Guided Missile

Last modified by Kajar on 2024/02/19 08:44

Guided Missile

HeavyGuided.jpg
TypeTracking Missile
Available FromEveryone
Fitted ToTracking Launchers
RoleAnti-Fighter, Anti-Medium
Required LicenceNone

In-game Description

Light Guided

The Light Guided missile provides the first step into the world of guided missiles for most rookie pilots. It is a relatively inexpensive system compared to its more capable counterparts. Cheap, fairly easy to produce, and with very little in the way of training required for its use, this is a great way to give a new pilot a significant advantage in combat.

The guidance system is a simplistic one-way data link that enables the launch platform to continuously feed the missile updated information on its position relative to that of its intended target. Unfortunately, it is exceptionally easy to jam and, combined with the use of a very rudimentary thermal imaging sensor, it is very poorly suited to engaging agile targets with capable missile countermeasures on board. In keeping with the other cost-saving measures of the weapon, the Light Guided Mk1 has only a very basic ability to penetrate the armoured hulls of warships. However, if a breach does occur, the fact that the charge was originally designed for mining in deep space means it retains a high degree of efficiency.

Heavy Guided

It was during initial testing that a curious side-effect of a new thruster nozzle would give the "Banshee" missile its now iconic nickname. While undergoing power and stability testing, the weapon was fixed in a rig while the rocket motor was fired. The research team found that, at certain settings, the weapon emitted a sound wave that bore an eerie resemblance to the screams of the Banshee, a Terran mythical creature. This issue was eventually tracked down to an improperly configured pressure valve, but by the time a fix had been issued, the name had stuck.

Compared to the Light Guided missiles, the Banshee is significantly slower but carries an absolutely devastating punch. In small salvoes, this is a good weapon to install on a fighter intended to counter heavier corvettes, and potentially even frigates, where the inherent agility advantage of the fighter can help offset the somewhat sluggish nature of this weapon. An upgraded weapon-to-ship data link not only improves the chances of first time contact, but also allows the missile to come around for multiple passes in the event of failure to connect on the first attempt. However, the weapon can be very susceptible to even basic heat-based decoys.

Tactical Overview

Guided Missiles are the cheapest option among Tracking Missiles in the game, albeit with some drawbacks. The primary downside is the requirement for the player to "lock-on" a target before firing the missile. This requires keeping the target in front for a few seconds, which slightly reduces the effective rate of fire and firing range. Only the player is affected by the lock-on mechanic, as AI pilots and turrets do not seem to use it.

While it boasts slightly better Flare resistance compared to the Heatseeker Missile, it doesn't really mean much in practice. It's damage output, speed, and maneuverability are all slightly worse.

Light Guided Missile
 he Light Guided Missile, much like other light tracking missiles, is a rather hard sell. Its damage output is relatively low, often requiring around 7 hits to destroy a single Xenon M Fighter, with even more missiles sometimes needed when accounting for flares and misses. Needing so many missiles to destroy a single target it rather impractical, especially when engaging the better fighters of other factions. When arming capital ships with them, its effectiveness doesn't significantly improve, with their missile capacity barely lasting for five minutes, and rarely destroying more than a dozen targets.

Heavy Guided Missiles
Similar to other Heavy Tracking missiles, the Heavy Guided Missile struggles to be effective. Its slow speed means most targets can easily outrun it. Pilots often find themselves only able to launch the missile during head-on attack runs, hoping the target has exhausted its flares or is too close for dodging it. While it can deal impressive damage to fighters, larger targets just don't care that much.
At most one could blow up the turrets of a capital ship. Though there are better options for this.

 

Advantages:
-  Decent damage per second

- Short reload time

 

Disadvantages:

- Lock-On mechanic reduces effective range and rate of fire

- Lock-On mechanic also leaves one rather vulnerable while acquiring a lock

- Rather vulnerable to flares

- Low damage per missile

- Uses up the limited ammo capacity quite quickly.

Specifications

 Light Mk1Heavy Mk1
Damage Per Second343587
Explosive Damage Per Shot6853520
Reload Time2s6s
   
Projectile Speed887 m/s191 m/s
Maximum Flight Range8.8km8.3km
Flight Time10s43.2s
Lock-On Range4.5km6km
NPC Targeting Range4.5km5.5km
Explosion Radius128m128m
   
Turn Thrust22°/s3°/s
Strafe Thrust10 m/s2 m/s
Flare Resistance87%87%
Hull Strength13

Construction Cost

Universal Build Method

 Light Mk1Heavy Mk1
Credits729 - 9861915 - 2590
Energy Cells816
Missile Components13
Smart Chips13

Closed Loop Build Method

 Light Mk1Heavy Mk1
Credits729 - 9861915 - 2590
Energy Cells1228

Terran Build Method

 Light Mk1Heavy Mk1
Credits729 - 9861915 - 2590
Energy Cells816
Metallic Microlattice1512
Silicon Carbide 1