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In EVE are numerous different weapon types, each needing certain types of ammunition. For each ammunition type there are different versions of the ammo modifying the abilities and characteristics of the ammo used.

Turret charges

Source(s): Game tutorial

Frequency crystals

Main article: Frequency crystal

Frequency (or focusing) crystals serve much the same function for lasers that ammunition/charges do for projectile and hybrid weapons. These crystals can be fitted on the laser to modify its characteristics. Much as with other 'ammunition' types, there are faction variants, and advanced Beam Laser crystals and advanced pulse laser crystals. These are better (more damage, more range) than standard crystals, but are more expensive to produce.

Focusing crystals are a laser's "ammunition". All T1 crystals can be used indefinitely, making lasers useful for those long PVP or PVE operations where ammo may become scarce. Faction or T2 crystals wear out over time, however - faction crystals last exactly 4000 shots, while T2 crystals last an average of 1000.

Hybrid charges

Main article: Hybrid charges

Hybrid charges are used by hybrid turrets such as railguns and blasters. These charges are loaded into the weapon and are consumed as the weapon fires. Different charges modify various attributes of the hybrid turret that has loaded the charge.

Beyond standard charge, the basic form of hybrid ammunition, there are faction charges, advanced blaster charges, and advanced railgun charges. These are more expensive to produce or otherwise obtain, but have higher damage output or ranges modifiers than similar standard charges.

Projectile ammunition

Main article: Projectile ammunition

Projectile ammunition is used by projectile turrets such as autocannons and Artillery Cannons. It is very similar to real-world bullets, containing an explosive charge that launches a projectile, which does damage when striking a target. These charges are loaded into a projectile turret and are consumed as the turret fires. Projectile charges may modify the optimal range of the turret they are loaded into.

Beyond standard ammo, the basic form of projectile ammunition, there is also faction ammo, advanced artillery ammo, and advanced autocannon ammo. These are more expensive to produce or otherwise obtain, but generally increase any of a variety of attributes of the projectile turret they are loaded into.


Main article: Missile Launchers

Missiles are quite different from the turret weapons. Every missile has a Velocity, Flight Time, Explosion Velocity, and Explosion Radius.

  • Velocity is how fast it moves, while Flight Time defines its flight duration. Taking both factors together will get you the maximum distance the missile can cover. If a missile flies at 1000 meters per second, and has a maximum flight time of 25 seconds, then its maximum range is 25,000 meters (25km), although not necessarily in a straight line. If a person can fly away from the missile without it hitting for long enough, it runs out of fuel and does nothing to them. Pilots can also warp out of the area before a missile reaches them.
  • Explosion Velocity is the velocity of the expansion of the explosion (phase velocity, as compared to group velocity). It basically describes the ability of the explosion to damage a fast moving target. If the target is moving almost as fast as the missile's explosion, the explosion simply can't hit it as hard. If it is moving faster, most or all of the damage is lost. This is another reason that an extremely fast ship can ruin the ability of missiles to do damage to them.
  • Explosion Radius is a similar statistic - how big the explosion is. The bigger the explosion, the more it will simply wash over the target rather than ripping into it. In effect, a ship with a smaller Signature Radius will take less damage from a missile with a larger Explosion Radius. Thus it is ALWAYS better to have a smaller explosion radius.

Like with turrets and their ammunition, you can swap missiles/rockets within the same launcher (often useful when encountering a foe with a high resistance to a specific damage type). All missiles do a single damage type; for example, a Bloodclaw Light Missile is limited to kinetic damage, while a Sabretooth Light Missile is limited to electromagnetic damage.

There are many different types of missiles, each with their own unique characteristics. Not all missiles are for doing damage, either. Some have special purposes, so let's look at them in more detail:


Rockets are the submachine gun of the missile world. They are short-ranged with minimal Flight Times, but do less damage on a per-rocket basis compared to other types. Rockets have their own launcher type, and are equally as quick.

Light Missiles

Light missiles are the long-range variant of Rockets. Each missile does higher damage, but Standard launchers have lower rates of fire. Compared to heavy missiles, these pack less of a punch and have less range, but do have faster launchers if used.

Heavy Missiles

Heavy missiles are faster and have longer flight times, and also do more damage in a single missile, but their launchers are slower.

Both use the same skill to operate. Heavy missile launchers usually take more advanced systems to operate, so you'll be using light most of the time to begin with.

Heavy Assault Missiles

These are to Heavy Missiles what Rockets are to Light Missiles. Individually, they do less damage than Heavies... but the DPS is considerably higher. If you can get within the shorter range to apply them, that is...

Cruise Missiles

Cruise Missiles are a step up from heavy missiles. They have a longer range and fly faster, and do more damage than Heavy missiles, but their launchers are slower. They use their own skill, and are even more advanced than heavy missiles, so don't expect to mount these on a small ship.


The large variant of the Rocket. Torpedoes aren't like other short range missiles. They do huge damage and have long flight times, but also have slower flight speeds.

FoF Missiles

FoF stands for Friend or Foe. These missiles come in light, heavy, and cruise varieties, and use the equivalent and respective Missile Launcher. The difference is that they do not need to be targeted. If a ship damages you, or uses some form of electronic warfare on your ship, then you can launch these and they will automatically attack the culprit. You do not need to target the vessel, but you do need to manually select the fire button to start launching them. FoF missiles have similar attributes to their normal counterparts, aside from their targeting.

May 2005: There is a bug that FoF missiles will shoot deadspace objects instead of NPC ships. This can be quite annoying if you are in a mission with many bunkers and walls and your missiles will target them instead of the frigates and cruisers targeting you.

Citadel Torpedoes

The big mamas. These are the "Extra Large" missile weapons, only usable by Dreadnoughts and Titans. Unlike what the name suggests, these are not based on short range missiles, but rather long range ones. They are unique in that they do 7.5x the DPS of a light missile, rather than 4x as with the precedent set by other XL weapons.

Citadel Cruise Missiles

As the name implies. X-Large ammunition for Dreadnoughts and Titans.

Defender Missiles

Defender missiles have one purpose: To destroy incoming missiles. Only one type exists, but any launcher can use defenders. Defenders, though very fast and with good range, have a weak warhead. It may take more than one defender to eliminate an incoming warhead. It is for this reason that it's best to put defenders in rocket launchers, which have a very high rate of fire. A missile launcher containing defenders can only be activated if there is already a missile coming in and will then start launching defenders at the closest missile until there is no incoming missile left.

Defender Missile
Missile Explosive Damage Max Velocity Max Flight Time
Defender I 70 7500m/s 10s


Scanner systems for analysis of environmental data.


Bombs are large, area of effect weapons, used by Stealth Bombers using bomb launchers. Their attributes like Explosion Radius and Explosion Radius work the same way they do for missiles. Two bombs do not deliver traditional damage, but drain capacitor or break target locks.

Capacitor Booster Charges

Their size ranges from 25 capacitor gain per use to 800. They are used in Capacitor Boosters.

Mining Crystals

These are charges used by Modulated Strip Miner II and Modulated Deep Core Strip Miner II modules, only usable by Mining Barges and the Tech 2 equivalent Exhumers, to increase raw ore mining speed. A mining crystal of a specific charge increase the mining speed for that mineral.

When mining the mineral (type) to which the crystal is attuned, a Tech 1 crystal gives a multiplier of 1.625, while a tech 2 crystal gives a bonus of 1.75. For example, a Modulated Strip Miner II mines 360 m3 volume normally (or when using a mining crystal on an inappropriate asteroid). Using a Tech 1 mining crystal, it mines 585 m3.

Here is a list of all ORE mining crystals.


Scripts can be used with certain modules to enhance performance in some areas, while negating perormance in others. For example, the Tracking Computer scripts can double the item's Optimal Range bonus, while negating its Tracking Speed bonus, or vice versa. Although they are handled like ammo, they are not "used up."

Nanite Paste

A nanite packed fluid, it is generally only used for emergency on-site repairs. It is then recommended to have the damaged components looked at by a certified technician at first opportunity.

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