Star Citizen – Missiles Guide

Star Citizen – Missiles Guide

Hello everybody welcome back, i wanted to
talk a bit about missiles today, the missiles of star citizen are a great weapon system
that is mostly used in arena commander right now but can be used in the persistent universe
as well, offensively but also defensively in order to scare away opponents and help
you survive any encounter. I believe that with more content being added
to the persistent universe and the Stanton system becoming bigger and bigger, more fleshed
out, the missiles, the missile system is going to become an integral part of our loadouts,
in order to not only survive in the verse, in the persistent universe but also thrive. So it would be nice to know how these missiles
work and how we can use them effectively, the first thing we need to understand about
missiles and in my opinion, the easiest one as well, is how the missile racks are working. Missile racks will allow you to carry a certain
amount and size of missiles and like with any other weapon in the game they have a certain
size of their own and can be equipped at a specific hardpoint on your vessels. This system is a quite easy way to help you
understand how to use missiles, what kind of missiles you can use and how you create
an effective and deadly loadout. In order to distinguish the missile racks
and know what they can do and what they cannot carry they are described with
a three digit number. The first digit is showing the size of the
missiles rack and at what hardpoint it can be equipped on your vessel, the second digit
is showing you how many missiles it can carry and the third digit is showing you the size
of the missiles it can carry, so for example a 313 missile rack is a size three missile
rack that can carry one size three missile. Like this it is very easy to understand what
kind of missiles you can carry with your vessels and what you can do with them out there. So we can create a loadout where we will have
few but very strong size three or size four missiles or we can go with many size one or
size two missiles that are not as powerful. The missiles themselves have their own unique
characteristics from the different size they have, the different damage they can do and
of course the different signature type they are tracking, they are following, starting
from size one up to size nine, which is torpedo territory, we have some significant differences. As we grow on size then we grow on damage
as well but we also have to wait more time for the missile to lock the target before
we can launch it and the ignition time is also longer. Ignition time is the time that will take to
the missile to start propelling itself towards your target from the moment you have deployed
it. This time can be up to four, five seconds
when we are talking for the bigger in size missiles and it is something that you will
need to consider depending on your targets. depending on what you are fighting against. The bigger the size of a missile, the bigger
the damage it can do but also the longer it takes for the missile to lock your target
before we can deploy it. So it really depends on the size of your enemies
and what kind of targets you are after when you are choosing what kind of missiles you
are going to bring with you, if you know that you are going to fight against small, fast
and agile enemies then smaller size of missiles are going to be enough, are going to be really
helpful because they can lock your targets fast and the can follow them easier and bigger
missiles and torpedoes will be great against bigger targets that i can say we really have
many big targets right now in the game but hopefully we will see that kind of gameplay
later when we will start getting bigger and better protected vessels in the persistent
universe. Something else that is very different at each
missile is how they are tracking your targets, what kind of signatures they are tracking. Right now as we know we have in game three
main signature types, EM – Electromagnetic, IR – Infrared and Cross-section and because
of this we also have three different types of missiles, missiles that can track EM, IR
and Cross-section signatures. This is another way to figure out what kind
of missiles you want to use at each and every time, depending on the stronger signature
of your enemies, so if a target in front of you has a strong EM signature it will be wise
to use a missile that can track that signature and will have better success at hitting your
target. In general if you know beforehand what kind
of enemies you are going to fight, what size of enemies with what type of signature they
have it will be easy to figure out what kind of missiles you can bring with you and be
a lot more effective. But as we are getting more content in the
game and the probability of encountering many different enemies in the persistent universe
will increase, it will be wise to have more than one type and size of missiles with you,
especially if you have enough space to carry more than one type and size of missiles. This is why missile platforms, vessels that
can work as missile platforms, like the Freelancer MIS, are going to be a very good option for
that kind of gameplay. Now let’s talk a bit more specific about the
different size of missiles. In the size one category the Marksman I missile,
which is an IR signature missile, has the best damage and it is quite reliable, it’s
not enough to destroy a target but you can have a lot more of these missiles and you
can try to swarm your enemies, try to hit them with multiple missiles at the same time
and destroy them as fast as possible, they are fast missiles, not the fastest in the
category but they have the biggest damage and they can lock very fast your target and
deploy them. In the size two category i do like the Dominator
II missiles, which is an EM missile, it has the highest damage in the category and also
is the fastest one, it will take some more time to lock than with the size one missiles
but it is a quite reliable size two missile. In the size two category again i also like
the Rattler II missile, which is an one of a kind missile that divides itself to smaller
warheads and hit its target multiple times in order to destroy it, it is an IR type of
missile and it is also quite reliable. These two first categories of size one and
size two missiles have many options to choose from, in the other categories, size three,
size four, size five and size nine we only have three missiles at each category, one
missile for each type of signature. They are all very strong for their size, for
their category and depending on what kind of enemies, with what kind of signature you
are going after it will be wise to choose and use the appropriate one but they are all
quite reliable, they are all quite strong and they can be quite efficient for their
size. In the size three category i really like the
Thunderbolt III missile, i think it is the most balanced option but you can use also
the Arrester III and the Viper III and have the same good results. This is pretty much what you need to know
about missiles in star citizen right now, they have different size, they can be equipped
at a different missile rack that can go at specific hardpoints on your vessels and the
smaller in size the faster they can lock and hit your target but as we grow in size the
missiles will have better damage and will take a lot more time to lock your target,
deploy them and longer ignition time as well. Depending on your goals and what you want
to achieve right now in the verse and of course later it will be very smart to take a look
at these missiles and choose the one that you think will fit your loadout the most and will be the most effective against your targets. Like i said before right now we don’t have
many big targets in game but this is going to change sometime in the future so torpedoes
and the missiles of bigger size are going to become an integral part of the gameplay
and a very reliable weapon to destroy your opponents. What do you think of missiles right now in
the game, do you use them a lot in the persistent universe or the arena commander? Would love to know your opinion, would love
to know what you think about the missiles and the missile rack system as it is right
now. Thank you very much for joining me, if you
enjoyed the video please don’t forget to leave a like and subscribe for more, I am SquidofLove
and i will see you around the verse, bye bye.


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    love your videos but the bass is always too high in the audio so I have to turn the volume way down but then I can't hear you – this is with the bass turned all the way down on my speakers

    do you edit with headphones on maybe?

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    In the economy a missile boat such as the Freelancer MIS or Anvil Gladiator is a high cost option. A Vanguard Harbringer or the Aegis Eclipse are even worse as torpedoes (i.e. very large missiles) are super expensive. A missed shot, quite easy to have in the PU in 2.6.3, means a waste of time (and money) so many players don't bother with missiles except as a diversion. I expect that will be corrected with 3.0 but where players can currently rearm for free at Port Olisar, after 3.0 the economics of ballistic and missile ammunition costs will hit home hard.

    With any discussion of missiles there should also be a mention of countermeasures. There are two, flares for IR missiles and chaff for EM/CR missiles. With evasive maneuvers and these countermeasures missiles are quite easily dodged in the PU in 2.6.3, as I alluded to. I expect some major tweaks and balances to be made to make missiles of size 3+ more viable and the primary long range weapon system as it is in today's combat. For close range dogfighting guns (ballistic or energy) will still be the king with only size 1 missiles possibly being able to quickly lock on and launch as enemies jink and roll away from you. Size 2 missiles will work at intermediate ranges. My favorite size 2 is the Rattler with its multiple warheads once the main booster burns out. It comes standard on some of Drake ships such as the Cutlass Black and Buccaneer. Finally, size 5+ torpedoes are for combating larger ships with size 9+ being anti-capital ship weapons.

    Soon(TM) there will another option on the board, dumb fire rockets. CIG has sown several sized (1-3) rocket pods which will make an interesting addition to combat. While worthless in close combat they work well against larger slower ships that can't easily dodge them. The Luftwaffe in World War II pioneered air to air massed rockets against Allied bomber formations. The Allies, meanwhile, effectively used rockets on fighter-bombers to strafe and destroy tanks, trains and ships. This tactic moved to helicopter gunships and I would not be surprised if one day when CIG finally gets around to finishing the Redeemer it'll have attachments for rocket pods. Of course the Vanguard Harbringer has rocket pods (2 x size 1's?) on the turret and is the only ship currently in game that is known to carry them. The Harbringer is a long range strike ship a fighter-bomber, not a gunship so it could use the rockets in ship-to-ship combat and not ship-to-surface like the Redeemer might. Not to say the Redeemer couldn't try that tactic but the Redeemer was a concept gunship geared towards suppression of enemy defenses and insertion of a team of troops, more likely either a space station/base or a surface outpost/base. I suspect the Redeemer won't be nimble enough to dogfight well, its defense being the two turrets rather than turning the ship for the pilot to bring his nose guns (and rockets) to bear.

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    Phillip Mulligan

    Personally I look at missiles as a very last resort or as a means to finish off a target that is already crippled. I very rarely use missiles since I consider them very limited and expensive.

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    Woonsen Skull

    Thks! Nice video. Sorry, which button need to press to lock ennemies and do I need to press button to use missile?

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