Light Interceptor Missile
Light Interceptor Missile | |
|---|---|
| Type | Tracking Missile |
| Available From | ZYA FRF CUB |
| Fitted To | S/M Tracking Launchers |
| Role | Disabler |
| Required Licence | None |
In-game Description
Warden, Guardian, Sentinel. This weapon system has a lot of fitting names, almost all of them indicative of some sort of protective nature, and is one of those rare cases of a truly defence-oriented weapon with an underlying idealistic background. The blueprints were distributed anonymously, and roughly at the same time, to a great many factions, in the face of an influx of Split raiding ships. While the origins of the system remain shrouded in mystery, it presents a very real and often-lauded tool today, that often sees use in defensive turrets on trade and cargo ships, as well as on defensive installations in various sectors. While the system is primarily intended to be used as a defensive, counter-missile tool, it is also quite capable of warding off potential aggressors. With a salvo-based firing solution, a ship under attack can quite quickly put out a very large quantity of defensive fire which is often enough to dissuade or destroy an opportunistic assailant.
Tactical Overview
The Interceptor Missile's in-game description and I seem to have very different ideas of what it is actually used for. While it is advertised as a defensive weapon against pirates and Split raiders, it actually serves as an excellent tool for piracy. Especially considering that medium traders lack missile launchers, and large traders have limited missile capacities.
IIt seems much more likely that the Interceptor Missile is designed for intercepting traders. With its remarkable speed and an extreme range of 29km, making it the longest-range weapon in the game, it proves invaluable for pirate activities. Pulling traders out of travel drive for easy "negotiation" work, or preparing to launch boarding parties.
Some players also equip their defence platforms with Interceptor Missiles, to, well, intercept hostiles and aggroing them on the station. Allowing the station to cover a larger area than normal weaponry would allow.
Advantages:
- Extreme 29km range. Longest range of all weapons in the game
- Very high speed
- Disables boost and travel drives
Disadvantages:
- Not really viable for direct combat
- Swarm pattern often results in misses against small targets
Specifications
| Light Mk1 | |
| Damage Per Second | 83 |
| Explosive Damage Per Shot | 5x 100 |
| Reload Time | 6s |
| Projectile Speed | 4630 m/s |
| Maximum Flight Range | 139km |
| Flight Time | 30s |
| Lock-On Time | 2s |
| Lock-On Range | 29.5km |
| NPC Targeting Range | 29.5km |
| Explosion Radius | 128m |
| Turn Thrust | 7°/s |
| Strafe Thrust | 17 m/s |
| Flare Resistance | 74% |
| Hull Strength | 1 |
Special | |
| Disables boost and travel for S/M units | 30s |
| Disables boost and travel for L/XL units | 18s |
Construction Cost
Universal Build Method
| Credits | 1877 - 2540 |
| Energy Cells | 27 |
| Missile Components | 8 |
| Smart Chips | 4 |
Closed Loop Build Method
| Credits | 1877 - 2540 |
| Energy Cells | 33 |
| Hull Parts | 1 |