![]() Light Swarm missile types are designed as close ranged anti-drone cluster missiles. Light Swarm - Short ranged anti drone - 4km range Pulsarbeamers, Quasarseekers, Gammabursters With a 16km range, 5-10 second reload rates, slow speeds, low maneuverability, 1 second acceleration times, large to massive damage values, and large blast zones, they are good at destroying slow or stopped targets at long range. Cruise Missile - Extreme Long Range Anti-Capital Ship/Station - 16km rangeĬruise Missile types are designed as extreme long ranged anti-capship/station cruise missiles. With a 8km range, 1.4-2.2 second reload times, medium speeds, decent maneuverability, 0.5 second acceleration times, medium damage values, and medium blast zones, they are a good all around single target missile. Heavy Guided missile types are designed as long ranged anti-heavy fighter/ heavy surgical strike missiles. Heavy Guided - Long ranged Heavy fighter/surgical strike - 8km range Solarflares, Starflashes, Coronariders, Sunstalkers With a 4km range, 1-1.3 second reload rates, fast speeds, excellent maneuverability, 0.25 second acceleration time, low damage values, and small blast radii they are designed to eliminate light targets at long range. Light Guided missile types are designed as medium ranged anti-light fighter/light surgical strike missiles. Light Guided - Short ranged anti-fighter - 4km range Vulcanoids, Plutoids, Planetoids, Nemeses With a 4km range, 4-10 second reload rates, slow speeds, high damage values, and massive blast zones, they deliver massive area damage to stationary unarmed targets. Heavy Dumb missile types are designed as medium ranged capital ship and station siege warheads. Heavy Dumb - Short ranged Heavy bombardment - 4km range V Crushers, Meteorites, Asteroids, Comets With a 2km range, 1-3 second reload rates, very fast speeds, medium to large blast diameters, and low damage values they are designed for close untargeted area damage. Light Dumb missile types are designed as close ranged capital ship and station saturation bombs. Light Dumb - Close ranged saturation - 2km range Thus they will accelerate faster and faster till their fly time is up.) Unguided (It seems you cannot cap the speed on unguided missiles. There are: Short ranged Drone killers, Long ranged Sub-system area bombardment, Long ranged anti-fighter/light surgical, Medium ranged anti-heavy fighter/heavy surgical, Extreme ranged anti-capship/station, Short ranged saturation, and Medium ranged station capship/crackers. There are now seven missile types with a total of twentry-seven missiles! Each has their own purpose and should be used through-out the game. This mod will also fix what I think are design errors by Egosoft. I liked the Improved Missiles mod and studied it to create this, but thought it was unbalanced and gamey at times. provide More Missiles! Well, yes, but, more Balanced missiles. Welcome to the More Missiles Mod! The goal of the is mod is to. Credits: The Improved Missile Mod by iforgotmysocks
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