Fun Packhound Missile Boat Build

I'm a bit bored at the moment, so now I've got Packhounds I want to build a fast missile boat for giggles.

Looking at the Fed Assault Ship at the moment, but you may know a better ship...

Must haves
WEPS - 3 x Packhounds + Shield dropping weapon(s)
Speed - Over 500 m/s (With Boost)
Shield - Fairly tough shield tank
FUN

That's it...

Thoughts? Suggestions?

Cheers

Nutter
o7
 
Packhounds are fairly weak on their own, so you shouldn't rely on them to take down ships, especially not with 3. They are mostly good at damaging Weapons, applying Experimental Effects, and looking cool. Destroying hulls . . . not so much.
 
I'm a bit bored at the moment, so now I've got Packhounds I want to build a fast missile boat for giggles.

Looking at the Fed Assault Ship at the moment, but you may know a better ship...

Must haves
WEPS - 3 x Packhounds + Shield dropping weapon(s)
Speed - Over 500 m/s (With Boost)
Shield - Fairly tough shield tank
FUN

That's it...

Thoughts? Suggestions?

Cheers

Nutter
o7

FDL / Cutter.

I will say Packhounds arnt what I thought they were when I unlocked them. They are more a long distance surface module shredding tool than anything. Poor shield damage / poor hull damage. Not good at hurting deep modules. Great for blowing apart weapons and devastating against small ships. Drag-hounds are good for a temporary hamstring on quick opponents.

I have a build on Corvette right now with three of them, not your required speed though.

You could stick 4 on FDL and still have a class 4 Beam or PA. FDL is boosting around 560 (Mine). You could probably get a combat Cutter over 500, my miner does 480.

If I had to theory craft setup a Cutter I would go 4 packhounds on the class 2, class 4 long range fixed beam with thermal vent, 2 Class 3 gimbled Multi cannons, one with corrosive. The packhounds will still struggle to burn down hull alone. I would do two overload munitions to help with shield damage and two with drag munitions.

This thing would utterly dominate small ships. Would probably struggle against meta pvp shields, anyone shields you did drops weapons would be shredded, they would either have to bail or you should win.
 
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I could easily be wrong but I thought the Type 10 was the Pack Hound ship of choice because of its ability to have 7 pack hound launchers fitted! 😁

aIPmSS0.png
 
I could easily be wrong but I thought the Type 10 was the Pack Hound ship of choice because of its ability to have 7 pack hound launchers fitted! 😁

aIPmSS0.png

OP Fast / Shield tank parameters 🤫

Id be curious to hear the name of your T-10 Missile Silo Mr. Turner.
 
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I could easily be wrong but I thought the Type 10 was the Pack Hound ship of choice because of its ability to have 7 pack hound launchers fitted! 😁

aIPmSS0.png
I've made a few Crazy T10 builds 9 x Mining Lasers (Hot Stuff) etc.. but want the speed and agility for extra fun, which the T10 has neither of :)
 
Packhounds are fairly weak on their own, so you shouldn't rely on them to take down ships, especially not with 3. They are mostly good at damaging Weapons, applying Experimental Effects, and looking cool. Destroying hulls . . . not so much.
Do sod all against Thargoids :)

 
Challenger or Gunship

Gunship: 1 efficient large beam with thermal vent, 2 overcharged beams with thermal vent, 4 packhounds, SLF with fixed MC to help with hulls
Challenger: same idea, 1 overcharged large laser with thermal vent, 3 efficient beams with thermal vent, 3 packhounds - it kinda lacks PD power so incendiary overcharged MC might be an option...
 
Packhounds are fun, and everyone should pull a macross missile massacre and load them onto every hardpoint of their ship at least once in their career playing this game, but they're actually better as secondary weapons for - as others have pointed out in this thread - hamstringing modules. The reason is that when you have too many missiles converging on the target at once they actually end up catching each other in their blast radius and not reaching the target. If you do it with rapid fire you can even see a string of explosions trailing away from the enemy ship as the missiles at the rear run into the explosion from the one in front and detonate prematurely, and it gets worse with more launchers in the mix.

They are, however, fantastic as a secondary anti-module weapon. Slap a rack on a single hardpoint and blat their drives, you won't be disappointed.
 
I stuck a pair of packhounds on my Viper mkIII (paired with a couple of cytoscramblers) and it's really good fun! I recommend it!
I don't win many 1v1's with it (although it has happened!) I envisioned it as a 'big 3 harasser' and if you are clever with it, unprepared Cmdr's are usually quite surprised!
150kish rebuy...
~600 boost...
...and that's with lots of HRP and decent bi-weaves....
.......but mostly it's just fun 😉
(I've got some cool vids, but...naming and shaming grr!)
 
Packhounds are fun, and everyone should pull a macross missile massacre and load them onto every hardpoint of their ship at least once in their career playing this game, but they're actually better as secondary weapons for - as others have pointed out in this thread - hamstringing modules. The reason is that when you have too many missiles converging on the target at once they actually end up catching each other in their blast radius and not reaching the target. If you do it with rapid fire you can even see a string of explosions trailing away from the enemy ship as the missiles at the rear run into the explosion from the one in front and detonate prematurely, and it gets worse with more launchers in the mix.

They are, however, fantastic as a secondary anti-module weapon. Slap a rack on a single hardpoint and blat their drives, you won't be disappointed.

Yep, i pretty much prefer the standard seekers...
 
Packhounds are fun, and everyone should pull a macross missile massacre and load them onto every hardpoint of their ship at least once in their career playing this game, but they're actually better as secondary weapons for - as others have pointed out in this thread - hamstringing modules. The reason is that when you have too many missiles converging on the target at once they actually end up catching each other in their blast radius and not reaching the target. If you do it with rapid fire you can even see a string of explosions trailing away from the enemy ship as the missiles at the rear run into the explosion from the one in front and detonate prematurely, and it gets worse with more launchers in the mix.

They are, however, fantastic as a secondary anti-module weapon. Slap a rack on a single hardpoint and blat their drives, you won't be disappointed.

I have 4 high capacity pack-hounds on my Gunship. Fun Fun Fun! Over 800 hounds, waiting to be unleashed.
 
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