An observation regarding the effectiveness of packhounds

There was a (now closed, for unrelated reasons) thread recently which featured polarized opinions about the effectiveness of packhounds. Some people, many of them quite experienced with the weapon, expressed extreme skepticism about my position that it was entirely plausible for an SLF with 30 shield to shrug off four salvos of packhounds without taking hull damage. I argued that this was entirely plausible.

My rationale:

unless you are running overload munitions and SLF shields, like most unmodded shields, are quite resistant to explosive damage. Pips, which Expert rank crew have some degree of competence with, will also reduce that damage further.

assuming they are all armed and none of them catch each other in splash before impact

Much math was bandied about as were conflicting personal anecdotes (and, contrary to some statements, I am not remotely inexperienced in fighting CMDRs using packhounds or with using SLFs).

Wanting to see if my initial impressions had any basis, I found an acquaintance who was willing to throw six packhound racks on an Anaconda and shoot them at one of my ships. I used a hybrid Viper with it's PDT and shields disabled, both because there is a really annoying bug that is preventing me from switching ships currently (not that being trapped in a PvP Viper III that has an 8ly jump range isn't interesting), and because I wanted a fixed pool of health that would be easy to calculate damage done to.

Anyway, the uncut video of my quick and dirty test is currently uploading and will take a bit to process, but the results will show that my Viper took approximately 751 total hull damage (after roughly 50% hull resistance) from one-thousand one-hundred fifty-two individual packhounds fired at it while it was outside minimum arming distance.

I dodged a fair ammount of the initial two volleys (at close range, not by running them out) to simulate the movements of an SLF that is attacking (once they get within weapons range NPC crew try to avoid face tanking and will continually strive to flank their targets) and then absorbed most of the hits after losing my Viper's flimsy sensors (and a glorious dodge fail on my part) made timing the boosts difficult.

Both my acquaintance and I noted that many of the packhounds were destroyed by the splash damage from others, and from the paltry damage my ship recieved (~1300 raw damage dealt, from a total potential of nearly 8000) that most of the munitions must have been dealing only splash damage, if they hit at all.

My tentative conclusion is largely unchanged from the prior thread. Packhounds do not deal anywhere near as much damage as the raw figures would suggest, especially against smaller targets which are likely to be at the edge of the blast radius of some of the missiles of a salvo that have been detonated by the first to reach that target. This effect is likely to be even more pronounced against smaller vessels, like SLFs.

After I can switch ships again, I'll check on the average number of salvos required to down an attacking SLF. I suspect it will be greater than four, except in the case of the GU-97, which suffers form both a low boost speed and very poor shields.

I will post the videos as they become available, so anyone that cares to can point out anything I may have missed.

Source: https://www.youtube.com/watch?v=evpkDC4Kp3s


Source: https://www.youtube.com/watch?v=HwmweZ4EBSA
 
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Awaiting the clips.... interesting as I have always thought that they were cool to watch but not very effective.
 
I wonder if overload munitions are effective against shields as the shield bubble is usually bigger so more missile explosions would reach it.
 
I wonder if overload munitions are effective against shields as the shield bubble is usually bigger so more missile explosions would reach it.

They are more effective, in my experience, at least to shields with a more default resistance profile, but they still do splash damage so in the case of packhounds or insufficiently spaced seekers, will probably still be catching eachother in their own blast radii fairly frequently.

An SLF of your own (preferably one with fixed beams) or railguns are the best anti-SLF counters in my opinion, but overload seekers do well because SLF shields are -20% thermal resist and 50% explosive.

This isn't to say that conventional seekers or packhounds won't work, but they may take a surprising number of hits.
 
Source: https://www.youtube.com/watch?v=HwmweZ4EBSA


Still converting, but 1080p just became available. I also simply uploaded the raw recording, so you may want to fast forward a few minutes if you're the impatient type.

Regardless, it's clear that a majority of the packhounds aren't achieving direct hits. This is probably exacerbated by the raw number of incoming munitions, but would be apparent with even one or two launchers.
 
Interesting.

I run packhounds on my T-10 and have done so for a long time. They replaced some overcharge cannons that I feel were better in almost every regard except when fighting small ships who usually proved to be supremely annoying to keep in firing arc. I have never felt that the packhounds were nearly as effective as they are propped up to be on the forums. In my experience, it usually feels like it takes more PH salvos than you'd think necessary to kill a small ship. Never did any actual sciencing on it, though so this was interesting to look at.
 
I have never felt that the packhounds were nearly as effective as they are propped up to be on the forums.

They have a lot of ammo, do a good job countering PDTs, and their splash damage works wonders on those exposed externals (which is where a lot of the love/hate/fear of them comes from), but for actually damaging shields or (reactive) hull, I agree.
 
Interesting.
I have never felt that the packhounds were nearly as effective as they are propped up to be on the forums.

Ever wondered if the info floating around is even intended to grant you an advantage ?
Its entirely plausible that a fair bit of the info floating around regarding weapon loadouts and defensive builds are being bigged up to give you less and the bigger uppers more of an advantage out in the field.

Maybe I just have trust issues.
 
That's interesting testing. Thanks!

In my experience the sympathetic detonation is much less a problem at ranges that have granted the packs room to spread so they're not tightly grouped when they come into the target. ...but much of that is based on shooting them at larger targets, where there's more surface area (larger hitbox) for the individual missiles to impact. Clearly, against a very small target, even range isn't enough to prevent at least some sympathetic detonation!

Good to know. ...if you're a packhound user.
 
Thank you OP. This is very interesting. I wonder what the hitbox threshold is where blast radius no longer becomes a factor in mitigating damage. I wonder if any of the small ships actually take full packhound damage.
 
Ever wondered if the info floating around is even intended to grant you an advantage ?
Its entirely plausible that a fair bit of the info floating around regarding weapon loadouts and defensive builds are being bigged up to give you less and the bigger uppers more of an advantage out in the field.

Maybe I just have trust issues.

Sounds like a rather paranoid take to me.

I don't think anyone is trying to be deceptive, just that people have varying experiences, with different ships in different circumstances, and that the rules of the game are frequently altered, often without any notes/documentation of the change.

Most of the broader PvP crowd is using medium vessels almost exclusively. These ships are plenty big enough for packhounds to be broadly effective against, and few of them have the acceleration, especially in FA Off (in terms of rapidly reversing direction of travel), to actively evade packhounds without simply trying to run out their duration. A single packhound rack is also broadly effective against smaller ships. It's entirely rational to extrapolate this into more racks being better, especially if one hasn't seen the effect of deminishing returns in action.

Furthermore, most people, even experienced PvP pilots, don't have a whole lot of hands on SLF experience, given that they are sitting ducks for railguns, some of the most common weapons in use in CMDR vs. CMDR conflict. Likewise, few pilots have much experience with higher rank NPC crew given the investment needed to to train and retain them.

As an example of my final point regarding rule changes, seekers (or packhounds) had long been a fairly reliable defense against torpedoes...the splash damage from even a single detonation could knock out a whole volley. Some time later, this was changed, and I even made a demonstration video showing how torpedoes had become immune to seekers. Only a few months after that, someone else made a newer demonstration (within the last six months or so, if anyone can remind me of the link) showing that seekers were working again. None of this was in any of the patch notes and I wouldn't be surprised if Frontier wasn't generally aware of how these things function. If that immunity to munitions/splash damage applied to all munitions (something I didn't test at the time) then packhounds would have been dramatically more effective against smaller vessels than they originally were, or currently are.

In the end, keeping up with how stuff works in ED is a never ending cycle of trial and error, and it's no wonder that people have very different experiences.
 
my position that it was entirely plausible for an SLF with 30 shield to shrug off four salvos of packhounds without taking hull damage. I argued that this was entirely plausible

But your video/example for dodging Packhounds is with a armor tanking Viper Mk3 and not a stock SLF though?
 
But your video/example for dodging Packhounds is with a armor tanking Viper Mk3 and not a stock SLF though?

I used the ship I was stuck in at the time I found someone who had packhounds to use on me. It's also easier to track damage done to armor than rapidly regenerating SLF shields. Both points I explained in the opening post.

Regardless, the first SLF video is uploading now and I'm looking for someone who can hire Expert NPC crew (I have three Elites that I am not firing for this test), preferably with a Trident, so I can get a second comparison with common AI pilots in a situation that more closely resembles the original.
 
For the record...

Taipan #1: One full ring of shields after the first four salvos (two shots of two racks, each, fired in rapid succession) with four pips in SYS. One ring left after two salvos while moving more slowly with two pips in SYS. Shield collapse and 76% hull after the next two salvos. Destruction of Taipan #1 after the last two straggler munitions of the eight and final salvo.

GU-97 #1: First four salvos did essentially nothing (shields dipped to two rings momentarily and were full by the time the next shot hit) because maybe three or four of the rockets hit, the rest missed (at 2km distance). Next four salvos caught me after I had already boosted, knocked out the shields, and left me with 95% hull. Ninth salvo immediately destroyed GU-97 #1.

Taipan #2: First four salvos launched at greater range, evasion less effective; shields knocked down to a sliver, but intact. Gap in firing as I've closed to inside arming distance and take a few pot shots before backing off to get shot again. Next four salvos launched between 1.5km and 750m; barely evaded, half ring of shields remain. Shields regenerate to just over one ring as next two salvos hit. Shields again reduced to a sliver, but intact. Next two salvos come before regeneration kicks in and the tenth salvo finishes off Taipan #2.

GU-97 #2: I reacquire opponent and rush him. Salvos loosed at 1.2km. I slide into them as they converge. GU-97 #2 immediately destroyed by the second salvo.

Should be around 90 minutes left on the upload+conversion. Will link soon.
 
Thanks @ Morbad and his acquaintance for these very valuable efforts. After all the results confirm my own underwhelming experiences with pack hounds. The numbers on paper are impressive, but at the end of the day almost every other weapon apart from mining lasers seems do deal more damage.
 
I have a feeling packhounds are more effective if you don't empty a whole clip, but use them sparingly to take out weapons and drives.
Morbads vids seem to prove this, I guess if you ripple-fire a whole clip most die by splash damage, right?
 
I have a feeling packhounds are more effective if you don't empty a whole clip, but use them sparingly to take out weapons and drives.
Morbads vids seem to prove this, I guess if you ripple-fire a whole clip most die by splash damage, right?
Yep 100% this. Great for stripping dirty drives and weapons that have squishy internal values.
 
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