Missiles.jpg|thumb|200px|Medium caliber missiles]]
 
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 12 Missiles total (6 in launcher, 6 reserve). They cost the exact same amount to reload (12,000 CR)


==Specifications==
==Specifications==
Missile speed is 750 m/s for dumbfire missiles, and 625 m/s for seeker missiles.
{| class="article-table" border="1" style="text-align: center;"
{| class="article-table" border="1" style="text-align: center;"
! Class
! Class
! Rating
! Rating
! Mass<br />(T)
! Mass (T)
! Integrity
! Integrity
! Power<br />Draw
! Power Draw
! Weapon<br />Mode
! Weapon Mode
! Damage<br />Type
! Damage Type
! Damage
! Damage
! Armour<br />Piercing
! Armour Piercing
! ROF
! ROF
! DPS
! DPS
! Thermal<br />Load
! Thermal Load
! Ammo<br />Clip Size
! Missile Speed (m/s)
! Ammo<br />Maximum
! Ammo Clip Size
! Missile<br />Type
! Ammo Maximum
! Value<br />(CR)
! Value (CR)
|-
|-
| 1 || B || 2.00 || 40|| 0.400 || Fixed || Explosive || 50|| 60|| 0.5 /s || 25|| 3.6|| 8 || 16 || Dumbfire || 32,175
| 1 || B || 2.00 || 40|| 0.400 || Fixed || Explosive || 50|| 60|| 0.5 /s || 25 || 3.6 || 750 || 8 || 16 || 32,175
|-
|-
| 1 || B || 2.00 || 40|| 0.600 || Fixed || Explosive || 40 || 60|| 0.3 /s || 13.3 || 3.6|| 6 || 12 || Seeker || 72,600
| 2 || B || 4.00 || 51|| 1.200 || Fixed || Explosive || 50|| 60|| 0.5 /s || 25 || 3.6 || 750 || 12 || 24 || 240,400
|-
|-
| 2 || B || 4.00 || 51|| 1.200 || Fixed || Explosive || 50|| 60|| 0.5 /s || 25|| 3.6|| 12 || 24 || Dumbfire || 240,400
| 3 || A || 8.00 || 64 || 1.620 || Fixed || Explosive || 50 || 60 || 0.5 /s || 25 || 3.6 || 750 || 12 || 96 || 919,350
|-
| 2 || B || 4.00 || 51|| 1.200 || Fixed || Explosive || 40 || 60|| 0.3 /s || 13.3 || 3.6|| 6 || 18 || Seeker || 512,400
|-
| 3 ||  A|| 8.00|| 64|| 1.620|| Fixed || Explosive || 50|| 60|| 0.5 /s || 25 || 3.6 || 12 || 96 || Dumbfire ||919,350
|-
| 3 ||  A||  8.00||  64||  1.620|| Fixed || Explosive ||  40||  60||  0.3 /s || 13.3 || 3.6 || 6 || 36 || Seeker ||1,323,927
|}
|}


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* [[Sturdy Weapon|Sturdy]]
* [[Sturdy Weapon|Sturdy]]


=== Possible Experimental Effects ===
=== Experimental Effects ===
Modifying this module can sometimes result in any one of the following special effects also being applied:
The following [[Experimental Effect]]s can be applied to this module:
* [[Drag Munitions]]
* [[Emissive Munitions]]
* [[Emissive Munitions]]
* [[Flow Control]]
* [[FSD Interrupt]]
* [[FSD Interrupt]]
* [[Multi-servos]]
* [[Overload Munitions]]
* [[Overload Munitions]]
* [[Oversized]]
* [[Penetrator Munitions]]
* [[Penetrator Munitions]]
* [[Stripped Down]]
* [[Thermal Cascade]]
* [[Thermal Cascade]]


Line 78: Line 57:
! System
! System
! Station
! Station
!Weapon Mode
!Value
|-
|2
|B
|LHS 3447
|Larson Orbital
|Fixed
|512,400
|-
|2
|B
|LHS 3447
|Larson Orbital
|Fixed
|240,400
|-
|1
|B
|LHS 3447
|Larson Orbital
|Fixed
|72,600
|-
|1
|B
|LHS 3447
|Larson Orbital
|Fixed
|32,175
|-
| 1 || B || Witchhaul ||
Hornby Terminal
|Fixed
|
|-
|-
| 1 || B || Altair || Solo Orbiter
|All
|Fixed
|All
|
|Shinrarta Dezhra
|Jameson Memorial
|-
|-
|1
|All
|B
|All
|Finteno
|Brestla
|Kolmogorov
|i Sola Prospect
|Fixed
|
|-
|-
|2
|All
|B
|All
|Finteno
|Groombridge 34
|Kolmogorov
|Jones Estate
|Fixed
|
|-
|-
|1
|All
|B
|All
|Parens
|Ross 695
|Thompson Orbital
|Bresnik Orbital
|Fixed
|
|-
|-
|1
|All
|B
|All
|Kuk
|Avalon
|Perga City
|Noctilux
|Fixed
|32,180
|-
|-
|2
|All
|B
|All
|Kuk
|LHS 2637
|Perga City
|Perez Ring
|Fixed
|512,400
|-
|1
|B
|Kuk
|Perga City
|Fixed
|72,600
|-
|3
|A
|G 141-21
|Scithers Hub
|Fixed
|919,350
|-
|3
|A
|G 141-21
|Scithers Hub
|Fixed
|1,323,927
|}
|}
* 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 are not affected by chaff, as they lock onto the heat signature of your target. Instead, they are countered by [[Electronic Countermeasure]]s or [[Point Defence Turret]]s.


== Videos ==
== Videos ==

Revision as of 08:08, 30 May 2019

File:MissileRack Ingame.png
Missile Rack (Class 1)

Template:Quote The Missile Rack is a weapon module that launches dumbfire, explosive-tipped missiles. When launched, dumbfire missiles will travel in a straight line in the direction of the HUD crosshairs and remain on that path until they detonate or are destroyed a collision, weapon fire, or a Point Defence Turret. Dumbfire missiles travel faster and inflict more damage than seeker missiles, and are most effective against the unshielded hulls of ships.

Specifications

Class Rating Mass (T) Integrity Power Draw Weapon Mode Damage Type Damage Armour Piercing ROF DPS Thermal Load Missile Speed (m/s) Ammo Clip Size Ammo Maximum Value (CR)
1 B 2.00 40 0.400 Fixed Explosive 50 60 0.5 /s 25 3.6 750 8 16 32,175
2 B 4.00 51 1.200 Fixed Explosive 50 60 0.5 /s 25 3.6 750 12 24 240,400
3 A 8.00 64 1.620 Fixed Explosive 50 60 0.5 /s 25 3.6 750 12 96 919,350

Engineers

This weapon can be modified by Engineers to enhance its abilities.

Modifications

The following modifications can be applied to this module:

Experimental Effects

The following Experimental Effects can be applied to this module:

Purchase Locations

Class Rating System Station
All All Shinrarta Dezhra Jameson Memorial
All All Brestla i Sola Prospect
All All Groombridge 34 Jones Estate
All All Ross 695 Bresnik Orbital
All All Avalon Noctilux
All All LHS 2637 Perez Ring

Videos

Template:WeaponNavbox