What is the best use for missiles? What about mine launchers?

Liz Ryder specializes in missiles and mine launchers and I want to use her to get to another engineer. I have a fleet of ships, and I’m trying to decide which one to engineer with what Liz has got. I have some mining ships, combat-traders, and a Cutter I’m using as a pure trader.

What is the best use for missile launchers and mine launchers, so I can decided which ship I want to outfit and engineer with Liz Ryder?
 
I have a T10 which I use as a missile boat for pure haz res bounty hunting. Sheer fun :)
What kind of engineer upgrades are you using? I might as well get the most out of the engineering, even if I’m only using Liz Ryder to get to another engineer. I docked where my combat/mining/trading Anaconda is, and it has a mine launcher and a couple missile racks.
 
Seekers are typically hi-cap.
Drag is useful, so is emissive for some uses but it runs hot.
Sturdy is good for heat on say packhounds (or torps,) but I still use hi-cap (on the former).

Seekers work great (read: OP) on external modules like hardpoints, especially on hull/hybrid builds.

I use hi-cap and rapid fire on dumbfires, namely Grom missiles.
The penetrator munitions mod is especially nice for those.
You can target modules and disable the FSD at the same time.

Mines are often hi-cap or rapid fire, I use the latter but don't have much experience with them.
Ion and reverb are the typical experimental effects.

Don't forget reverb torps!
 
I use hi-cap and rapid fire on dumbfires, namely Grom missiles.
The penetrator munitions mod is especially nice for those.
You can target modules and disable the FSD at the same time.

Griefers love this one, I can tell you from personal experience. First thing most of them do when they drag you out of SC. How should one defend against it I wonder? It seems to make shield tanking pointless.

Not sure if it's still good in the face of mods like that, but anyone not ready for an unequal fight and rapid delivery to the rebuy screen should certainly look at rinzler's guide to trading in Open. And don't forget you can always log out to the main menu after the 15 second timer, (entirely legal and sanctioned by FDEV.)
 
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Griefers love this one, I can tell you from personal experience. First thing most of them do when they drag you out of SC. How should one defend against it I wonder? It seems to make shield tanking pointless.

1. Point defence
2. Evasive maneuvers. Unless you are flying a big ship, hitting a ship flying unpredictably, is extremely difficult with dumbfire missiles.
3. The effect has a cooldown. They can disable your FSD only once, so just wait for it to reboot and jump on your merry way... if you are not looking to engage and are using decent shields (always fly with 4 pips SYS), this should be no problem
 
1. Point defence
2. Evasive maneuvers. Unless you are flying a big ship, hitting a ship flying unpredictably, is extremely difficult with dumbfire missiles.
3. The effect has a cooldown. They can disable your FSD only once, so just wait for it to reboot and jump on your merry way... if you are not looking to engage and are using decent shields (always fly with 4 pips SYS), this should be no problem

Thanks for that! :)
I always have at least one point defence on my ships, but the last time I was griefed in Open it didn't seem to prevent my FSD being disabled. I was flying a Cutter at the time. I wasn't aware of your third point there though, so much obliged.
 
Well i know that my last greefer in a fer-de-lance took a high wake wen in 1 run his shield gen was gone...

Reverb torps are fantastic against shield thanks.
 
Thanks for all the tips in this thread!

Love using shock mines on my AspX while on trade runs. Ruins the pursuer's day when they connect :) Guess a visit to Liz is a must.
 
Overload munitions on seekers are a decent SLF counter, when using hitscan weapons isn't practical, as they have negative thermic resistance on their shields and, unlike most vessels, no thermal resistance on their hulls.

Shock mines with ion disruptor can be a handy defensive (rather than offensive) countermeasure when one is fleeing.

I always have at least one point defence on my ships, but the last time I was griefed in Open it didn't seem to prevent my FSD being disabled. I was flying a Cutter at the time.

PDTs are not entirely passive defenses; you need to know where you PDT is and what it's arc of fire is, so that you can position it to destroy incoming munitions. Even a cutter can roll.

Dumping heatsinks can also break lock if you haven't been tagged with emissive.
 
Missiles homing ones are very good for lower skilled combat pilots and for quickly dispatching NPC's.

My friend isn't the best pilot so plays support he has healing shield beams to support our wing and uses missiles to help finish off targets or for short quick engagements ie: when interdicted or needing to assassinate targets.

They aren't great for RES/Conflict sites due to ammo limitations. You can get some nice engineering so extra power or ammo and the slow effects or FSD disable are nice too.

Mines are only really useful against NPC's but a well place shock mine will allow you to escape a smaller ship.
 
Thanks for that! :)
I always have at least one point defence on my ships, but the last time I was griefed in Open it didn't seem to prevent my FSD being disabled. I was flying a Cutter at the time. I wasn't aware of your third point there though, so much obliged.
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Those dumbfires usually are used on short distance. Unfortunately on such short distances, a single PD can only swat a few pack-hounds out of space, but generally is no threat to seekers or dumbfires. Only when you manage to build some distance to the attacker, PD has the time to do its job.
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But as others already have said, pips to shields and keep dodging till your FSD is online again. The immunity timer after the FSD shutdown is long enough to get away.
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Missiles: For killing things in front of you.

Mines: For killing things behind you, and for noobs to kill themselves with due to hardpoint placement. (If you want to juggle hand grenades, don't pull the pins first)
 
My T9 drops shock mines on pursuers. Haven't got a kill but helps getaways immensly.
Two packhound missile launchers on my Krait. Drag drives and cascade. Paired with autocannons with incendiary and corrosive I quite confidently take on all pve comers :)
 
Dumbfire missiles with Rapid Fire, Grom Bomb and Penetrator Munitions are the only missiles I use.

3x effects on one warhead.
 
Packhounds + drag munitions = Draghounds.
Slowing down the mark and shredding drives + point defense.

Mines?
Mines are useful tools, given you have "specific" needs....
'Nuff said.
 
Drag Munitions are pretty disappointing - you can still boost after being hit with them. I think they are too weak and could be improved.
 
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