Decoys Mk I: Difference between revisions

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|locktime =
|locktime =
|cost = 400 credits
|cost = 400 credits
|source = [[source:=Privateer 2: The Darkening]]
}}
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==CCN==


== [[As it is in Heaven]] ==
== [[As it is in Heaven]] ==


==Your Guide to the Universe==
==Your Guide to the Universe==
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Decoys are capable of deflecting all known types of space-warfare missiles ([[Snipe Missile|Snipe]], [[Brute Mk I Missile|Brute]], [[Python Missile|Python]], [[Viral Mine|Viral]], [[Banshee Missile|Banshee]], and [[Disrupter Missile|Disrupter]]). Each with a different chance of success at causing the missile to lose its lock. (Each decoy launched will have this success rate, regardless of how many you've launched previously. Your overall odds of deflecting a missile increase as you launch multiple decoys.)
Decoys are capable of deflecting all known types of space-warfare missiles ([[Snipe Missile|Snipe]], [[Brute Mk I Missile|Brute]], [[Python Missile|Python]], [[Viral Mine|Viral]], [[Banshee Missile|Banshee]], and [[Disrupter Missile|Disrupter]]). Each with a different chance of success at causing the missile to lose its lock. (Each decoy launched will have this success rate, regardless of how many you've launched previously. Your overall odds of deflecting a missile increase as you launch multiple decoys.)


Mk I - Success Rate, Per Decoy: 50%
Mk I - Success Rate, Per Decoy: 50%<br>
Mk II - Success Rate, Per Decoy: 75%
Mk II - Success Rate, Per Decoy: 75%


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==Images==
==Images==
{{#set:equipment=[[mine]]}}


[[category:Countermeasures]]
[[category:Countermeasures]]

Latest revision as of 23:22, 21 May 2012

Decoys Mk I
P2decoysmki.png
Cost 400 credits
Source Privateer 2: The Darkening


As it is in Heaven

Your Guide to the Universe

Launcher contains 15 decoys. Each has a 75% chance of fooling an incoming missile.

Origin's Official Guide to Privateer 2

Decoys are capable of deflecting all known types of space-warfare missiles (Snipe, Brute, Python, Viral, Banshee, and Disrupter). Each with a different chance of success at causing the missile to lose its lock. (Each decoy launched will have this success rate, regardless of how many you've launched previously. Your overall odds of deflecting a missile increase as you launch multiple decoys.)

Mk I - Success Rate, Per Decoy: 50%
Mk II - Success Rate, Per Decoy: 75%

Field tests put the success rate nearer 90% for both of these models but also revealed that a missile does not lock on to the decoy once it's lost its lock on your ship. The decoy causes the missile to veer away from you, but it may regain a lock if you continue to maneuver.

The Mk II model becomes available as soon as you read the news bulletin entitled "New decoy proves a success."

Images