Dumbfire Missile
Dumbfire Missile | |
---|---|
Type | Dumbfire Missile |
Available From | Everyone |
Fitted To | Dumbfire Launchers |
Role | Anti-Medium, Anti-Capital |
Required Licence | None |
In-game Description
Light Dumbfire
Commonly referred to as the "Wasp" among the crews of Argon ships, this rocket system is fitted with a target-data processor instead of the technologically advanced guidance systems found on more expensive weapons. As a non-guided weapon, it does not possess the means to compensate for changes in the target's trajectory. While use against agile targets is therefore not advised, when used against slower targets the Wasp allows pilots to punch significantly above their weight without having to invest in more expensive missile-based weapons.
Deployed from either a Mk1 or Mk2 standard launcher, a gas-driven piston ejects the missile from the launch tube, after which the thruster engages once safe separation is confirmed. This combination provides enhanced safety, prevents accidental burn on a jammed weapon, and significantly reduces maintenance overheads. The Light Dumbfire missile features a simple impact fuse, which triggers the warhead upon confirmed impact with any object, and an additional fallback timer. The timer is a solution to the problem that any projectile fired into space will eventually make contact and cause significant damage to whatever it impacts with. Upon reaching the specified time after launch, if the target has not already been hit, the weapon will self-detonate, leaving behind harmless microparticles as its only debris.
The Light Dumbfire Mk2 is the next step up from the Mk1. The increase in performance over the cheaper version can make the difference between victory and emergency ejection.
Heavy Dumbfire
Although more powerful than the lighter dumbfire weapons, the Heavy Dumbfire missile is still an economical choice of weapon which allows pilots to punch significantly above their weight. A compromise on thruster performance allows for a significantly enhanced warhead.
Deployed from either a Mk1 or Mk2 standard launcher, a gas-driven piston ejects the missile from the launch tube, after which the thruster engages once safe separation is confirmed. This combination provides enhanced safety, prevents accidental burn on a jammed weapon, and significantly reduces maintenance overheads.
Like its cheaper and less powerful counterpart, the missile utilises a simple impact fuse and an additional fallback timer. However, the Heavy Dumbfire missile features two separate warhead components that sit in tandem directly behind the impact fuse. When triggered, the precursor warhead immediately detonates, sending a superheated dart capable of piercing the outer hull of most ships. Microseconds after the precursor is fired, the much larger main charge triggers a conventional high explosive, causing potentially catastrophic damage to smaller vessels and significant damage to larger ones. If the weapon fails to impact the intended target, it will continue in a straight line until the onboard timer expires, at which point it will safely self-destruct.
Improvements to the thruster chemical composition and the use of a more advanced type of fuel means that the Heavy Dumbfire Mk2 is a slightly more responsive weapon system compared to its predecessor.
Tactical Overview
The basic dumbfire missiles have more to offer than it seems at first glance.
Dumbfire missiles boast an exceptionally long firing range, being close or even equal to destroyer main batteries, along with high damage per second.
They are best compared to Large Plasma turrets.
The Light Dumbfire Missile
deals relatively modest damage per launch but compensates with a fast rate of fire and the same range as Large Plasma turrets. Light Dumbfires sacrifice some firepower for a much faster projectile speed than L Plasma. But, their usefulness on ships is somewhat limited due to low damage and a limited ammo capacity, putting a hard limit on how much damage a ship can do.
On stations though, with their massive missile capacity and ability to produce new missiles on the spot, they can unleash a deadly hail of explosives against Xenon Capital ships.
The Heavy Dumbfire Missile
nearly matches Large Plasma turrets in damage while providing an even longer firing range of 10km. However, it has only half the projectile speed and is of course limited by the ammo capacity.
On small and medium ships, their usefulness remains somewhat limited. But, on L and XL ships, they serve as an excellent substitute for Plasma turrets, especially since they can be launched from M turrets.
On stations, they can effectively defend against most destroyers thanks to their very long range.
Advantages:
- Very long firing range
- High damage output
- Very cheap
Disadvantages:
- Limited ammo capacity
- Heavy Dumbfire has trouble hitting moving targets
Specifications
Light Mk1 | Light Mk2 | Heavy Mk1 | Heavy Mk2 | |
Damage Per Second | 733 | 800 | 880 | 960 |
Explosive Damage Per Shot | 1100 | 1200 | 3960 | 4320 |
Reload Time | 1.5s | 1.5s | 4.5s | 4.5s |
Projectile Speed | 1071 m/s | 1181 m/s | 233 m/s | 259 m/s |
Maximum Flight Range | 10km | 11km | 21km | 24km |
Flight Time | 6s | 6s | 25.92s | 25.92s |
NPC Targeting Range | 7km | 8km | 9km | 10km |
Explosion Radius | 128m | 128m | 128m | 128m |
Hull Strength | 1 | 1 | 2 | 3 |
Construction Cost
Universal Build Method
Light Mk1 | Light Mk2 | Heavy Mk1 | Heavy Mk2 | |
Credits | 213 - 288 | 553 - 748 | 451 - 610 | 1539 - 2082 |
Energy Cells | 7 | 10 | 7 | 14 |
Missile Components | 1 | 5 | 10 | 25 |
Closed Loop Build Method
Light Mk1 | Light Mk2 | Heavy Mk1 | Heavy Mk2 | |
Credits | 213 - 288 | 553 - 748 | 451 - 610 | 1539 - 2082 |
Energy Cells | 6 | 13 | 10 | 29 |
Terran Build Method
Light Mk1 | Light Mk2 | Heavy Mk1 | Heavy Mk2 | |
Credits | 213 - 288 | 553 - 748 | 451 - 610 | 1539 - 2082 |
Energy Cells | 5 | 10 | 7 | 14 |
Metallic Microlattice | 4 | 10 | 31 | 32 |