Torpedoes: Educate me

Recently I've been thinking about switching out the small hard point pulse lasers on my Anaconda (http://coriolis.io/outfit/anaconda/...18ZlA=.IwBj5YunesBMEEKA?bn=When Daylight Dies) for a different pair of weapons. At the same time, I've had the desire to try out some weapons systems that I haven't used yet. As I scrolled through various weapons in my brain, it occurred to me just how little I actually know about the torpedos in-game.

As far as I understand, torpedos are supposedly high alpha, low ammo weapons that are hardly ever used by other players. However, I'd still love to learn more about them and their possible viability as specialty/last resort weapons. I'd like to understand them beyond simple opinion posts; I'd like to know the numbers behind them as well. Seeing as I'm about to hit the hay, and my brothers accross the pond are getting ready to wake up, I figured I would throw this post up and see what you guys can teach me by morning :)

So, give me the full run down on torpedos. Do you like them? Are they viable weapon systems? What are the numbers behind them? Are small torps worth mounting, or do they not become paricularly effective until class 2? How good are they at sniping sub-systems? What kind of damage output can be expected from the various classes or torpedos?

Thanks in advance for any and all input!

Edit: also, feel free to nitpick the Conda build if you so wish. Just don't derail the thread too much :)
 
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Ok as a rule of thumb you can take this:
All missile weapons that are available at class 1 and 2 deal the same damage for their type, the only difference is ammo.
C1 and C2 Torps deal the same damage C2 = 2 Shots.

Here is a vid showing the effectie use of torps:
[video=youtube;ONNcCSg9DAo]https://www.youtube.com/watch?v=ONNcCSg9DAo[/video]
 
Anything I can tell you about torpedoes is likely to change in the near future. In a video explaining powerplay, Sandro Samarco told us that missiles in general were getting a major buff, "like really major" I think was his exact wording, I assume this will also extend to torpedoes. All I can say about torpedoes now is that they can be quite powerful IF, your targets shields are down, AND, they aren't really heavily armored. I have seen a video of 3 torpedoes taking a python from 100-0, however, in my experience they don't usually do so much damage as that. Also there's the fact that counter measures are pretty effective against torpedoes and you can only carry 2 or 4 I think? They're fairly useless in general at the moment in my opinion, definitely useless in PvP.
 
Currently, the main use i've found for torps is assassination missions. Can really speed up taking out large enemies when the shields are down. If you can spare the hardpoints that is.

Also, be careful about firing multiple at once. I once kitted out an FdL (before the powerplant/heat management buff it got) with 4 torps. Fired them all at once, heat went through the roof. Target died, but i took a shedload of damage.
 
They are devastating against large NPC ships or Trade Anaconda's in Open. I understand missiles need to be sorted out, station campers basically screwed up missiles for all of us, I can't understand torpedo's getting a buff, they are incredibly powerful.

Did The dev state that torpedo's are getting a buff? From what I remember he only mentioned missiles.
 
Thanks for the feedback. So would you guys consider the trade off of losing two small, constant use weapons for two " oh s***" situational weapons a worthy one? Basically, does what I'm gaining for situational use outweigh what I am loosing for continuous use? I'm not sure how much the small pulses really add to my overall fire power.
 
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Thanks for the feedback. So would you guys consider the trade off of losing two small, constant use weapons for two " oh s***" situational weapons a worthy one? Basically, does what I'm gaining for situational use outweigh what I am loosing for continuous use? I'm not sure how much the small pulses really add to my overall fire power.

On ships like the Corvette small pulses add almost nothing to your damage. https://forums.frontier.co.uk/showthread.php?t=140240

It gets even worse with turrets: a C1 beam turret does above HALF damage of a c1 PULSE fixed. Unless you're flying a small ship I think its best to use 'non-scaling' weapons such as torps on the small hardpoints. You may not need them, but at least there is something there that may sometimes be of some use.
 
On ships like the Corvette small pulses add almost nothing to your damage. https://forums.frontier.co.uk/showthread.php?t=140240

It gets even worse with turrets: a C1 beam turret does above HALF damage of a c1 PULSE fixed. Unless you're flying a small ship I think its best to use 'non-scaling' weapons such as torps on the small hardpoints. You may not need them, but at least there is something there that may sometimes be of some use.

Thank you for the input, you make a fairly good point. I actually looked at that thread before posting, but it lacks any information about torps and hull damage. Do you have an idea of where they fit into the mix?

Edit: I actually just came across this thread that touches on torp hull damage. Not as detailed as the post you linked to, but a rough idea. https://forums.frontier.co.uk/showthread.php?t=221206
 
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It gets even worse with turrets: a C1 beam turret does above HALF damage of a c1 PULSE fixed. Unless you're flying a small ship I think its best to use 'non-scaling' weapons such as torps on the small hardpoints. You may not need them, but at least there is something there that may sometimes be of some use.
This is correct, BUT turreted beams do consistent and continuous damage over a long period of time. I use four Class 1 beam turrets on my T-7. A nice gentle yaw rotation keeps at least two of the four weapons firing at a target at all times as the other weapons recharge on the back side. It adds up and can take out much larger NPC's. You'll need chaff, heat sinks and SCB's too, of course.
 
And then of course there's the suidcidewinder kamikaze swarm... A swarm of sidies, all with just hull re-enforcements and all with torpedoes.. A horrible thing to see hoving into view...
 
They are devastating against large NPC ships or Trade Anaconda's in Open. I understand missiles need to be sorted out, station campers basically screwed up missiles for all of us,.

That was where people would load up on missiles, cause mayhem outside a station or in nearby space, die, let themselves be spawned back at said station with full missiles, and repeat, right?
 
The only caution I would give is that they are relatively slow. A single PD can take out a pair of torps (imagine my surprise). So fire them at a reasonably close range or with a volley of PackHounds.
 
I just wish we could do to our ships what Hammer did to his Anaconda, in the book "Elite: Legacy" from Michael Brookes.
 
That was where people would load up on missiles, cause mayhem outside a station or in nearby space, die, let themselves be spawned back at said station with full missiles, and repeat, right?

Yup. This was also before the SCB nerf so they'd even sit inside the docking bay tanking the stations fire and spamming dumbfires at the slot for the lulz.
 
Which was?

read-the-book.gif



(I actually wanted to find a Gif related to the old Time Life series of books... but apparently I'm ancient and it's not pop culture relevant anymore ;) )
 
And then of course there's the suidcidewinder kamikaze swarm... A swarm of sidies, all with just hull re-enforcements and all with torpedoes.. A horrible thing to see hoving into view...

Your statement interests me, and i would like to subscribe to your newsletter!
 
I've noticed in the Coriolous Shipbuilder that removing the two small pulses lasers drops my DPS from 29 to 23. However, seeing as I have no idea what units are being used to measure DPS, I cannot assess how large if a drop that really is. Can anyone give me a quick assessment in this? How much DPS am I truely loosing?
 
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