Missiles not great at shields but sure fun to use

Obviously missiles are pretty bad against shields, but decided to change up my usual lasers + kinetic loadouts on every ship I've had.

On my Asp I use for multirole faction missions and pirate kill missions, limited ammo isn't a factor as I'm not parking at a hires site - for that I have an imperial courier.

So as I usually used 2 lasers to bring down shields, then 4 MC to shoot up the hull, figured why not and just mounted 4 missile launchers.

Gotta say it's the most fun I've had yet with any loadout. The asp only has class 1 slots for the missiles - decided needed the (2) C2 to be lasers to bring down shields faster - but 4 missiles pretty much not only look awesome all being launched at once, but kills hulls pretty fast, even anacondas I had for a few kill missions.

If you're getting a bit stale of usual laser + MC on every ship, I'd recommend trying out missiles - many, many missiles if you can fit them on.

I look at the bounty money as just ammo money for the missiles lol.
 
Will give that a go. Do the C2 missiles hit more than twice as hard as one C1 missile launcher? (e.g. are (2) C2 missile launchers > (4) C1 missiles launchers in total dmg output?

Not sure.. but you do get more missiles :)

Are you playing with guided missiles or the dumbfire ones? The latter are good fun, especially as you get more of them. They're great for larger ships, like assassination missions etc.
 
Not sure.. but you do get more missiles :)

Are you playing with guided missiles or the dumbfire ones? The latter are good fun, especially as you get more of them. They're great for larger ships, like assassination missions etc.

I've been using heat seekers, so only 6-rounds per launcher using the C1 tubes. Generally I can pop 1 ship per launch so I get 6 ship kills before I need to re-arm, but since my asp is cruising between faction missions, I rarely use more than ~3 launches max.

Haven't tried dumb fire or fixed weapons, I've kinda grown to like auto tracking via gimble or heat seekers. I may switch to dumb fire just to try it out though, the ammo increase is pretty big.
 
Aye, missiles are entertaining but it's a shame they haven't upped the ammo count a bit given that they can't target subsystems. It's also always fun spewing a load of missiles at somebody who runs lots of chaff :)
 
I'm running 2x large gimballed beam lasers, 1x medium gimballed mc, and 1x medium seeker missile launcher on my Clipper. I really don't need the missiles and I'm sure I could put something better there, but they are fun especially when the shields are down and they're using chaff.
 
Aye, missiles are entertaining but it's a shame they haven't upped the ammo count a bit given that they can't target subsystems. It's also always fun spewing a load of missiles at somebody who runs lots of chaff :)

Lol, yea that's why I kinda went with 4 C1 launchers, thinking if chaff came up I'd still have some missiles hit.

I tried mounting C2 launchers like other poster suggested but with max A rated internals except lower power B shield bank, my asp can just squeeze in 4 C1 launchers and 2 C2 pulse - with power management to disable frame shift interdictor and docking computer (never give up the SDC!)

but just can't squeeze in extra power needed for C2 missile launchers and 4 C1 pulse, would have to give up 1 of my 2 shield boosters so prob not worth it. Although I am trying out shutting down my FSD as well - that just barely lets me squeeze in the C2 launchers.

Sure wish we could have more ammo scale a bit with ship size, and not be tied to the weapon specifically.

Maybe add an actual module called ammo storage or something that had X units of ammo capacity and every weapon type had a value that as 1 or more units of that ammo capacity. I mean, if I can squeeze in 10k rounds of point defense missiles, there's gotta be some huge ammo locker somewhere on our ships
 
Missiles need love.

Actual damage could be OK with large amount of ammo. But they should increase reload time to compensate and avoid spamming.
 
Missiles need love.

Actual damage could be OK with large amount of ammo. But they should increase reload time to compensate and avoid spamming.

speaking of reload times, it's odd how FD made the graphics, but put in reload time on missiles.

a modern fighter jet has no reload time on missiles because it is using self contained missiles, same for other platforms using box launchers with preloaded cells.
And if you look at the mounted weapon graphic, the c1 and c2 missile launchers are clearly box launchers - 1 missile per cell.

game mechanic wise I get the reload time concept. just odd they made the graphics then be of non-reload time box launchers.
 
speaking of reload times, it's odd how FD made the graphics, but put in reload time on missiles.

a modern fighter jet has no reload time on missiles because it is using self contained missiles, same for other platforms using box launchers with preloaded cells.
And if you look at the mounted weapon graphic, the c1 and c2 missile launchers are clearly box launchers - 1 missile per cell.

game mechanic wise I get the reload time concept. just odd they made the graphics then be of non-reload time box launchers.

It would be best if the "clip" sized matched the number of cell and the launcher had an extremely high rate of fire (as fast as you can click), but the rack had to retract back into the ship, preform its reload, AND THEN redeploy before it could be used again.
 
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