Cadet I/Missiles
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SRM, MRM, LRM, XRM Missiles
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.
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. 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). 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.
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. 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.
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