PvP Are Reverb Torps too overpowered?


Source: https://youtu.be/FArZxLj6DLk?t=84

jk jk

Thing is, if they had any hull reinforcement they could've stayed and fought for ages lol. A vette has a lot of optional space for hull.

Also reverbs aren't that easy to hit against players who expect them and know how to strafe thrust.

If it was me and my build, id have stayed because,
  1. 5.6k hull with armoured core interals+MRP's
  2. You are now 2 hardpoints down.
 
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Thing is, if they had any hull reinforcement they could've stayed and fought for ages lol. A vette has a lot of optional space for hull.

Also reverbs aren't that easy to hit against players who expect them and know how to strafe thrust.

Exactly. If you have all your eggs in one basket, then fail to protect your basket, you won't have a basket. Or eggs. Maybe you get to keep the basket, I dont know. Anyway, no omelet for you.
 
Elite noob

1) he botched the first interdiction attempt
2) 3 FSD disruptors? Really?
3) he interdicted you AND poo'd in his pants when you killed his prismatics

He should've seen you have torps at the interdiction, either fly so that you're not hit by them or just don't interdict if your outfit isn't able to fight without shield gen.
 
In this video attack is only half success, last 4 torps didn't arm before impact, so definitely not OP and definitely not that easy to use, but they shine in wing fights with large ships involved or bad/inexperienced pilots in mediums.
 
Mines are better.

Torps are gimmicky and also absolute trash. Slow arm, slow travel, and require too much dedication to using multiple hardpoints to acheive enough damage to collapse a generator.
 
Mines are better.

Torps are gimmicky and also absolute trash. Slow arm, slow travel, and require too much dedication to using multiple hardpoints to acheive enough damage to collapse a generator.
Each mine make 1/3 of torpedo damage and even class 1 high capacity have like 70 of them, and synthesis is available, so you actually can use rapid fire/LW, funny is that 100dps with rapid fire modded hounds can be synthesised, while torps with 120 damage each cant. i would like to see balance pass, maybe give torps long synth similar to chaff and heat-sinks, just maybe more expansive requiring manufacturing mats. I would give them to npc's in power play conflict zones to deny solo AFK turret cutter grinding, but it's another story...
 
Torps are gimmicky ... require too much dedication to using multiple hardpoints to acheive enough damage to collapse a generator.
I've found that the Krait Mk2 or Python are ideal for torps. 8Xreverbs to take out the shield generator, then 4XSturdy + Deep Cut torps to destroy internals if the guy sticks around that long. Finally 2X long range rails+penetrator to complete the module sniping. Even the hardcore extreme PvP joeys keep their distance; it's only when they wing up that they find their courage.
 
I've found that the Krait Mk2 or Python are ideal for torps. 8Xreverbs to take out the shield generator, then 4XSturdy + Deep Cut torps to destroy internals if the guy sticks around that long. Finally 2X long range rails+penetrator to complete the module sniping. Even the hardcore extreme PvP joeys keep their distance; it's only when they wing up that they find their courage.

Then you have to suffer flying a ship which handles like a boat.
Too much reliance on being a "One pump chump".

I doubt very much that the top tier players are going to feel overly threatened b a torpedo boat. You get one shot to make it work for all intents and purposes, if you miss, well... You better get gud at running away because that will become about your only option.

Even in the scrub galaxy people who try using torps on serious PvPers end up looking stupid. Hell, I'm not the best pilot but even I've managed to drag reverb torps round and into the rear of the pilot who fired them.

Personally I think for reverb to be at all decent it should be on dumbfires. Moreover it would go a long way to remove the idiotic MJ stacking on prismo FDL's and big ships.
 
In similar thread i suggested 30% of damage converted to reverberating effect but with doubled ammo and long reload time, IMO it would be better gameplay, both PvE and PvP. Less 1 shoot nuking attacks and chances to use torp as big slow seeker with 120 explosive damage each, worse than pack-hounds, but at least double functionality with some use even on single hardpoint.
 
no they are not
they are slow, need 2.5 sec to activate and are easy to counter if you know what you do
one example seeker missiles. gives also some fun and thrill for the big ship pilot
Source: https://youtu.be/pB-dXT61avk
Awesome! You inspire me. As a shield tank pilot I need to practice this but I have a question: Do packhounds work as well as standard seekers? Also, I wonder if the reverski will be as affective with a Vette since the boost speed is much slower than the cutter.
 
the slower speed of the vette should not be a problem @Krash cause torps are slower. and yes packhounds should work in the same way. did not test it myself though cause i dont have them 😁
 
Throw in a second Corvette and how's it go?

Don't see a problem as it's a total glass-cannon fit. Maybe reverb torps aren't over-powered, rather there's an absence of anti-shield alternatives to fill the gap between reverbs and everything else?
 
no they are not
they are slow, need 2.5 sec to activate and are easy to counter if you know what you do
one example seeker missiles. gives also some fun and thrill for the big ship pilot
Source: https://youtu.be/pB-dXT61avk

I'm glad they restored this functionality.

There was a gap not long ago where torpedoes were immune to explosive damage for a few versions.

If something making 400% of original weapon DPS for little lower total damage and small heat increase per damage is "work as well as standard seekers" then YES:)

As an anti-torpedo weapon, only the velocity really matters, unless there is a PDT in the immediate vicinity.

Overall, I'd say packhounds are relatively well balanced against seekers...more damage to bigger targets and more munitions making it through PDT fire, at the cost of lower velocity and sympathetic detonations (where the first packhound that hits catches the others in splash before they are in a position to do full damage) that can result in lower effective damage vs. smaller targets.
 
Overall, I'd say packhounds are relatively well balanced against seekers...more damage to bigger targets and more munitions making it through PDT fire, at the cost of lower velocity and sympathetic detonations (where the first packhound that hits catches the others in splash before they are in a position to do full damage) that can result in lower effective damage vs. smaller targets.
Slower velocity doesn't matter in practice cause you don't fire at escaping targets anyway, what matters that if fired from sides or HU at 1.5km like, is that full packhounds salvo obliterates weapons and thrusters on viper/DBS sized ship without any targeting, its 1 shoot/1 kill weapon, ITS THAT SIMPLE, if he don't have mrp, if he does you need 2 salvos, TBH, i find shocking that there is no consensus how STUPIDLY OP packhounds are, maybe need to make some videos, when pack-hounds imperial eagle kills PVP META chieftains and so on.(I done this, and i don't pretend i m any good) Speaking about increased heat... if we make advanced plasma accelerator making same damage as normal plasma accelerator, but as it is now with triple fire rate, how can it be not STUPIDLY OP? same applies to hounds. All counters to seekers and hounds especially are light, and very time limited like heatsinks and work only vs pilot of lower ability. If there is need for scrubs for "I win button" vs some ships, just make it clear, and maybe it's even good for game, but for God sake, please stop defending things that should never be in game are balanced. For pvp crowd, it actually would be good to give some of those toys to NPC's, then we get balance pass after 1 week, similar to recent drag changes and it's exactly why NPC's never get those weapons:) NPC's with hounds and following week we have dps reduced to 120-150% of seekers, this would happen.
BTW, yesterday i had 2 fights vs same gimbals+ single seeker FDL in my recent prismatic FAS build (i know weird), no chaff, but i had long range TLB PA and dispersal cannon. In first fight i won with 1 scb left, 2nd i lost, after my shields drop, 3 seekers were enough to kill my entire weapons, destroy canopy and trigger malfunction to other systems with half of my military armour remaining. Good example of difference in efficiency of light counters vs gimbals and seekers.
 
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