Missile speeds

What are they? For seekers/dumbfires/torps? And can seekers be reliably outmaneuvered? What would be the best method for doing that in a small ship like the viper?
 
See http://edshipyard.com/ and select the various missile types. The projectile speed is listed in the stats. As for outmaneuvering seeker missiles, that isn't easy to do AFAIK. But you can boost away and let point defense chew them up - as long as you aren't attacked with pack-hound missiles or torpedoes, which point defense are ineffective against.
 
Facing seekers in a viper, I would flip about and try to take the missiles to the face...

You don't want the missiles to hit your thrusters or medium hardpoints on the bottom, so taking the damage to the top of the ship would be best
 
750/625 meters per second for dumbfires/seekers. 600 mps for packhounds and 250 for torpedos.

Torpedos can definitely be dodged fairly easily. It is much more difficult to dodge seekers but still possible. If you have a fast manueverable ship, the best method (I’ve found) is to be travelling away from the launched missile with FAOff, then right about when the missile comes within 1km (depending on your speed) boost towards the missile at an accute angle. The problem with that is if you are in a position to dodge a missile launched by an NPC, he has most likely launched several others at you, so the odds are good that if you successfully dodge the first, you’re going to get hit by the next one.

Just my experience and I am by no means a combat expert, less so expert at dodging missiles.
 
I seem to rememeber there being a problem with dumb fire missiles hitting your own ship if fired when travelling faster than 750. So they were made to inherit the speed of the ship

So if you boost and then fire them they will go very fast.. however it must be more complicated than that as in recent testing this is not the case as the lead indiccator does not change based on your speed.. it used to when i tested in the past.

Im not shure about seekers.. i will have to test and see if the crash into me if im going fast enough but of they do inherit the speed of the ship too. This will effect your ability to dodge them quite alot.
 
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Don't use missiles on a small ship with enhanced thrusters otherwise you'll shoot yourself. Please don't ask me how I know!
 
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Shouldn't the missiles be already traveling at same speed as the vehicle it was launched from? Unless the ship's speed exceeds the speed at launch plus the munitions own thrust. There should be no reason your running into your own missiles.
 
And can seekers be reliably outmaneuvered? What would be the best method for doing that in a small ship like the viper?

Set the throttle to >70%. ;)

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I seem to rememeber there being a problem with dumb fire missiles hitting your own ship if fired when travelling faster than 750. So they were made to inherit the speed of the ship

So if you boost and then fire them they will go very fast.. however it must be more complicated than that as in recent testing this is not the case as the lead indiccator does not change based on your speed.. it used to when i tested in the past.

Im not shure about seekers.. i will have to test and see if the crash into me if im going fast enough but of they do inherit the speed of the ship too. This will effect your ability to dodge them quite alot.

Well, that explains why they appear slower than the advertised speed. I always wondered why missiles look like they are moving at a snail's pace.
 
And can seekers be reliably outmaneuvered?

There is only one way to do it: Boost for the enemy ship and don't fly in a straight line. But your ship must be fast and maneuverable.

Also, same kind of thing works for packhounds. Did it a few times. If you have the right timing, and know how to use your ship you can boost thru the packhounds as long as you head towards the enemy ship.
 
Missiles do nothing if your shields are up and a PD is pretty effective against anything except packhounds.

Torpedos can be outrun in almost anything. Just boost and FA-off turn as you do. Push your "target highest threat" keybind and shoot them down, because they don't have many hitpoints (but too many for a puny 0.2dps PD to deal with).

If you're using turrets, you can ignoring having the turn and face the torpedos. Just use the highest threat keybind and remember that it'll take your turrets a second or two to turn and fire on the first torp.

Torpedos are the things that inherit your ship speed, so a Torpedo will start at 250m/s faster than the firing ship, but they're down to 250m/s within a second or so. There's also a psuedo arming timer on torpedos, in that they have to travel 2km before they're armed. Even if a Viper boosts at 750m/s you have 3-4 seconds before they're armed to avoid exploiting the topedo speed limit too severely. A fast iCourier or Viper torpedo build can still halve the arming timer though, as the torpedo will travel 1.5km or so before it has slowed to 250m/s.
 
Missile speeds really could do with being increased to take account of a large number of ships now able to whizz past 600m/s...I mean my armour tanked Orca will happily do 641m/s :p
 
What are they? For seekers/dumbfires/torps? And can seekers be reliably outmaneuvered? What would be the best method for doing that in a small ship like the viper?

Long range Rails + DD5, long distance fight in verse fa off easy to avoid missiles when they are comming
 
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