Missile launcher
From Tribes2Wiki
The missile launcher, or simply missile, is a slow-firing, high-damage weapon that can lock onto targets and fire homing missiles at them. The missiles themselves do almost as much damage as the mortar, but have a relatively small blast radius. The missile can be locked onto certain targets, like vehicles, some base equipment, beacons, and players who are giving off enough heat. The most serious drawback to the missile launcher is that it cannot be fired unless it has either a "green lock" or a "red lock" - unless you are underwater, in which case the missile can be fired at will, but cannot lock onto any target. When you point the missile launcher at a valid target, a green indicator will appear over the target. We will call this a "green lock". If you hold a green lock on your target for certain amount of time - usually less than a second - the green indicator will turn red. We will call this a "red lock". The missile launcher can only be carried by Assault and Juggernaut armors.
When a missile is locked onto you, you will hear two different sounds that signify two different things. If someone has a red lock on you, you will hear a high-pitched, annoying whistle. As soon as a red-locked missile is fired at you, the sound changes to an even more annoying high-pitched whistle, and this sound will continue until the missile is no longer locked onto you - caused either by the missile blowing up or being distracted by a flare. In the case of multiple missiles, no additional warning is given. The first whistle means that at least one enemy has a red lock on you; the second whistle means that at least one missile is chasing you.
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[edit] Usage
The missile launcher is almost always included in any loadout using Assault or Juggernaut armor.
[edit] Dry-firing
If fired during a green lock, sometimes called "dry-firing", the missile will fire in a straight line directly where you are aiming and will not deviate from this path, even for a flare. However, it is not actually locked onto the target, so if the target moves, you'll most likely completely miss. This is used very commonly against stationary targets such as sensors, turrets, and deployed MPBs. The only real way to stop a missile from hitting a stationary target is to throw a flare. However, dry-fired missiles ignore flares, so dry-firing offers a huge benefit, and the only drawback is that you have to be more accurate when you fire - which only really matters if you are a moving. You also cannot stop a missile from proceeding to a red lock from a green lock without breaking the lock entirely, so you need to acquire your target and fire very quickly before the lock turns red if you want the missile to be dry-fired.
[edit] Locked missiles
Once you have a red lock, if you fire before you lose your target (and the lock), the missile will attempt to follow the target until it hits. This can be used against moving vehicles and players giving off enough heat, and if the missile successfully reaches the target, it will do a large amount of damage. This is not a guarantee that you will hit the target however, because there are a number of ways to avoid missiles.
[edit] Counters
[edit] Flares
- See main article: flare grenade
The most prominent counter for locked missiles is the flare grenade. If an enemy throws a flare, any locked missile that is headed in the general direction of that flare will lose its target and head for the flare. The flare will disappear if a missile hits it, but if a flare disappears while another missile is headed for it, that missile will continue to head for the flare's last location and then harmlessly blow up in the air.
[edit] Distance
Missiles have a lifetime limit. After as missile has been following you for a certain amount of time, if it still hasn't hit you, it will blow up on its own. This makes it possible to outrun missiles if you can move fast enough to get outside the missile's range.
[edit] Maneuvering
While missiles travel very fast, they are not very good at turning. If you are in a maneuverable vehicle, you can often force the missile to run into the ground in its attempt to follow you. Normally, missiles will try to avoid the ground, but you can still force them to hit the ground anyway if you dodge correctly. This can also be done on foot if you know what you are doing and have some rough terrain to work with. If you stand on the other side of a steep mountain from the missile, it will often not be able turn sharp enough to avoid hitting the mountain. In addition to running into the ground, the missile will sometimes just explode in the air if you can out-maneuver it well enough.
[edit] Buildings, obstacles and water
Missiles will try to avoid terrain, but they make no attempt to avoid anything else. This allows you to hide behind any number of obstacles to avoid being hit by a missile. Merely position yourself on the opposite side of an obstacle from the missile, and it will run straight into the obstacle. Similarly, missiles that are fired from above water cannot travel underwater. They will explode as soon as they contact the surface.
