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Difference between revisions of "Countermeasures"

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{{Version|4.86}}
 
{{Version|4.86}}
[[Image:equipicon_cmdropper.jpg|frame|left|Counter Measure Dropper]]
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[[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

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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.

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