|Missile Launcher||Multi Missile Launcher|
|Level 1||Level 2||Level 3||Level 4||Level 5|
|Level 6||Level 7||Level 8||Level 9||Level 10|
|Level 11||Level 12||Level 13||Level 14|
The Missile Launcher is a 3x2 weapon room unlocked at level three. It's also one of the only three rooms that can fire Missiles for combat. These missiles bypass all shields. However, Missiles can be dodged if you have a powered Engine onboard your ship.
There is the Rocket Missile (All Around), Javelin Missile (AP Damage), Jungle Missile (Crew Damage), Penetrator Missile (Direct Hull Damage), EMP Missile (EMP Damage), and Scarlet Missile (Fire Damage).
Since the Missile Launcher requires Missiles to work, we decided to list off a lot of common Missile combos. Combos will not take into account if the Multi Missile Launcher is present onboard your ship.
This Missile Combo is one of the earliest combos that can be used with the Missile Launcher. Its low research requirement makes it friendly for lower level players. This strategy should also be paired with other weapons as the Rockets alone cannot provide good DPS.
This Missile Combo is an all-around tactic that stays viable even at end game. The Jungle variant kills crew either by focus firing a single room or having repair crew run into your Missiles. The Scarlet variant is a lot easier to use. The Fire Damage it deals can make quick work of rooms and crew if you focus fire them.
This Missile Combo is the only one that doesn't need any supporting weapon rooms. Basically, this combo involves targeting sparsely Armored rooms to deal as much direct hull damage as you can. Engines will be the biggest target for you as the dodge rate can cost you the battle.
This Missile Combo is usually a Mid-End game tactic due to how many upgrades you need to make it viable. Usually, you target your EMP Missiles at rooms you find are a hassle to deal with. Examples include the Teleport, Hangar, and so on.
When To Use
The Missile Launcher is mostly up to your preference. If you want to disable hassle rooms, use the EMP Missile. If you want a viable Missile Launcher only strategy, use the Penetrator Missile. If you want a fast way to kill the enemy crew, use the Jungle or Scarlet Missile, and so on. Most people will have different opinions, so try to choose what fits with your ship and play style.
You have to set an AI that equips your currently built Missiles on defense battles. If you don't, the Missile Launcher will not fire at all, or fire the wrong missile. Here is a list of Missile Equip Commands and what Missile they refer to. In "Set Highest ___" commands, the Missile that deals the highest of that damage will be the Missile the room will swap to. The Missile Launcher itself is categorized as a "Missile Room" in AI coding.
Set Cheapest Items -> Missile That Costs The Least Amount Of Gas To Build Set Dearest Items -> Missile That Costs The Most Amount Of Gas To Build Set Item To None -> Unequip Missiles Set Highest System Damage -> [Usually] Set to Built Rocket Missiles Set Highest Hull Damage -> Set to Built Penetrator Missiles Set Highest EMP Damage -> Set to Built EMP Missiles Set Highest Character Damage -> [Usually] Set to Built Jungle or Scarlet Missiles Set Highest Fire Items -> Set to Built Scarlet Missiles Set Highest AP Damage -> Set to Built Javelin Missiles
The Missile Launcher is buffed with the Weapon stat on crew. The formula used with this stat can be found here.
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