Post by Zensi on Oct 22, 2016 1:09:48 GMT
Each missile type has its use, some work on some things and don't work on others
Rocket
This is a general purpose missile. It does system (room) and crew damage. Good for early on, since helps clear the room and damage it. After the room is destroyed, the system damage translates to hull damage.
Jungler
This missile is good only to kill crew, and nothing else. Helps clear the crew from a room, to later start doing damage with other weapons.
Scarlet
This missile does a little damage to both crew and the room over a period (the time listed under incendiary, 7.5–11.25 seconds). The crew won't be able to effect repairs while the room is on fire. It is a good way to do some damage to the repair crew, since the fire might last until the crew returns to the room. Most other types damage lasts only a moment, so this missile allows you to hurt the crew when they come for repairs.
EMP
This missile prevents the room from reloading, so it won't be able to fire. This is good to prevent the room from being used. However, as the previous two missiles it doesn't do hull damage. Like the scarlet missile, its effect lasts several seconds (listed as EMP, 6.25–8.75 seconds), so it gives you a chance to do something else.
There are some rooms you don't fire EMP at. These include the reactors, engines, and shields (when there is a charge on the shields), since it won't prevent those rooms from continue working. Firing at the teleporter, missiles, laser, AA, or hangar will give you a short reprieve.
Penetrator
This missile does mainly hull and some systems damage. It does its damage regardless of the crew or room condition. It is the mainstay for battling, since it helps destroy the opponent's ship. With this missile you will see the hp bar get smaller with every hit. It's only modified by the amount of armor the room has.
When to fire and what type of missile, depends on your fighting tactics. However, you don't want to use too many scarlet, jungler or EMP, since you won't accomplish your objective, bringing down the opponent's ship.
A tactic to consider is firing penetrators at a room you have boarders holding on, since it won't hurt them, and you get a little bonus to the hull damage (0.3 of the system damage). You could also conceivably fire EMP at a room you are holding, but probably won't do much, since your crew already destroyed that room.
Here is a table for AI selection
* depends on the missiles you have
Rocket
This is a general purpose missile. It does system (room) and crew damage. Good for early on, since helps clear the room and damage it. After the room is destroyed, the system damage translates to hull damage.
Jungler
This missile is good only to kill crew, and nothing else. Helps clear the crew from a room, to later start doing damage with other weapons.
Scarlet
This missile does a little damage to both crew and the room over a period (the time listed under incendiary, 7.5–11.25 seconds). The crew won't be able to effect repairs while the room is on fire. It is a good way to do some damage to the repair crew, since the fire might last until the crew returns to the room. Most other types damage lasts only a moment, so this missile allows you to hurt the crew when they come for repairs.
EMP
This missile prevents the room from reloading, so it won't be able to fire. This is good to prevent the room from being used. However, as the previous two missiles it doesn't do hull damage. Like the scarlet missile, its effect lasts several seconds (listed as EMP, 6.25–8.75 seconds), so it gives you a chance to do something else.
There are some rooms you don't fire EMP at. These include the reactors, engines, and shields (when there is a charge on the shields), since it won't prevent those rooms from continue working. Firing at the teleporter, missiles, laser, AA, or hangar will give you a short reprieve.
Penetrator
This missile does mainly hull and some systems damage. It does its damage regardless of the crew or room condition. It is the mainstay for battling, since it helps destroy the opponent's ship. With this missile you will see the hp bar get smaller with every hit. It's only modified by the amount of armor the room has.
When to fire and what type of missile, depends on your fighting tactics. However, you don't want to use too many scarlet, jungler or EMP, since you won't accomplish your objective, bringing down the opponent's ship.
A tactic to consider is firing penetrators at a room you have boarders holding on, since it won't hurt them, and you get a little bonus to the hull damage (0.3 of the system damage). You could also conceivably fire EMP at a room you are holding, but probably won't do much, since your crew already destroyed that room.
Here is a table for AI selection
Highest System Damage | Rocket |
Highest Hull Damage | Penetrator |
Highest EMP | EMP |
Highest Character Damage | Jungler |
Highest Fire Item | Scarlets |
Dearest/Cheapest | Varies* |
* depends on the missiles you have