This thread is a side by side analysis of cruiser missile weapons, along with frigate counterparts. If you’re not interested in math, run away now.
These numbers/formulas are from in-game statistics and attempted observation.
I present these numbers to make your cruiser shopping just a bit more complicated. Hopefully this shows up correct.
Scroll down for DPS estimates.
megaton rocket multi fast nuke normal firefly F-torp F-Fast Frig
Damage 60 19 44 30 38 30 12 22 11 12
reload rate 2600 950 1950 2145 2860 1950 950 3510 3510 3900
fuel 2200 1100 1700 1400 1400 1900 1150 1100 1400 1400
min range 300 224 500 270 330 340 300 280 300 375
max range 750 810 1160 900 900 1200 850 1000 1100 1200
speed 0.12 0.48 0.19 0.32 0.2 0.15 0.79 0.17 0.25 0.16
tracking 0.5 0.9 0.6 0.9 0.82 0.6 0.83 1 1.9 1.2
recovery 18333 2291 8947 4375 7000 12666 1455 6470 5600 8750
max optimal range 312 456 500 686.4 572 340 750.5 596.7 877.5 624
optimal flight time 2600 950 2631 2145 2860 2266 950 3510 3510 3900
max dps 23.08 20 16.72 13.99 13.29 13.24 12.63 6.27 3.13 3.08
maxLaunchRng dps 9.60 11.26 7.21 10.67 8.44 3.75 11.15 3.74 2.50 1.60
recoverdps 3.27 8.29 4.92 6.86 5.43 2.37 8.24 3.40 1.96 1.37
"paper" dps 23.08 20.00 22.56 13.99 13.29 15.38 12.63 6.27 3.13 3.08
Est. at 600m dps 12 15.2 13.93 13.99 12.67 7.5 12.63 6.23 3.13 3.08
The last three are frigate weapons.
This is all done with the premise that missile ‘speed’ is range-unit per time-unit. It appears correct on examination.
All DPS values are * 1000, “ranges” are from the launcher to the center of the enemy target. The nuke is adjusted for radiation payload.
The basics:
Each launcher can only have one missile out at a time. A launcher may reload before the previous shot has hit or expired. The physics of the missile therefore has much of a bearing on it’s damage capabilities and output.
The mechanics of a missile creates several statistical areas of interest:
- The minimum range that a missile cannot fire
- The range band where missiles contact before the launcher reloads
- The optimal flight time/distance before another missile is ‘waiting’. Maximum theoretical DPS will occur at this range and lower if misses do not occur.
- The range band where launchers are reloading before the missiles contact
- Max launch range
- Max flight range (fuel)
- Recovery time, a function of both speed and fuel (which supposedly is a “distance”)
Using the megaton as an example:
The missile will fly 312 meters in the time it takes the launcher to reload. On a painted target, assuming no misses and no point defense interference, you can expect the highest DPS of any missile (23.08!) in a range band of 300-312. Once you go beyond this range, sustained DPS rapidly drops due to the extremely slow flight speed of the missile. At 750 meters (the max ‘launch’ range), you can expect 9.60 DPS. In practice, these values are much lower - the considerable fuel of the missile allows it to fly extreme lengths before it expires. Take note of the whopping 18333 time units a megaton can take to recover from a missed shot.
Multiwarhead missiles cannot clear their minimum range circle in time to achieve their maximum “paper” DPS.
The two rocket types are actually unable to achieve any of the DPS values listed above - they do not reach 100% accuracy with a painter.
The mechanics are a bit unintuitive sometimes - the fast “short” range missiles are often better at longer ranges, and the slow longrange missiles become high-risk-high-payoff weapons when painted in a feedback loop at short range.
As always, there are decisions to make that are outside the realm of these numbers - fast weapons are harder to shoot down, the difficulty of deploying painters, decoys, penetration, etc.