Eagle 110mm Rocket Pods
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“A barrage of rocket pods, which the Eagle pilot will release on the largest target near the stratagem beacon.
— Ship Management Terminal
The Eagle 110mm Rocket Pods is an offensive stratagem that sends out 3 volleys of 2 rockets into the largest target near the beacon.
Stratagem Statistics
General | ||
---|---|---|
Call-in Time | 3.4 seconds | |
Rearm Time | Standard | 150 seconds |
With Pit Crew Hazard Pay | 120 seconds | |
With Advanced Crew Training | 108 seconds | |
Uses | Standard | 3 |
Upgraded | 4 | |
Cooldown | Standard | 15 seconds |
With Morale Augmentation | 14.25 seconds | |
With Liquid-Ventilated Cockpit | 7.5 seconds | |
With All Upgrades | 6.75 seconds |
Detailed Weapon Statistics
Eagle 110mm Rocket Pods | |
---|---|
Main Health | 100 |
Main Armor | ![]() |
Total Uses | 2 |
Cooldown | 15 sec |
Call-in Time | 0 s |
Capacity | 6 |
Attacks | |
Rocket 110mm | Projectile |
Rocket 110mm | Explosion |
Rocket 110mm | |
---|---|
Projectile | |
Caliber | 110 mm |
Mass | 3.3 kg |
Initial Velocity | 700 m/s |
Drag Factor | 0% |
Gravity Factor | 210% |
Penetration Slowdown | 25% |
Damage | |
Standard | 600 |
vs. Durable | 600 |
Penetration | |
Direct | ![]() |
Slight Angle | ![]() |
Large Angle | ![]() |
Extreme Angle | ![]() |
Special Effects | |
Demolition Force | 40 |
Stagger Force | 40 |
Push Force | 15 |
Rocket 110mm | |
---|---|
Area of Effect | |
Inner Radius | 1.6 m |
Outer Radius | 5 m |
Shockwave Radius | 8 m |
Damage | |
Inner Radius | 200 |
Outer Radius | 199 - 0 |
Penetration | |
Inner Radius | ![]() |
Outer Radius | ![]() |
Shockwave | ![]() |
AoE Effect | |
Demolition Force | 30 |
Stagger Force | 30 |
Push Force | 40 |
Tactical Information
- This stratagem is able to deal with larger, armored targets with ease, either stripping their armor so they can be readily dispatched by support weapon's fire, or outright killing them.
- Due to the travel speed of the missiles, fast moving targets such as Chargers may not always be hit by the rockets.
- Against the Automatons, the rocket pods are able to destroy Tanks and Cannon Turrets in 1 salvo, making them an excellent choice against these enemies in particular.
- Rocket pods cannot reliably destroy Hulks partially due to broken hitboxes and because hits to their arms and shoulders are not lethal. A rocket barrage that strikes the rear vents cleanly should destroy a Hulk immediately.
- Eagle-1 considers Automaton Fabricators to be "large targets", allowing you to destroy them from a distance even if the stratagem ball doesn't land close or on top of it.
- While the game claims that this stratagem has a 0-second call-in time; it is in fact 3 seconds, with an additional ~1 second before the rocket pods hit their target.
- Compared to other Eagle stratagems, the Rocket Pods are very precise. This allows you to call them in on a large target harassing your allies without putting them in too much risk. However, the attack has a small area of effect, so do not get too close - but this also means that if enemies are densely packed together, the stratagem can kill multiple of them.
- Rocket Pods can be a good alternative to the Orbital Railcannon Strike due to their similar target-seeking feature.
- With the correct approach angle and a bit of luck, the 110mm Rockets are capable of instantly killing a Bile Titan by hitting it directly in the head.
Applicable Ship Modules
The following Ship Modules affect the Eagle 110mm Rocket Pods:
Department | Ship Module | Effect |
---|---|---|
Hangar | Liquid-Ventilated Cockpit | Eagle stratagem cooldown reduced by 50%. |
Pit Crew Hazard Pay | Reduces Eagle rearm time by 20%. | |
Expanded Weapons Bay | Increases the number of Eagle stratagem uses per Rearm by 1. | |
Bridge | Morale Augmentation | Reduces cooldown time for all Stratagems by 5%. |
Media
Change History
Patch
Description
1.003.000
2025-05-13
Change
- Stagger strength increased from 35 to 40
- Increased armor penetration in certain angles
1.001.100
2024-09-17
Changes
- Every Stratagem capable of damaging heavily armored enemies has had their damage increased to account for the increased health of heavier enemies.
- Projectile standard damage increased from 250 to 600.
- Projectile durable damage increased from 250 to 600.
- Direct Penetration increased from
Anti-Tank II to
Anti-Tank III.
- Slight Angle Penetration increased from
Anti-Tank II to
Anti-Tank III.
- Large Angle Penetration increased from
Anti-Tank II to
Anti-Tank III.
- Projectile Stagger Force increased from 20 to 35.
1.000.400
2024-06-13
Changes
- Improved targeting.
- Increased projectile armor penetration from
Anti-Tank I to
Anti-Tank II, now does 100% damage to heavily armored enemies instead of 50%.
- Decreased projectile damage 600 to 250.
- Decreased explosion armor penetration, can no longer damage heavily armored enemies.