Guide - Missile Ratios
There are several theories on how this game mechanic is operated, but I believe this way of figuring it out is the most accurate and correct.
4 vital pieces of information are:
- The explosion velocity of the missile
- The explosion radius of the missile
- The velocity of the target
- The signature radius of the target
Here is how this all works:
—
Number 1: When the target’s velocity is more or faster than the missile’s velocity, then the target “out-runs” the explosion, bring down the missile’s damage by what ever the percentage the difference is. Example:
- Target is traveling at 200m/s
- Missile goes at 100m/s
Since the missile is 2 times slower than the target, then it does have of the damage.
—
Number 2: The radius also affect missiles, and usually much more than velocity. Ever wonder why a torpedo doesn’t do as much damage as a heavy missile on the same small target?
Well if the target’s signature radius is smaller than the missile, it also “dodges” some of the missile’s explosives. Real life example:
- Shooting a feather with a 10 pound cannon shot or a metal BB gun pellet shot
- The 10 pound might hit it, but just brush by the feather
- The BB bullet will put a hole in the feather
- The formula is also very similar to the velocity, but this time it is the radius measurements we are using
In game mechanics example:
- Target radius: 100m
- Missile radius: 300m
The damage inflicted is only 1/3 of the original.
—
Here is a list to help you determine what missiles to use against what class of ships:
- Frigates - light missiles
- Cruisers - heavy missiles
- Battleships - cruise missiles or torpedoes
- Very close and small ships (cruisers) - assault missiles
—
So now that you know somewhat of how this works, fit the suitable launchers on your ship for maximum damage!
June 18, 2008 3 Comments



