Missile Weapons
Missiles usually fill the role as secondary weapons, enabling ships to punch above their weight by launching explosive projectiles. They typically offer longer firing ranges than conventional guns as well.
Certain ships can be turned into deadly missile boats.
Operating on an ammunition-based system, ships can only carry a finite amount of missiles. Once depleted, the missile launchers become useless.
Inflicting explosive damage, missiles have an area-of-effect, making them particularly effective against capital ships where the explosion can damage multiple components. They excel at targeting turrets, engines, and shield generators.
When engaging fighters, missiles can be used for long-range attacks, though their reliability may vary. Launching a missile can force the targeted pilot into defensive maneuvers, potentially disrupting their attack run or creating an opportunity to focus firepower on the target.
Certain missiles are designed with utility in mind, such as disabling a target's engines to render them more vulnerable.
Quick Navigation.
Dumbfire Missiles
Dumbfire Missile basically work like guns, but with limited ammo capacity.
They do offer increased damage output and range in return.
Dumbfire Missiles are immune to Flares.
Dumbfire Missiles keep accelerating after launch.
Dumbfire Missiles take up the inertia force of the firing ship, just like gun projectiles, changing its muzzle velocity. Make sure you lined up your shot properly and aren't drifting too much.
Name | Special Effects | Damage Per Second | Damage Per Missile | Max Flight Range | NPC Targeting Range | Flight Speed | Reload Time | Flight Time | |
---|---|---|---|---|---|---|---|---|---|
Light Cluster Missile | - | 157 | 2361 | 8.1km | 5.5km | 165m/s | 15s | 30s | |
Light Dumbfire Missile Mk1 | - | 733 | 1100 | 10km | 7km | 1071m/s | 1.5s | 6s | |
Light Dumbfire Missile Mk2 | - | 800 | 1200 | 11km | 8km | 1181m/s | 1.5s | 6s | |
Heavy Cluster Missile | - | 270 | 12141 | 17 km | 3.5km | 36m/s | 45s | 129.6s | |
Heavy Dumbfire Missile Mk1 | - | 880 | 3960 | 21km | 9km | 233m/s | 4.5s | 25.92s | |
Heavy Dumbfire Missile Mk2 | - | 960 | 4320 | 24km | 10km | 259m/s | 4.5s | 25.92s | |
Split Vendetta Dumbfire Missiles | |||||||||
Name | Special Effects | Damage Per Second | Damage Per Missile | Max Flight Range | NPC Targeting Range | Flight Speed | Reload Time | Flight Time | |
Heavy Scatter Missile | Shotgun | 1200 | 12x 400 | 46km | 3.5km | 918m/s | 4s | 15s |
Tracking Missiles
Tracking Missiles follow the target ship, increasing the chance to hit.
Flares work against all tracking missiles and torpedoes except smart missiles. The distracted missile will then follow the Flare.
Tracking Missiles take up the inertia force of the firing ship, just like gun projectiles. Tracking missiles lose momentum and return to their max. speed after some time.
Name | Special Effects | Damage Per Second | Damage Per Missile | Max Flight Range | NPC Targeting Range | Lock-On Range | Flight Speed | Turning Rate | Strafing Rate | Reload Time | Flight Time | Flare Resistance |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Travel and Boost disable | 0 | 0 | 578km | 20km | 20km | 57887m/s | 3°/s | 3m/s | 22.5s | 10s | 74% | |
Light Guided Missile | Lock-On | 343 | 685 | 8.8km | 4.5km | 4.5km | 877m/s | 22°/s | 10m/s | 2ss | 10s | 87% |
Light Heatseeker Missile | - | 349 | 698 | 10km | 5km | - | 998m/s | 22°/s | 12m/s | 2s | 10s | 81% |
Light Smart Missile | Retarget | 328 | 657 | 7.8km | 4km | - | 782m/s | 21°/s | 9m/s | 2s | 10s | 100% |
Light Swarm Missile | Retarget | 268 | 8x 134 | 8.3km | 4km | - | 826m/s | 10°/s | 13m/s | 4s | 10s | 86% |
Heavy Guided Missile | Lock-On | 587 | 3520 | 8.3km | 6km | 5.5km | 191m/s | 3°/s | 2m/s | 6s | 43.2s | 87% |
Heavy Heatseeker Missile | - | 599 | 3592 | 9.4km | 7km | - | 217m/s | 3°/s | 2m/s | 6s | 43.2s | 81% |
Heavy Smart Missile | Retarget | 563 | 3378 | 7.4km | 5.5km | - | 170m/s | 2°/s | 2m/s | 6s | 43.2s | 100% |
Heavy Swarm Missile | Retarget | 460 | 5520 | 7.8km | 5.5km | - | 180m/s | 3°/s | 3m/s | 12s | 43.2s | 86% |
Split Vendetta Tracking Missiles | ||||||||||||
Name | Special Effects | Damage Per Second | Damage Per Missile | Max Flight Range | NPC Targeting Range | Lock-On Range | Flight Speed | Turning Rate | Strafing Rate | Reload Time | Flight Time | Flare Resistance |
Light Interceptor Missile | Travel and Boost Disable | 250 | 5x 100 | 138km | 39km | 29.5km | 4630m/s | 22°/s | 10m/s | 2s | 30s | 75% |
Light Disruptor Missile | Travel and Boost Disable | 89 | 896 | 14km | 5km | 5km | 964m/s | 4°/s | 12m/s | 10s | 15s | 80% |
Heavy Starburst Missile | Lock-On | 475 | 3800 | 8.3km | 6km | 5.5km | 192m/s | 10°/s | 9m/s | 8s | 43.2s | 87% |
Timelines Tracking Missiles | ||||||||||||
Heavy Barrage Missile | Multi-Launch Retarget Burst Clip | 1624 | 4x 1100 | 10km | 9km | - | 482 m/s | 3°/s | 2°/s | 15s | 22s | 94% |
Light Barrage Missile | Multi-Launch Retarget Burst Clip | 812 | 4x 550 | 17km | 9km | - | 1157 m/s | 9°/s | 2°/s | 15s | 15s | 94% |
Torpedo Missiles
Torpedo Missiles follow the target ship, increasing the chance to hit.
Flares work against all tracking missiles and torpedoes except smart missiles. The distracted missile will then follow the Flare.
Torpedo Missiles take up the inertia force of the firing ship, just like gun projectiles. Torpedo missiles loose momentum and return to their max. speed after some time.
It is best to use fast ships to launch Torpedos from to counteract the slow speed of the torpedo itself.
Name | Special Effects | Damage Per Second | Damage Per Missile | Max Flight Range | NPC Targeting Range | Flight Speed | Turning Rate | Strafing Rate | Reload Time | Flight Time | Flare Resistance |
---|---|---|---|---|---|---|---|---|---|---|---|
Light Torpedo Missile | - | 479 | 4791 | 5km | 3km | 100m/s | 1°/s | - | 10s | 50s | 98% |
Heavy Torpedo Missile | - | 575 | 17246 | 12km | 9km | 67m/s | 0.3°/s | - | 30s | 180s | 98% |
Missile Launchers
Missile Launchers that are mounted in the primary weapon slot of Small and Medium ships.
Mk1 only enables the ability to launch missiles.
Mk2 increases missile capacity slightly as well.
Boron only have Mk1 launchers, which do increase missile capacity slightly.
Name | Mk2 Missile Capacity Increase | Boron Launcher Missile Capacity Increase |
---|---|---|
+2 | +1 | |
+2 | +1 | |
+1 | +0 | |
Medium Launcher - Dumbfire Missile | +4 | +2 |
Medium Launcher - Tracking Missile | +4 | +2 |
Medium Launcher - Torpedo Missile | +2 | +1 |
Missile Turrets
Can only be mounted on Large and Xtra Large, as well as Stations
Can NOT launch torpedos.
Note: Rotation speed and hull strength values use Argon version as base. For other races values visit the turret's pages.
Name | Hull Hitpoints | Rotation Speed | Missile Storage Capacity Increase |
---|---|---|---|
Medium Turret - Dumbfire Launcher | 1100 | 120°/s | +30 |
Medium Turret - Tracking Launcher | 1100 | 120°/s | +10 |
5000 | 40°/s | +300 | |
5000 | 40°/s | +100 |
Turret Settings
Turrets can be set to different behaviors
- Defend
Sets the turret group to passive. They won't fire unless the ship has been hit. Will only attack targets that have hit the ship. - Attack All Enemies
Sets the turret group to attack all targets to the best of it's ability. Will attack targets based on internal target priority. For example, Plasma will target capital ships first, and Pulse will target fighters first. - Attack Capital Ships
Sets the turret group to attack L and XL ships as well as stations. Ignores S and M ships. - Attack Fighters
Sets the turret group to attack S and M ships. Ignores L and XL ships, and Stations. - Missile Defence
Sets the turret group to attack incoming missiles. Ignores everything else. - Attack My Current Target
Sets the turret group to attack the target the player currently has selected. This works with turrets on other ships as well, allowing you to direct fire from your fleet.