Cadet I/Missiles: Difference between revisions

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<noinclude>{{:Cadet I/Week 3}}
{{:Cadet I/Week 3}}
{{Nav|Figs & Ints|Weaponry}}</noinclude>
{{Nav|Figs & Ints|Weaponry}}
{{Title|Missiles}}
{{Title|SRM, MRM, LRM, XRM Missiles}}


''seeker
{{center|[[Image:Seeker.PNG|MRM Seeker]]}}


As you will see in the missiles page, missiles are classified by their range levels. Short-range missiles can be fired from approximately 150 to 1400 meters from their target. On the other hand, extreme-range missiles can fire at distances close to 6 kilometers. The abbreviated terms of SRM or LRM give a quick indicator of the range of the missile.
[[Missiles]] are classified by their range levels. Short-range missiles can be fired from approximately 150 to 1400 meters from their target. On the other hand, extreme-range missiles can fire at distances close to 6 kilometers. The abbreviated terms of SRM, MRM, LRM, and XRM give a quick indicator of the range of the missile.


Usually, missiles that inflict the highest damage are short-ranged due to the heavy charge inside. However, there are many exceptions, like the XRM Hunter Killer (HK) (Killers) that has the greatest range and which can almost kill a ship with a single shot, complete with the greatest aiming capacity.
Usually, missiles that inflict the highest damage are short-ranged due to the heavy charge inside. However there are many exceptions, like the XRM Hunter Killer (HK) that has the greatest range, greatest tracking, and can kill a small-class ship with a single shot.
Supplies


Like ammo, missiles must be reloaded. However, since you usually only have 1 to 5 missiles per slot, you will be reloading missiles pretty often, so it's not a very special event to which you must pay particular attention. The only critical missile reload is when you're bombing. A regular bomber can have 4 missiles per slot (a heavy bomber has 5), so it can fire 4 missiles before reloading, while a stealth bomber has 2 missiles per slot. Reloading is very dangerous because it is time consuming. When bombing, time is your most important asset, because all available enemy ships will have you as a prime target. Therefore, be sure to have your missile slot full before the assault, so that you don't have to reload in the middle of combat (this means don't start bombing with only 3 missiles in the slot, have it fully ready in order to destroy a station as quickly as possible before you die).
===Supplies===
Firing straight


Some missiles, like the Seeker, Hunter or Hunter Killer don't require you to fire in a straight line, since they are pretty agile. The Hunter Killer can basically turn around and hit a ship behind you. However, Dumbfire, Anti-Base, Killer, Tactical Nuke are all examples of missiles that can barely turn. Therefore, you must make sure that your ship is headed in the firing direction (including the G-indicator), and that your target is headed in the same direction. If your target is headed in a perpendicular trajectory to yours, the heavy missile will surely miss, because it will have a hard time turning. Always wait for the missile lock if possible. A locked missile has twice the chance of hitting than one shot without a missile lock.
As with ammo missiles must be reloaded when your current rack is depleted. Since you usually only have 1 to 5 missiles per slot you will be reloading missiles pretty often and unlike ammo or fuel reloads it's not a special event to which you must pay particular attention. The only critical missile reload is when you're bombing because time is your most important asset as every available enemy ship will have you as a prime target. Furthermore reloading anti-base missiles takes longer than other kinds of missiles. Therefore be sure to have your missile slot full before the assault so that you don't have to reload in the middle of combat.
{{Note|Regular [[bomber]]s carry 4 anti-base missiles per rack, heavy bombers 5, stealth bombers 2, and fighter/bombers 1.}}


Missing your target with a missile can be costly in a dogfight, but can be devastating when bombing, even unforgivable. Many important targets have survived because of the incompetence of pilots who missed 1 or 2 anti-base missiles and therefore allowed the station to live. When bombing, you can only fire a few missiles because you're under very heavy fire, and thus have a very limited time before you are destroyed, so missing once or twice can be costly.
===Firing straight===
Rockets


Because the Ga'Taraan Federation have adapted old technology to modern wars, they still make use of rockets with certain ships. Rockets do not aim at all. They are fired at extreme velocities straight ahead, so they don't inherit the momentum from your ship like missiles do. This means that you must aim your rockets like you would ammo, by leading your shots and firing directly where the ship will be. Also, the rockets' explosives are not armed before they are generally 150 meters away from the ship, giving you a minimum range as well as a maximum range. You can't fire on a ship that's too close to you.  
The amount of tracking that a missile has varies from type to type. Some like the Seeker, Hunter and Hunter Killer don't require you to fire in a straight line because they are pretty agile (in fact the Hunter Killer can basically turn around and hit a ship behind you). Just remember that if a missile has to turn to reach it's target it may run out of fuel and fail to hit, even if your HUD says you're in range and locked on.


'''[http://www.youtube.com/watch?v=ZY7YV0tlc0o A short video explaining the behavior of dumbfire missiles and how to aim them can be found HERE - Watch it, dumbfires are important missiles and don't act the way you expect them to.]'''


{{Nav2|Figs & Ints|Weaponry}}
Other missiles can barely turn, such as the Dumbfire, Anti-Base, Killer, and Tactical Nuke. With these you must ensure that your ship is not only pointing in the right direction, but flying in the right direction too (since missiles launch travelling in the same direction your ship is). If your target is headed at a perpendicular trajectory to your's then these missiles will surely miss because they will have a hard time turning. Always wait for the missile lock if possible. A locked missile has twice the chance of hitting than one shot without a missile lock.
 
Missing your target with a missile can be costly to you in a dogfight, but can be devastating to your team when bombing - even unforgivable. Many important targets have survived because of the incompetence of pilots who missed 1 or 2 anti-base missiles and died while reloading.
{{Tip|Don't fire after being rammed as your missile is likely to be thrown off course.}}
 
===Rockets===
 
Many [[factions]] use missiles that don't aim at all and they are called either "Rockets", "Torpedoes" or "Projectiles". For example the [[Rixian]] and [[Technoflux]] eXtreme Range Projectiles (XRP) ot the [[Ga'Taraan Federation]] Medium Range Torpedoes (MRT). You must aim these missiles like you would a gun, by leading your shots and firing at where your target ''will'' be.
 
Some of these rockets don't even have acceleration of their own and thus you must first speed up your ship before "throwing" them at the target! With these types of missile it is VERY important that you get your motion indicator to point at the target before firing otherwise they'll go sailing straight past!
{{Optional|See the [[missiles]] article and the [[damage chart]] for more detailed information.}}
 
===Final tips===
Here is the sneaky part, you don't have to be in range nor have a lock to fire a missile.
 
Why would you want to?
*If you're firing an agile missile then it may not need lock if you have a good angle at your opponent.
*The enemy will still get an audible warning. Spook them into wasting countermeasures, or cloaking and running away.
*If you're moving then your missile will gain your speed when it launches, increasing its effective range.
 
 
<noinclude>{{Nav2|Figs & Ints|Weaponry}}</noinclude>

Latest revision as of 17:37, 29 January 2012


Cadet I · Week Three Index · Edit

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Missiles


MRM Seeker

Missiles are classified by their range levels. Short-range missiles can be fired from approximately 150 to 1400 meters from their target. On the other hand, extreme-range missiles can fire at distances close to 6 kilometers. The abbreviated terms of SRM, MRM, LRM, and XRM give a quick indicator of the range of the missile.

Usually, missiles that inflict the highest damage are short-ranged due to the heavy charge inside. However there are many exceptions, like the XRM Hunter Killer (HK) that has the greatest range, greatest tracking, and can kill a small-class ship with a single shot.

Supplies

As with ammo missiles must be reloaded when your current rack is depleted. Since you usually only have 1 to 5 missiles per slot you will be reloading missiles pretty often and unlike ammo or fuel reloads it's not a special event to which you must pay particular attention. The only critical missile reload is when you're bombing because time is your most important asset as every available enemy ship will have you as a prime target. Furthermore reloading anti-base missiles takes longer than other kinds of missiles. Therefore be sure to have your missile slot full before the assault so that you don't have to reload in the middle of combat.


Info.png
Note Regular bombers carry 4 anti-base missiles per rack, heavy bombers 5, stealth bombers 2, and fighter/bombers 1.

Firing straight

The amount of tracking that a missile has varies from type to type. Some like the Seeker, Hunter and Hunter Killer don't require you to fire in a straight line because they are pretty agile (in fact the Hunter Killer can basically turn around and hit a ship behind you). Just remember that if a missile has to turn to reach it's target it may run out of fuel and fail to hit, even if your HUD says you're in range and locked on.

A short video explaining the behavior of dumbfire missiles and how to aim them can be found HERE - Watch it, dumbfires are important missiles and don't act the way you expect them to.

Other missiles can barely turn, such as the Dumbfire, Anti-Base, Killer, and Tactical Nuke. With these you must ensure that your ship is not only pointing in the right direction, but flying in the right direction too (since missiles launch travelling in the same direction your ship is). If your target is headed at a perpendicular trajectory to your's then these missiles will surely miss because they will have a hard time turning. Always wait for the missile lock if possible. A locked missile has twice the chance of hitting than one shot without a missile lock.

Missing your target with a missile can be costly to you in a dogfight, but can be devastating to your team when bombing - even unforgivable. Many important targets have survived because of the incompetence of pilots who missed 1 or 2 anti-base missiles and died while reloading.

Idea.png
Tip: Don't fire after being rammed as your missile is likely to be thrown off course.

Rockets

Many factions use missiles that don't aim at all and they are called either "Rockets", "Torpedoes" or "Projectiles". For example the Rixian and Technoflux eXtreme Range Projectiles (XRP) ot the Ga'Taraan Federation Medium Range Torpedoes (MRT). You must aim these missiles like you would a gun, by leading your shots and firing at where your target will be.

Some of these rockets don't even have acceleration of their own and thus you must first speed up your ship before "throwing" them at the target! With these types of missile it is VERY important that you get your motion indicator to point at the target before firing otherwise they'll go sailing straight past!

Arrow.png
Optional: See the missiles article and the damage chart for more detailed information.

Final tips

Here is the sneaky part, you don't have to be in range nor have a lock to fire a missile.

Why would you want to?

  • If you're firing an agile missile then it may not need lock if you have a good angle at your opponent.
  • The enemy will still get an audible warning. Spook them into wasting countermeasures, or cloaking and running away.
  • If you're moving then your missile will gain your speed when it launches, increasing its effective range.


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