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Difference between revisions of "Countermeasures"
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− | [[Image:equipicon_cmdropper.jpg|frame|left|Counter Measure | + | [[Image:equipicon_cmdropper.jpg|frame|left|Counter Measure]] |
Most missiles and homing projectiles in Sirius lock on the strong energy signature of a particular vessel, and try to home in on that signature. To counteract that, '''countermeasure flares''' are employed to fool the tracking systems of such projectiles into following the wrong target. Countermeasure launchers are generally mounted at the back of a ship, and when activated they expel a small device (a ''flare''), which activates just miliseconds after leaving the launcher and begins emitting large amounts of energy similar to that of a typical hydrogen power plant. | Most missiles and homing projectiles in Sirius lock on the strong energy signature of a particular vessel, and try to home in on that signature. To counteract that, '''countermeasure flares''' are employed to fool the tracking systems of such projectiles into following the wrong target. Countermeasure launchers are generally mounted at the back of a ship, and when activated they expel a small device (a ''flare''), which activates just miliseconds after leaving the launcher and begins emitting large amounts of energy similar to that of a typical hydrogen power plant. | ||
Revision as of 22:05, 7 November 2012
This article has not been verified to be up to date for the latest version of the Discovery mod. The last edit was made on 07.11.2012 (DD/MM/YYYY). You may help by updating it, often by using the code generator.
Most missiles and homing projectiles in Sirius lock on the strong energy signature of a particular vessel, and try to home in on that signature. To counteract that, countermeasure flares are employed to fool the tracking systems of such projectiles into following the wrong target. Countermeasure launchers are generally mounted at the back of a ship, and when activated they expel a small device (a flare), which activates just miliseconds after leaving the launcher and begins emitting large amounts of energy similar to that of a typical hydrogen power plant.
Virtually indistinguishable from other ships to modern tracking systems employed in tracking projectiles, the flare is generally enough to cause an incoming missile to miss its target and lose the lock, despite the short lifetime.
Countermeasure Droppers
Name | Effectiveness | Decoy Range |
Decoy Time |
Refire | Cargo Space |
Hit Points |
Price | Ammo Price |
---|---|---|---|---|---|---|---|---|
Countermeasure | 50% | 1,000m | 3.00 | 4.00 | 0 | 4,000 | $1,000 | $25 |
Imp. Countermeasure | 60% | 1,000m | 3.00 | 4.00 | 0 | 6,000 | $12,000 | $50 |
Adv. Countermeasure | 70% | 1,000m | 3.00 | 4.00 | 0 | 9,000 | $132,000 | $200 |
Enh. Countermeasure | 85% | 1,000m | 3.00 | 4.00 | 0 | 12,000 | $318,000 | $400 |
Hvy. Countermeasure | 85% | 1,500m | 10.00 | 1.00 | 25 | 100,000 | $224,000 | $5,000 |
Nomad Countermeasure | 80% | 1,000m | 3.00 | 4.00 | 0 | 12,000 | $318,000 | $400 |
Weaponry: | Light Fighter Guns, Heavy Fighter Guns, Elite Fighter Guns, Light Turrets, Bomber Guns, CODENAMES, Missiles & Torpedoes |
Weaponry: | Transport Turrets, Gunboat Turrets, Cruiser Turrets, Battlecruiser Turrets, Battleship Turrets |
Class: | Guns ~ Class 1, Class 2, Class 3, Class 4, Class 6, Class 8, Class 9
Turrets ~ Class 1, Class 2, Class 3, Class 4, Class 5, Class 6, Class 7, Class 8, Class 9, Class 10 |
Equipment: | Armor, Cargo Pods, Cloaking Devices, Countermeasures, Cruise Disruptors, Engines, IDs, Mines, Scanners, Shields, Thrusters |