Ships Best weapons to target and destroy modules?

Here the problem: I'm running some rescue hostages mission and sometimes it would be very helpful to be able to target some modules (like cargo hatch, drive, point of defenses modules) in order to accomplish easily the mission.

Currently, I'm using a combination of beam lasers and muticannons, but despite I bring down the opponent shield and I properly align my ship in the same side where the module is, the 90% of the times the hull goes down but the module seems to not be affected by the attack.

Any advice about a better weapon (and engineer mod) to use for this purpose?

Thank you!
 
Rail gun has the best penetration so should be best for sniping modules. I am useless with fixed weapons so cannot confirm it is the best solution.
 
me too :(
...any gimballed alternative?

Like Para handy mentioned, Rail gun with super penetrater experimental is the best weapon for wrecking internal modules. Want some standoff distance? Add long range. Want maximum damage at the cost of distance? Add short range. Want to stack even more armor penetration because if its worth doing its worth overdoing? Add sturdy.

Packhounds engineered with hi-capacity are the best weapons for wrecking external modules. The choice of engineering effect is really secondary compared to the sheer volume of missiles you can unload with hi-capacity. Not gimbal as requested but they are seeker missles so even easier to hit your target module. Worth the 4 weeks of PP to get them.
 
At long range the micro gimbal of fixed weapons actually helps a lot with Rail Guns. And the Long-Range mod eliminates falloff. Make sure you have the proper module sub-targeted, and hit it from an angle where it is not protected by a lot of other modules etc.
Don't forget - you have to strip the shields first before getting any module damage.
 
There is Felicia Winters Pulse Disruptor, of course, which can cause malfunctions in the targeted module, but that is also a fixed weapon and does 39% of the DPS of the standard fixed medium pulse laser with a higher distributor and power draw! Which IMHO makes it a rubbish choice, but mentioned it for completeness sake.
 
I just had a try of a couple of these type missions in the noob-zone - just using gimballed 1G pulse (x3) on a Viper Mk III as well as a 1D rail gun. I couldn't successfully hit the CH with the rail gun (I really am rubbish with fixed) but the pulses wiped the shields and then happily reduced the CH to 20% at which point all the cargo I was after dropped out. In a second mission I never bothered with the rail gun, just used the pulses. Of course this was against rubbish NPCs in Type 6s.

Previously I have tried these with better ships and equipment outside the noob-zone where one is supposed to disable the opposition to stop them getting away - they usually blow up before I do enough damage to their drives or FSD though. :oops:
 
Here the problem: I'm running some rescue hostages mission and sometimes it would be very helpful to be able to target some modules (like cargo hatch, drive, point of defenses modules) in order to accomplish easily the mission.

The problem actually resides in the fact that you want to use the wrong tools for the task at hand

You dont need weapons. You need:
  • a ship with strong shields that can take a beating (some will fire on you or they will have escorts that will fire on you)
  • A-rated hatch breakers (3A minimum, 5A better)
  • B-rated Collectors (minimum 3-4 collectors, the more the merrier)
  • Enough limpets for the task (at least double than the number of hostages to be rescued)
  • PDT, preferably 1 below to cover the cargo hatch, if possible another one on top.

Go in, fire hatch breakers at the target, use targeted mode collectors for fast retrieval.
If one hatch breaker wont release all the hostages, wait till the first one finishes the job then fire another one
IF you still dont get all of them, wake out of the instance and then jump back in and rinse and repeat (most of the time if the mission is not finished, you will find the Signal Source right behind you)
IF the target ship has PTD, you can still try to close from below and fire the hatch breaker from close distance. This might give the breaker a chance to survive and attach.
If you keep failing the easiest solution is to wake out and then back it. In the new instance you may find the same ship but without the PDT

Using weapons in this scenario means you risk to destroy the ship and fail the mission
But if you really want to use weaps, the only thing that is worth killing is the PDT since it is the only thing that can ruin the mission for you.
In which case you need some lasors to drop shields and 1-2 Packhounds aimed at the PDT and fired from a position that will guarantee they will actually hit the PDT and not the hull. Still, there are chances to kill the ship by mistake since most probably the target will roll and fly quite erratically either trying to kill you or to recover the cargo you just made it spill all over the place.
Edit: cannons might work too. Turreted or gimbaled ofc and fired from close distance while making sure there a direct line of sight between you and the PDT emplacement.
Edit2: cannons overcharged with high yield as experimental. It will greatly reduce damage, but it will add explosive effect - that's exactly what you want


TL: DR: i never used weaps in rescue hostage / political prisoners missions. Only hatch breakers and collectors.
 
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The problem actually resides in the fact that you want to use the wrong tools for the task at hand
.........


I made the assumption that @Vanquish383's question was based on the noob-zone as there are no hatch-breaker controllers available in there. Hence I did my tests in a mucking-about-in-the-starter-area account.

Apropos your remarks - are you always able to complete your missions without disabling their ships? I had found that trying to disable them tended to blow them up so I stopped attempting those missions. I shall have to give it a try your way. (y)
 
are you always able to complete your missions without disabling their ships?

Always.
Tho it takes some juggling around, especially if it has PDT.
Then it gets quite funny when the target ship is not attacking you, but desperately trying to recover the cargo you just made them spill all over the place:)

The most annoying problem happens when you are allied with the faction and the missions require freeing 8 hostages... and usually the target ship has only 7
Hence the need to wake out then jump back in the Signal Source to complete the mission. :/

Edit:
was based on the noob-zone as there are no hatch-breaker controllers available in there

I did not thought about that... but the OP sig is saving me: they fly a Chief 😊
 
If you want to destroy modules, use missiles. 2 to 3 per batch and you ensure the destruction of the module you are targeting, and maybe some more, but they don´t destroy the ship. Take into account the size of the ship, if it is small, use less missiles per batch. The only problem is the point defenses, which force you to get close to the target and shoot at point-blank range to destroy them, but one hit is usually enough.

If you don't like missiles, you can use cannons with the mod that makes them explosive, but they are not as effective as missiles, and they can destroy your target before.
 
Like Para handy mentioned, Rail gun with super penetrater experimental is the best weapon for wrecking internal modules. Want some standoff distance? Add long range. Want maximum damage at the cost of distance? Add short range. Want to stack even more armor penetration because if its worth doing its worth overdoing? Add sturdy.

Packhounds engineered with hi-capacity are the best weapons for wrecking external modules. The choice of engineering effect is really secondary compared to the sheer volume of missiles you can unload with hi-capacity. Not gimbal as requested but they are seeker missles so even easier to hit your target module. Worth the 4 weeks of PP to get them.
he said Gimballed alternative, not fixed
 
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