Can I get some opinions on experimentals for Seekers and Packhounds?

From what I have researched, a lot of people like to put drag on their missles. Thermal cascade got nerfed a lot as to not generate over 100% heat on a target. I don't get overload munitions - it states a "portion" is converted to thermal but everyone talks like it's entirely thermal and will not explosively effect hull. I thought OM would be okay on a large missle rack because you have the ammo capacity to make a difference to shields but I don't know what the damage split is.

Answers on a postcard. Is there any point to experimentals other than drag or emissive nowadays?

o7
 
Overload is an even split (https://canonn.science/codex/weapon-damage-partition-analysis/) and both components are more than capable of damaging hull and externals. Most, but not all NPC hulls do have a lot more thermic than explosive resistance, but I generally expect most CMDRs that are a threat to have 40-50% hull resistance to everything.

Almost all shield setups have very good explosive reistance, but many still do not have good thermic resistance, and overload is often appreciably better at damaging shields than other mods. Short of potent, fixed, hitscan weapons or an SLF of one's own, an overload seeker is also the best way to to knock out SLFs and that thermic component can cut the number of shots needed to destroy some SLFs by half or more.

Drag has obvious uses, and while I prefer emissive on a laser or MC rather than a seeker that needs a lock to score a hit in the first place, if one has no room for these, emissive on missiles can work.
 
Is oversized out of the picture then?
Since pack hounds do less damage than regular seekers I thought it could be an option... For packhounds that is
 
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Is oversized out of the picture then?
Since pack hounds do less damage than regular seekers I thought it could be an option... For packhounds that is

In general, I would not consider a mere 3% more damage to be a better choice than drag, a generally better mix of damage types, or making locks harder to break.

If you already have emissive, are pirating NPCs from a much faster ship or something, and are only using them to knock out drives after shields have failed...sure go with oversized.
 
I use either drag or overload on my packhounds. Even with overload I can't depend on packhounds to make much of a dent on a shield tank; need something better to melt shields.
 

The Replicated Man

T
I personally use Emissive to hard counter hulltank/hybrid pilots. Combine emissive and drag and your enemy will never be able to go silent and you should be able to hit them easily. The emissive effect lasts much longer if hit with a seeker compared to a laser with the effect (5 vs 20 seconds?)
 
I personally use Emissive to hard counter hulltank/hybrid pilots. Combine emissive and drag and your enemy will never be able to go silent and you should be able to hit them easily. The emissive effect lasts much longer if hit with a seeker compared to a laser with the effect (5 vs 20 seconds?)

Emmisive is broken as all hell. Given how many hard counters there are to hull already emmisive just makes them all the more potent. Whilst we're left with one and a half counters to shield tanks. FC rails an Reverb.
 

The Replicated Man

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Emmisive is broken as all hell. Given how many hard counters there are to hull already emmisive just makes them all the more potent. Whilst we're left with one and a half counters to shield tanks. FC rails an Reverb.
Even if emissive was reduced, we still have the night vision problem with hulltanks. It would be nice if someone was in Silent Running, they wouldn't show up and be highlighted by night vision.
 
Even if emissive was reduced, we still have the night vision problem with hulltanks. It would be nice if someone was in Silent Running, they wouldn't show up and be highlighted by night vision.

Nightvision's range has been reduced to ~10km for large ships and possibly a bit less for smaller vessels. It also helps against all foes, not just stealthy ones.

Anyway, having a ship not show up under nightvision while silent would present a problem in and of itself. NPCs don't use silent running and if an unresolved contact in a RES or some other area with high ship density can be immediately flagged as a CMDR vessel because it's the only one not glowing green under NV, you've just traded one situational element of stealth for another.

Honestly, I'm not particularly happy with NV at all. I use it when it's notably advantageous, of course, but the way it's implemented mostly defeats it's apparent purpose. I think they were going for something that would allow normal operation on the dark side of planets, while at the same time allowing them to make those areas more plausibly dark; eliminating the advantages of supposedly cosmetic paint jobs was also likely on their minds. Of course, with a 35km range (for terrain) NV mode, we've gone from a subtle light amplification to a binary choice of almost completely blind or having terrain glow neon green within a 35km radius, ships within 10km and SRVs within 800m (too far, IMO). Hard to appreciate the darkness of certain settings when you can just flick on NV and see most things better than if they were well lit.

I'm struggling to see a good alternative. Ideally, ships would just get headlights that were an order of magnitude stronger, but the performance of these is tied too closely to one's graphics settings for that to be viable. There is also the issue of ship paint/color to consider...prior to NV, dark colored paints could easily provide a tactical advantage.

Best compromise I can think of would be to make NV more of an active than passive mechanism; e.g. it could just shift the headlights of the craft into infrared and work mostly like NV currently does, but in a fairly narrow cone (say 30-45 degrees), rather than a global, 360 degree, effect.
 

The Replicated Man

T
Best compromise I can think of would be to make NV more of an active than passive mechanism; e.g. it could just shift the headlights of the craft into infrared and work mostly like NV currently does, but in a fairly narrow cone (say 30-45 degrees), rather than a global, 360 degree, effect.

Yeah the thing is though that once FDEV release something, it takes a long time before they fix/adjust it even if people complain.

I agree it should be rebalanced a bit, I seriously doubt the hulltank meta will be coming back anytime soon though :(
 

The Replicated Man

T
With guardian shield boosters you can make any ship a shield tank now, of course it will be worse than FDL but better than hull tank variant. I think this is somehow comparable to bi-weave meta FDL. make FAS great again
Yeah I remember fighting it in my mostly stock chief!

Feedback seemed to really hurt it though
 
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