FSD reset or interrupt? These are dumbfire missiles or torps? I'm not sure, maybe both.
Both, and more.
Normal dumfires can be modded with FSD interrupt. Grom's PP weapon is an even better FSD disruptor dumbfire, that can also be slightly improved with the FSD interrupt mod.
Torpedoes can have masslock munitions, but almost no one uses them.
Mines can directly reboot the FSD with Shift-lock Canister and indirectly stop an FSD charge with Ion Distruptors that reset the thrusters.
Is there something I can put on my ship to give me more time?
PDTs are effective against dumfires and mines, if you make sure they are facing the direction of the munitions.
Evasive maneuvers can also help, though it's hard to dodge close range dumbfires in a Corvette, especially if you are trying to leave a RES and don't want to risk finding yourself masslocked by the ring.
Evasion helps a lot - they're dumbfires, so they're slow.
Evasion does help, but dumbfires are the fastest munitions at 750m/s, which isn't too bad.
Shielding my FSD is something I've neglected. With guardian FSD boosters in the mix now... hmmm.
I run a 471 integrity FSD on my combat vette.
good tip! Btw, what is the pylon limit for torps? I think I heard it was 3 pylons per ship, but I'm not sure.
As many as will fit.
An anaconda can carry 14 torpedoes.
Now im not 100% shure but i think if you put the fast boot mod on your fsd it will be up and running in no time
Fast boot works well in conjunction with low integrity FSDs and an AFMU, but most of the time I consider maxing out integrity to be the safer bet.
Do MRPs help mitigate damage?
Not from special effects like cascade, nor from indirect module damage like heat.
What if shield gen still gets knocked out? What's a good balance of MRPs?
Depends on your hull and internals.
I find a single D4 or D5 makes my hybrid vette essentially immune to module sniping, because it's got over 6.1k hull, ~50% resistances, an AFMU that I use to keep the single MRP intact, and integrity focused mods on critical internals.
For a setup with less durable hull/internals, two is probably a smarter option.
Most games have stunlock counters. Most games have effective counters to all conditions whether they be skill lockouts, mobility restrictors, cooldown extenders, or dots.
Elite just isn't built that way. The game is definitely heavy on giving the first strike a huge advantage. Ganker's paradise really.
There is a cool down on the FSD reboot effects and there are counters to all the weapons that can apply them.