There are two main types of countermeasures useful against missiles and radars in Star Citizen: Chaff and Flare. These countermeasures provide additional sources of noise in the environment- mainly heat or electronic- that help disrupt and conceal a ship's heat (infrared), visual, and electromagnetic signatures. These aren't arbitrary values- they have functional game-play value that is determined through the game engine via a mathematical formula as of Arena Commander Alpha 1.0 (December 2014).[1]
The Chaff countermeasure is useful against electromagnetic signature based missiles and radar systems [2], as it disrupts the missile's or radar's electronic based lock by providing additional electromagnetic noise in the environment.[1]
The Flare countermeasure is useful against heat seeking missiles and radar systems[2]. It disrupts heat based locks by providing an additional source of heat and light in the environment. Symbols in the UI associated with heat based missiles and the flare are flames.[1]
See also:
"(Updated) Arena Commander 1.0." Dec. 2014. Roberts Space Industries. https://robertsspaceindustries.com/comm-link/transmission/14390-Arena-Commander-10-Released
"AC Missile Defense." 2016. Star Citizen Tactics. http://starcitizentactics.com/arena-commander-missile-defense/
References[]
- ↑ 1.0 1.1 1.2 (Updated) Arena Commander 1,0 Released. Dec. 2014. Roberts Space Industries.
- ↑ 2.0 2.1 'AC Missile Defense.' 2016. Star Citizen Tactics.