Dumbfire missiles with FSD interrupt (SFX) vs Yuri Grom weapon

.. What's the difference? Is the effect the same? Are there advantages / disadvantages to either option? Not counting wading through pp to get to Yuri's?

Anyone know?
 
Also curious to get an answer.
But technically, the good thing about the Grom's module is that you can add another effect like drag munitions on top, so that would be 2 effects on one weapon.
 
Also curious to get an answer.
But technically, the good thing about the Grom's module is that you can add another effect like drag munitions on top, so that would be 2 effects on one weapon.

Was thinking along the same lines. Sadly, drag munitions appear to be seeker only.. Other fx look a bit meh
 
Grom's supposedly have a longer-lasting effect:

Containment Missile

"Containment missiles are dumbfire missiles that temporarily disrupt and reboots the target vessel's frame shift drive. It can cause extended FSD reboots. It's Yuri Grom's power specific module.

FSD Interrupt is an experimental effect for dumbfire missiles that has the same result, but the reboots are shorter.

This is a class 2B weapon module, available after 4 weeks pledged to Yuri Grom at Merit level 3 for 1,951,040 CR."

http://elite-dangerous.wikia.com/wiki/Containment_Missile
 
Can confirm that they do the same thing but the only difference is the duration.

The FSD interupt is more than enough to delay a target or to just annoy them.

As for advantages/disadvantages the FSD interupt can go on class 1 missle racks however it lasts about 8-10 seconds whereas the yuri grom one lasts considerably longer (i think 45 seconds but not sure) and can have an extra effect but are limited to class 2 and obviously will take a month to get.
 
Sorry to resurrect this thread, but it's the thread that google's AI is using to give advice on this, so I guess I'll add the full info, having learned the last detail today...

A standard grom bomb (power play 'containment missile') resets the FSD causing a 'long' reboot of 17 seconds, however the containment effect has a cooldown and can only be applied every 29 seconds. Adding the FSD interrupt engineering special effect, adds approximately 2 seconds to the reboot time for a total of 19 seconds.

It takes 10 seconds to charge a high wake, so a grom bomb with FSD interrupt can 'almost' stunlock you. You need to initiate the highwake within ONE SECOND (in reality you may have a few more, but technically, it's 1 second, assuming perfect play) of the FSD becoming active again and have no masslock factor at all in order to escape with a high wake.

If you are facing a player with grom bombs with FSD interrupt applied, you should low wake at the earliest opportunity, as soon as you are in SC, drop to normal space again and initiate a high wake to the nearest system. It is EXTREMELY risky to try to high wake in this scenario. If you fail the timing by 1 second, they get an extra 30 seconds to kill you.
 
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