Ship Builds & Load Outs Dumbfires or seekers?

Personally I'd say it not only depends on what you're shooting at, but also what kind of ship you're using.
When you have a very fast and maneuverable ship, like say a Diamondback scout, dumbfire missiles do the trick as you can use your maneuverability to get into a position to hit them. However I'f you're in a slow and ponderous vessel then I'd opt for the seekers.
 
I've opted to go for just a cannon, every time.

Not as much damage per hit, but more ammo capacity, less heat, similar energy cost, faster projectile, and doesn't get shot by PD. It's just much more reliable against both small and large ships, close and medium range.

Although Missiles can do better damage, in addition to being the target of PD, they have the downside of that damage being splash so that if you are in an area with active security or friendly fighters that you'd much rather not hit, there is a potential for friendly fire when ships are close together. All it takes is having to pay a 8 mil rebuy one time because of splash damage instantly making every friendly in the area hostile and singularly focused against you to say "never again". Even on a ship intended for silent running engagements, not suggested.


What I would suggest for silent running attacks would be something closer to:
https://eddp.co/u/grVXEc4C

Even if you're going to be going into silent running, you will still want a quick recharging shield to save you when you run out of heatsinks, when a fight goes south and you need to split, or just to keep you from instantly exploding from a rough landing. You can also use it as a bit of damage soak at the start of a fight if you get pulled out of SC. A ship without some shielding is just asking to explode on the landing pad. Using cannons and multi-cannons means that you can fire for longer without as much heat buildup. Less heat means you spend more time being able to deal damage while still not showing on sensors.
 
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