Available in Class 1, 2 and 3 slots, Seeker Missiles can be stopped by an Electronic Countermeasure, or if the missile itself is destroyed by a collision, weapon fire, or a Point Defence Turret. Seeker missiles travel more slowly and inflict less damage than dumbfire missiles, and are most effective against the unshielded hulls of ships.
Modifications
The following modifications can be applied to this module:
Experimental Effects
The following special effects can also be applied:
Recommended Configuration
As an alternative to cannons, or of course a standard Missile Rack, Seeker Missiles can provide great damage potential if your enemy doesn’t have counter-measures. They have a relatively low power draw.
Choice of engineering is extremely subjective, but I like Rapid Fire / Oversized to increase damage and fire rate, helping negate Point Defence or other countermeasures while increasing damage for the missiles that land on-target.