In the past I have talked extensively about my experiences flying gunships, especially the Rifter, Enyo, and Ishkur. Lately I’ve been trying something a bit different and having a play in rocket ships, especially the Hawk and Vengeance. So what are the differences? Well, the most obvious one is that rockets don’t take tracking into account. Instead they rely on the speed and signature radius of their target to calculate how much damage they do, like all other missiles in Eve. Also, despite their recent buff, they do lower base damage than turret-based weapons systems. In this post I’m going to look a little at rockets and in later posts I’ll talk about the fits I’ve been flying and my experiences in them.
If we look at a Vengeanace fitted with Rocket Launcher IIs loaded with Caldari Navy missiles and operated by a pilot with all skills at level V then each rocket does 48.125 HP base damage, corresponding to 21.8 DPS. The explosion radius of a rocket is 20 m and the explosion velocity 127.5 m/s. This means that the rockets will do maximum damage against a ship with a signature radius greater than 20 m and travelling slower than 127.5 m/s. At higher speeds the rocket damage will be reduced. The formula for calculating missile damage is:
From this equation we can see that there are a couple of factors that we need to consider. The first thing to take into account is if our target is moving. If it isn’t then we can ignore the half of the equation with a velocity component and just look at the ratio between the ship’s signature radius and the missile’s explosion radius to determine how much damage is done.
If the target is moving then things become a bit more complicated and we have to evaluate a larger expression including the target’s velocity, the missile’s explosion velocity, and the damage reduction factor as well as the radius variables.
Let’s see what this means for an example Vengeance fit:
[Vengeance, Standard]
Rocket Launcher II, Caldari Navy Foxfire Rocket
Rocket Launcher II, Caldari Navy Foxfire Rocket
Rocket Launcher II, Caldari Navy Foxfire Rocket
Rocket Launcher II, Caldari Navy Foxfire Rocket
J5b Phased Prototype Warp Scrambler I
X5 Prototype I Engine Enervator
1MN Afterburner II
Damage Control II
Ballistic Control System II
Small Armor Repairer II
Adaptive Nano Plating II
Small Bay Loading Accelerator I
Small Warhead Calefaction Catalyst I
What happens if we try and shoot a hypothetical ship with a 40 m signature radius?
The interesting thing about this graph is that it seems best to use Rage rockets in almost all situations. Unfortunately this decision comes with the drawback of a signature radius bloom pushing the Vengeance from 37 m to 49 m.
My biggest concern when flying a rocket ship, though, is that it just doesn’t have the DPS to melt targets like some of my favourite ships do. In solo frigate combat there is a general rule of thumb that you want in excess of 200 DPS in order to kill a target fast enough to do it before his friends arrive. So what happens if we compare the Vengeance posted above to another assault frigate, the Jaguar?
[Jaguar, Standard]
150mm Light AutoCannon II, Republic Fleet Fusion S
150mm Light AutoCannon II, Republic Fleet Fusion S
150mm Light AutoCannon II, Republic Fleet Fusion S
Small 'Gremlin' Power Core Disruptor I
1MN Afterburner II
X5 Prototype I Engine Enervator
Initiated Harmonic Warp Scrambler I
Medium F-S9 Regolith Shield Induction
Damage Control II
Gyrostabilizer II
Gyrostabilizer II
Small Projectile Burst Aerator I
Small Projectile Collision Accelerator I
This Jaguar fit does 206 DPS with close range faction projectile ammunition loaded and 164 DPS with Barrage.
Unfortunately these plots show us that in most realistic situations the Vengeance (and other rocket ships) are not able to lay down enough DPS to take out targets quickly. This is a shame, because in a straight up fight the Vengeance is an excellent ship but it just doesn’t have the punch that I am looking for in a solo roamer.






