Missile Setups

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    Hello,

    I was just wondering if there is anything I should do specifically to create the highest possible damage missiles. Should I just spam them everywhere, or is there a certain setup I should do similar to power reactors. That being said, what makes the missiles heat seek or not, and also what is the best Tertiary to use. thanks for any help.

    ~Toast
     
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    Missile supported by missile lets you fire a swarm of heat seeking missiles. You need two missile computers, each with their own missile modules, then you link on of the computers to the other.
     

    Criss

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    For maximum damage per shot your best bet would be missile/pulse/overdrive. This is per shot though and has a massive reload. DPS is the same in any combination so long as it has the same numbers of blocks.
     
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    A missile computer and a canon computer will make the missiles fire faster but decreases blast radius and damage. I wouldn't recommend anything below 1:1 for this missile.

    Two missile computers makes heat seekers. You only need the slaved computer no modules but that won't be a swarm it will be a single heat seeking missile. Adding more modules to the slave will increase the number of missiles fired per volley up to 20 at 1:1 but each additional missile added will decrease the damage per missile. The blast radius is also decreased. Sometimes having fewer missiles dealing more damage per missile is advantageous depending on the size of your ship. These have the negative side of also attacking friendlies or any random thing they decide and are often more trouble than they are worth.

    A missile computer and a beam computer will make a target lock missile. You only need the slave computer to get the lock on feature. Adding modules to the slave will increase damage, range, projectile speed, blast radius, and reload time. All around the best missile.

    A missile computer and a pulse slave will turn your missile into a target lock missile. You only need the slave computer to get the lock on feature. Adding modules to the slave will increase damage and reload speed while greatly increasing radius but decreases speed. This is the only weapon in the game to break away from the 5DPS per block rule so these will give you the least DPS but their block destructive potential is the highest, especially when combined with explosive.

    The only tertiaries I've found to be useful are explosive to increase the blast radius or ion if you want more shield damage. Overdrive may increase damage as well but the power consumption on missiles is already fairly high so you might not want to increase it anymore. I would never use punch or pierce on a missile.
     
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    I have been wondering this for a while, too. Thanks to the replies for the info, things to try out .....
     
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    What Sven said.

    Never use heatseekers unless you know there are no friendlies around. Heatseekers (missile/missile) are just as happy to target trade ships and your allies as they are to target pirates, and you have zero control over what they target. That said, most of my ships use heatseekers because I otherwise suck worse than the easy AI at hitting things.

    Sniper missiles (missile/beam) are by far the ideal missile but I find them very difficult to target properly. My solution is to build them into turrets and let the AI target them. Because they are seeking weapons, they do not suffer from the usually atrocious hit chance of AIs, and this makes them ideal for offensive turrets, if you are going to have offensive turrets.

    With missiles, and especially if you are using sniper missiles, be extremely vigilant in how many modules you use, your power system regeneration capacity and your power storage capacity. Sniper missiles require roughly two power capacitors for each missile and beam module (plus any tertiary effect module). Especially if you are using sniper missiles in AI controlled turrets, if you do not have adequate power generation and storage, they will leave you dead in space without power for anything else.

    Build your power system first, make it as powerful as you can. Then add as many capacitors as necessary to absorb all the power your power system can generate for 45 seconds. Add as many shield regenerators as you are likely to have on your finished ship as well as any defensive effect systems. Take your ship out for a short test drive before adding weapons. Turn on all systems and push your engines to the max. See how much energy you are using and subtract that from the total power your ship generates. Multiply that remainder by 45 and then divide by 2250 to get a rough idea of the maximum amount of modules you can put into your sniper missile systems.

    We wary however of groupings. The more separate missiles fired by any single computer set (this goes for any weapon), the more power they use, going up by 10% for each weapon system added. For the least power usage, have only one missile per computer set. That said, point defense systems could make your ship unable to hit anything due to your few missiles being shot down. On a server with the AI set to easy, point defense is so ineffective that you can probably get away with just having a couple of super missiles. The higher the AI difficulty, the more effective point defense becomes, and the more necessary it is to have multiple launchers despite the higher energy cost so as to saturate point defense and still get adequate missile hits.

    I generally prefer ion for tertiary effect. Explosive will greatly magnify the destructive effect of your missiles, 'only' if your target's shields are down. I find however that once shields are down, missiles will make short work of their target regardless of whether or not they have extra explosive effect. Moreover, missiles using explosive effect are likely to have full explosive effect ratios, whereas with ion for tertiary effect, however many or few ion effect modules you use will be just as useful. That means ultimately bigger missiles and significantly better utility for taking down shields. The bigger your missiles, the more ion effect you can afford to put on missiles. Do not add ion effect to small missiles, as you don't want to reduce the block damage of a missile to the point where it is not punching it's maximum possible holes in targets.

    If you are building ships to use missiles, expect to do fiddling with your systems while you iron out the kinks and ratios. Test early, test often. If you intend to build a highly detailed and intricate ship, consider building a battle cube (or similar rough assemblage of blocks) to start with just to be certain of the ratios of systems. Make that work flawlessly then deconstruct that and build the true ship, confident that the systems will function properly together.
     
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    Because they are seeking weapons, they do not suffer from the usually atrocious hit chance of AIs, and this makes them ideal for offensive turrets, if you are going to have offensive turrets.
    You should watch Sven's video on what AI difficulty actually does :P

     
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    You should watch Sven's video on what AI difficulty actually does :p
    Yes, I am quite familiar with Sven's videos. This is a beautifully illustrative example of exactly what I said, that the AI has an atrocious hit probability at anything other than very close ranges, especially at the easier settings.
     
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    Yes, I am quite familiar with Sven's videos. This is a beautifully illustrative example of exactly what I said, that the AI has an atrocious hit probability at anything other than very close ranges, especially at the easier settings.
    You mentioned friendlies above, Will my heat seeking missiles damage friendlies, that lets say are in the same faction and have a faction module on?

    ~Toast
     
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    You mentioned friendlies above, Will my heat seeking missiles damage friendlies, that lets say are in the same faction and have a faction module on?
    Yes, they will. If you wish to stay friendly with your faction, avoid firing heatseekers anywhere near to them. And by near, I mean anything in the same or adjacent sector. Be 'far' away from anything you don't want taking hits if you use heatseekers. They are great in the appropriate situation, they are the worst when not in the appropriate situation.

    I use heatseekers a lot because I am in a faction of just me, and have a claimed star system 'far' away from everyone else. The only combat situations for me would be pirates, pirate stations and perhaps an interloping PvPer. In those situations, I can be as indiscriminate as I wish with my missile fire. If I were regularly seeing other players about with whom I did not wish to engage in a death duel, I would not be equipping heatseekers at all. I'd go for AI controlled sniper missile turrets, probably mostly hull buried.
     
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    Yes, they will. If you wish to stay friendly with your faction, avoid firing heatseekers anywhere near to them. And by near, I mean anything in the same or adjacent sector. Be 'far' away from anything you don't want taking hits if you use heatseekers. They are great in the appropriate situation, they are the worst when not in the appropriate situation.

    I use heatseekers a lot because I am in a faction of just me, and have a claimed star system 'far' away from everyone else. The only combat situations for me would be pirates, pirate stations and perhaps an interloping PvPer. In those situations, I can be as indiscriminate as I wish with my missile fire. If I were regularly seeing other players about with whom I did not wish to engage in a death duel, I would not be equipping heatseekers at all. I'd go for AI controlled sniper missile turrets, probably mostly hull buried.
    One thing to add about pirate hunting with swarms. If you do this near a station the station will send waves of pirates at you continuously as the heat-seekers will strike it. This is great for grinding pirates but you could be overwhelmed/ unable to salvage the ships making the endeavor useless or even end up dead if your ship isn't tough enough.
     
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    My ship is kind of big so I didn't want to have to lock on because turning is slow, what would be the best alternative for my main ships weapons instead of heat seeking?

    ~Toast
     
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    My ship is kind of big so I didn't want to have to lock on because turning is slow, what would be the best alternative for my main ships weapons instead of heat seeking?
    Lock on sniper missiles launched from AI turrets would be what I would suggest. Make them large turrets with plenty of shielding, one or more to each facing of your ship and bury them as much as possible inside your hull leaving just the firing face exposed. You may have to angle your ship a bit to your enemy and spin on your length axis to get them all to fire.
    [DOUBLEPOST=1424628694,1424628482][/DOUBLEPOST]
    One thing to add about pirate hunting with swarms. If you do this near a station the station will send waves of pirates at you continuously as the heat-seekers will strike it. This is great for grinding pirates but you could be overwhelmed/ unable to salvage the ships making the endeavor useless or even end up dead if your ship isn't tough enough.
    Yes, I learned that the best way to farm pirates (if using heatseekers) was to take a pot shot at the station (ideally with a smaller weapon/group as you actually don't want to destroy the station) and then move away from the station when the pirate fleet shows up. Mind you, my ship has both high shield regen and very good acceleration, so other people's success may vary.
     
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    Lock on sniper missiles launched from AI turrets would be what I would suggest. Make them large turrets with plenty of shielding, one or more to each facing of your ship and bury them as much as possible inside your hull leaving just the firing face exposed. You may have to angle your ship a bit to your enemy and spin on your length axis to get them all to fire.
    [DOUBLEPOST=1424628694,1424628482][/DOUBLEPOST]
    Yes, I learned that the best way to farm pirates (if using heatseekers) was to take a pot shot at the station (ideally with a smaller weapon/group as you actually don't want to destroy the station) and then move away from the station when the pirate fleet shows up. Mind you, my ship has both high shield regen and very good acceleration, so other people's success may vary.
    I get the turret thing. So should I just have no weapons on my main ship, just turrets?

    ~Toast
     
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    I get the turret thing. So should I just have no weapons on my main ship, just turrets?
    Some sort of cannon system can be useful for getting pirate stations to summon pirates for you and such (autocannon can be be good for this, doesn't even need to be particularly powerful). It also gives you something to do while your turrets fight your battles for you. You could install a large set of very small heatseekers in your ship that you control the launch of, so that in appropriate circumstances, you can flood an enemy's point defense. (I'm really spilling one of my favorite secrets here.)