Engineers Engineering Mods For Pack Hounds?

I keep thinking about pledging to get packhounds (i could of got them 2 years ago when i used LYR to get the 200% extra on exploration data), but what stops me is the knowledge they almost single handedly kill hull tank builds.

Whilst not fatal, one volley effectively ends a fight due to the weapons being destroyed on the target. Kinda think this robs the game of some build diversity. All that said, don't begrudge anyone using them.
 
I keep thinking about pledging to get packhounds (i could of got them 2 years ago when i used LYR to get the 200% extra on exploration data), but what stops me is the knowledge they almost single handedly kill hull tank builds.

Whilst not fatal, one volley effectively ends a fight due to the weapons being destroyed on the target. Kinda think this robs the game of some build diversity. All that said, don't begrudge anyone using them.
Any missile is pretty effective at taking out external utilities/hardpoints but packhounds seem to be a bit better than the others. Every build needs a counter, I think it makes for more build diversity, not less. I have a hull tank PvP FAS (although it does just fine PvE too) and the first time I came up against packhounds I was pretty amazed at how quickly my ship was rendered useless. But then I had to think about putting in a PD as necessity and modding them and other external modules to be shielded. So there are counters to the counters which is even better :)
 
Haven't noticed heat other than it's better than running 1L plus 2M (efficient) PA's, if I get a chance tonight I'll upload a video.

Got a Drag Munitions special on one which had the best RNG of all my rolls so kept it, didn't bother 'adjusting' any of the others.

OK here's a link showing me using my PA and two salvo's in quick succession so you can see the thermal effect on my FGS,

http://xboxdvr.com/gamer/Requiem Mortis/video/34375240#t=228

It's not the greatest of combat videos so anyone wishing to critique please do so via PM ;)
 
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