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Missile Launcher   Multi Missile Launcher

MissileLauncher14
"Manufacture and launch projectile missiles. Effective vs Shields."
MissileLauncher14

MissileLauncher1
MissileLauncher2
MissileLauncher3
MissileLauncher4
MissileLauncher5
Level 1 Level 2 Level 3 Level 4 Level 5
MissileLauncher6
MissileLauncher7
MissileLauncher8
MissileLauncher9
MissileLauncher10
Level 6 Level 7 Level 8 Level 9 Level 10
MissileLauncher11
MissileLauncher12
MissileLauncher13
MissileLauncher14
Level 11 Level 12 Level 13 Level 14

Summary

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).

Usage

In Combat

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.

Missile Combos


Rocket Spam [DPS][Early Game] Rocket6 + Rocket6 OR JavelinMissile6 + JavelinMissile6

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.


Anti Crew [Support][Early-End Game] JungleMissile6 + JungleMissile6 OR Scarlet6 + Scarlet6

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.


Penetrator Spam [Win Condition][Early-End Game] Penetrator6 + Penetrator6

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.


Room Disable [Support][Mid-End Game] EMP6 + EMP6

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.

AI

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 Gas To Build
Set Dearest Items -> Missile That Costs The Most Amount Of Gas 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

Crew Interactions

The Missile Launcher is buffed with the Weapon WeaponIcon stat on crew. The formula used with this stat can be found here.

Statistics

Statistics
Ship Level 1 2 3 4 5 6 7 8 9 10 11
Number Available 0 0 1 1 2 2 2 2 2 2 2
Icon Name Size Maximum Power Consumption
MissileLauncherIconMSL3x23
Level Reload Time Capacity Upgrade Ship Level Required
Storage Manufacture Cost
Gas
Time
112.5s50501.2K5m3
212s55552.5K30m3
311.5s606012K1h4
411s656525K1h 30m4
510.5s707030K6h5
610s757560K12h5
79.5s8080180K1d 12h6
89s8580350K2d7
98.75s9080500K3d8
108.5s9580550K3d 12h9
118.25s10080750K4d9
128s105802M1w10
137.75s110802.1M1w 1d11
147.5s115802.3M1w 2d11



Powered Rooms


Weapon Rooms

Energy Rooms: Mineral Mining LaserKias BlasterK BlasterPlasma PhaserPhaserLaser BlasterPhoton DisruptorEMP CannonIon Cannon

Ballistic Rooms: BolterRailgun

Missile/DOA Rooms: Missile LauncherMulti Missile LauncherHangarTeleportMedium Weapons Platform


Defensive Rooms

Defends Via Damage: Anti Craft LaserSecurity GateGas TrapZaki Tentacle GardenDisintegrator Gate

Defends Via Support: Shield GeneratorShield BatteryMed BayToiletAndroid StudioVisiri MechbayRadar

Defends Via Dodge: EngineFusion Drive EngineCloak Generator


Reactors

Small ReactorFusion ReactorCoal Reactor