Missile Rack
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
Missiles must be replenished once used like other ammunition at a station. Missiles cost 500 CR per unit.
Specifications
| Class | Rating | Mass (T) | Integrity | Power Draw |
Weapon Mode |
Damage Type |
Damage | Armour Penetration |
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 | 6 | 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.
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]