The Missile Weapon
As far as weapons go, the missile may seem at first to be incredibly useless. They deal the least amount of damage per shot of any weapon type, and not all ships can use them. However, they can be surprisingly useful in combat, from shield supression to cloaking detection.
Missiles are part of the LAUNCHERS research group: Investing in this research will improve missile damage, and allow you to use more advanced missile types.
Modules that involve missiles are:
MICRO MISSILE: Fastest reload time, longest range, lowest damage. Generally used to prevent enemies from regenerating their shields once down. This module is useable at Research Level 1.
MISSILE: Moderate in all stats. Players who want to use missiles primarily for damage will want to use these ones.
SRM LAUNCHER / "HUNTER" SRM: The shotgun-type of missile. Each launcher will shoot 4-6 small warheads in a wide spread, which then turn and strike whatever enemy is close to them. Individual warhead damage is terrible, but an entire group will hit harder than a regular missile. Longer reload time than a normal missile. The "Hunter" variant will also find and attack cloaked ships.
TORPEDO / SURPLUS TORPEDO: These are MUCH stronger than normal missiles, but they also fly slower and have terrible turning ability. They will try to correct their flight to hit a target, but anything below Large-class ships will easily evade them.
LAUNCHER BOOSTER MODULE: The Booster Module will give bonuses to the flight time, accuracy, damage, and reloading time of any equipped Missiles or Torpedoes. They require LAUNCHERS research to equip, but can give better boosts when points are invested in SUBSYSTEMS research.
TORPEDO RACK: This deployable weapon is part of the TURRETS research group, but adding points in LAUNCHERS research will improve the damage output.
Source: https://steamcommunity.com/sharedfiles/filedetails/?id=177677054
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