Help me understand Reverb' Cascade Torps!

You can put the effect on mines and missiles if my memory serves me well

Mines but not missiles. I know missiles aren’t always popular but I’ve got 4 of them on the C1 and C2 hardpoints of my Anaconda; all at least G3 high capacity seekers with drag experimental. There is an experimental that converts some of the damage to thermal I think for an anti-shield effect, but it doesn’t directly damage the shield generator like reverb cascade does. I do find seekers enjoyable to use, respectably damaging hull and trashing exterior modules.
 
Mines but not missiles. I know missiles aren’t always popular but I’ve got 4 of them on the C1 and C2 hardpoints of my Anaconda; all at least G3 high capacity seekers with drag experimental. There is an experimental that converts some of the damage to thermal I think for an anti-shield effect, but it doesn’t directly damage the shield generator like reverb cascade does. I do find seekers enjoyable to use, respectably damaging hull and trashing exterior modules.

Build a T-10 with 9 Packhound launchers. Just because... :ROFLMAO: :p
 
Forgot to add, and ask, if this makes them useful as an assassination mission weapon? Swoop in, land a few torpedo volleys to take out the shields, hit the target and scoot out before their mates mob you?

I’ve got a Mamba hull that I’m struggling to find a purpose for; would sticking two large reverb torp pylons on it do the job for this task? The speed and stylings of the ship scream out ‘strike bomber’ to me.
Yes, I put that in my post above. They are great for it, you can just take out the target, and get out, leaving his crew behind.
 
The Chally I am currently flying is made for Odyssey...
Large Beam and 6 Advanced missiles.. All high Capacity and various unpleasant experimentals... :devilish:

I tried them out on an unfortunate NPC in a Haz Res... Once the shields were down, up close & personal with the missiles was interesting, even if it took a few hits 🥳
 

Deleted member 182079

D
My T10 can outrun torpedoes.
I built a meme T10 a while back (half the torps with reverb cascade, the other with penetrator effects), immensely fun against NPCs albeit only usually 1-2 ships because then you're out of (very expensive) ammo and you can't, probably for good balancing reasons, synth more ammo - and immensely frustrating in PvP because they're so easy to avoid as has already been mentioned in this thread.

I remember I came across a guy at Deciat who also ran a T10 (what are the chances?) and we agreed to test my build - he was able to outrun my torps of course 🤦‍♂️ but at the same time it was quite funny to see the large, slow ship being chased around the block by a pack of torps for a good while. All that was missing was the Benny Hill soundtrack.
 

Deleted member 182079

D
Mines do only 8 damage to the shield generator, are much more difficult to land a hit with and recently got a nerf in arming time, which made them pretty much useless.
Not sure if that was reverted.
I managed to damage a player ship in a CZ once with reverb mines, that was in my Sidey while passing them at speed while having silent running engaged. I took an entire 15-20% off their shield generator and that was that.

I only really fit mine launchers for RP reasons, hopefully with Odyssey they'll become more useful (which won't be difficult given where they are atm), though I feel like I'm being overly optimistic here.

Even NPCs know how to avoid mines while I fly reverski. Pointless tat unfortunately.
 
I managed to damage a player ship in a CZ once with reverb mines, that was in my Sidey while passing them at speed while having silent running engaged. I took an entire 15-20% off their shield generator and that was that.

I only really fit mine launchers for RP reasons, hopefully with Odyssey they'll become more useful (which won't be difficult given where they are atm), though I feel like I'm being overly optimistic here.

Even NPCs know how to avoid mines while I fly reverski. Pointless tat unfortunately.

I managed to use reverb torps a few times to rout enemy commanders in combat zones, they are real good for that. If you can land all four from a large hard point, it can take down (some) of the biggest ships shields, which is very fun.
 

Deleted member 182079

D
I managed to use reverb torps a few times to rout enemy commanders in combat zones, they are real good for that. If you can land all four from a large hard point, it can take down (some) of the biggest ships shields, which is very fun.
I had a mixed experience with them - using them on noob miners in Borann was quite entertaining, and I managed to drop the shields of a wannabe ganker in their FdL at Farseer's base once (the shock of the pilot was clearly visible by their abrupt change in flying pattern, and bailed shortly after), most more experienced gankers are immune to them though.

What's worse, my PvE Corvette has a C3 Torp Launcher fitted to the underbelly, normally they're for surprising gankers (100% of the time I forgot I had them fitted lol), but a couple of times I tried to use them on the SCB spamming Deadly Anacondas you get in the Pirate Attack SS6, I only ever got them down to 20% at best, so pretty much a wasted hardpoint. I realise those NPC ships are engineered but if 4 torps are not enough on an NPC ship then beyond catching out noobs they're of not much use to me beyond shiz&giggles (caveat: pirate lord missions would be a decent fit for them if time is of the essence).
 
I had a mixed experience with them - using them on noob miners in Borann was quite entertaining, and I managed to drop the shields of a wannabe ganker in their FdL at Farseer's base once (the shock of the pilot was clearly visible by their abrupt change in flying pattern, and bailed shortly after), most more experienced gankers are immune to them though.

What's worse, my PvE Corvette has a C3 Torp Launcher fitted to the underbelly, normally they're for surprising gankers (100% of the time I forgot I had them fitted lol), but a couple of times I tried to use them on the SCB spamming Deadly Anacondas you get in the Pirate Attack SS6, I only ever got them down to 20% at best, so pretty much a wasted hardpoint. I realise those NPC ships are engineered but if 4 torps are not enough on an NPC ship then beyond catching out noobs they're of not much use to me beyond shiz&giggles (caveat: pirate lord missions would be a decent fit for them if time is of the essence).
Hmm. I like the c3 reverb torp idea for the Vette.
It is able to kill all reinforced shield generators up to a c7 prismatic - tempting :unsure:
 
Mines do only 8 damage to the shield generator, are much more difficult to land a hit with and recently got a nerf in arming time, which made them pretty much useless.
Not sure if that was reverted.

Prior to the April 2019 update, mines had a very low arming time on the order of one second. The April update increased it to five seconds. Then the September 2019 update reduced it to two seconds, which I believe is still the case. Two seconds is too long and makes mines almost impossible to use, defensively or offensively, against CMDRs.

Current (2s) mine arming times:
Source: https://www.youtube.com/watch?v=izd0-pYF7tA


Original (1s?) mine arming times:
Source: https://www.youtube.com/watch?v=1T3GkgA9xhI

Source: https://www.youtube.com/watch?v=iyQSebHSve4


Of course, they were always pretty useless against smaller ships...
Source: https://www.youtube.com/watch?v=azhzkMW_m6o


...unless you could get them right on the pad:
Source: https://www.youtube.com/watch?v=WCTH-kGT7yU


Personally, I think the arming time should be knocked back down to one second and they should retain ship velocity much longer, or have their blast radius increased dramatically while simultaneously reducing the distance at which they resolve on most sensors to around the same range.

Question: Do module reinforcements eat some of the damage the torpedoes do or will they be bypassed?

Module reinforcements do not protect from heat, unsafe SC dropouts, or module damaging specials, only direct damage.
 
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