Cluster Missile
Cluster Missile | |
---|---|
Type | Dumbfire Missile |
Available From | Everyone |
Fitted To | Dumbfire Launchers |
Role | Anti-Capital |
Required Licence | None |
In-game Description
As the name implies, a cluster-based system foregoes the powerful single main charge for a means of releasing several smaller explosives simultaneously, potentially damaging multiple targets at once. While the damage caused to each individual target is naturally significantly less than could be achieved with a unitary charge, cluster-munitions, packing sufficiently powerful sub-munitions, can provide a pilot with the means to quickly disable a hostile target by taking out key components.
Like the dumbfire-type munitions, the cluster-based weapon does not possess the means to compensate for changes in the target's trajectory. Target data from the ship's onboard computer systems is used to program a timer moments before the weapon's launch. Once the timer reaches its end, ideally moments before the missile impacts, a plethora of smart mini-bombs or "bomblets" are dispersed around the target area. These feature fairly advanced homing software to enable them to seek out the more vulnerable parts of the exposed systems of an enemy combatant.
The Heavy Cluster weapon represents a considerable step up in terms of destructive capability, while sacrificing thrust-to-weight ratio, compared to its smaller counterpart. An increase in the number and size of bomblets, along with a new and improved explosive compound, results in significantly increased effectiveness.
Tactical Overview
Light Cluster Missile
I will be brief with this one. It's garbage. Don't use this missile, ever. There is no point. Low damage, slow reload, low speed, low range... Everything with this missile is low. Just avoid it.
Heavy Cluster Missile
on the other hand, offers more utility. It deals high damage per missile and can be effective against capital ships. However, its long reload time can be a problem, especially for AI-controlled ships. Pilots with lower skill levels may struggle to hit targets, even XL-sized ones.
Luckily the missle is extremely cheap for the damage it does.
In the hands of a skilled player, the Heavy Cluster Missile can become an amazing sniping tool. Ships like the Cobra and Falx make excellent snipers when equipped with this missile. Simply point your crosshair at the target, boost, and launch the missiles. This method makes it possible to hit targets from over 200km. This strategy is especially effective for dismantling the turrets of Xenon Stations while staying outside the range of their Graviton turrets.
Equipping Cluster Missiles on L/XL ships or Stations is a bad idea though. The missile itself is extremely slow and relies on the speed from the launching ship to get anywhere. It only is effective when launched from fast S and M ships.
Advantages:
- Very High damage per missile
- Can achieve extremely long firing ranges when launched by the player
- Very cheap for the damage it does
Disadvantages:
- Very low speed. Unusuable on L/XL ships and stations
- AI Pilots have trouble hitting even XL targets
- Extremely long reload time.
Specifications
Light Mk1 | Heavy Mk1 | |
Damage Per Second | 157 | 270 |
Explosive Damage Per Shot | 2361 | 12141 |
Reload Time | 15s | 45s |
Projectile Speed | 165 m/s | 36 m/s |
Maximum Flight Range | 8.1km | 17km |
Flight Duration | 30s | 129.6s |
NPC Targeting Range | 5.5km | 7km |
Explosion Radius | 128m | 128m |
Hull Strength | 1 | 2 |
Construction Cost
Universal Build Method
Light Mk1 | Heavy Mk1 | |
Credits | 680 - 920 | 1530 - 2070 |
Energy Cells | 15 | 30 |
Missile Components | 4 | 12 |
Closed Loop Build Method
Light Mk1 | Heavy Mk1 | |
Credits | 680 - 920 | 1530 - 2070 |
Energy Cells | 17 | 37 |
Terran Build Method
Light Mk1 | Heavy Mk1 | |
Credits | 680 - 920 | 1530 - 2070 |
Energy Cells | 15 | 30 |
Metallic Microlattice | 12 | 27 |