FSD disruptors

Can anyone please explain the difference in the FSD disruptors between the Yuri Grom PP missiles and the FSD disruptor experimental mod on the standard unguided missiles? Also, what is the restriction in using this effect? Does this secondary effect have a 'cool down' preventing me from keeping firing on the same target.
 
I wanna say Yuri's missiles are seekers.

And I believe there is like a 30 second cooldown on the disruption effect, give or take.

I've escaped them in a gank situation via highwake after an FSD reboot, I had enough time to do that before the effect could trigger again. But that's only my one experience against them, so it may be different than it seems.

I feel like they're better for someone who already has shields down, and is starting to run. Using one on an otherwise untouched ship is a waste, because they're just going to leave if you hit them too early.
 
I wanna say Yuri's missiles are seekers.

And I believe there is like a 30 second cooldown on the disruption effect, give or take.

I've escaped them in a gank situation via highwake after an FSD reboot, I had enough time to do that before the effect could trigger again. But that's only my one experience against them, so it may be different than it seems.

I feel like they're better for someone who already has shields down, and is starting to run. Using one on an otherwise untouched ship is a waste, because they're just going to leave if you hit them too early.
Yuri's are dumbfire only. So is the engineer special effect; you can't add it to seekers (Seekers get drag munitions instead iirc).

The difference with the yuri rocket vs engineers sfx is that yuri's knocks out the fsd for longer. And no you don't get a benefit from trying to stack the two either.
 
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I use the engineered version when I pirate goods with hatchbreakers. Yes, there is a cooldown. Used properly, they can keep a player locked down until you run out of ammo. Spamming rockets won't do the trick. Shields up/down does not change the effect.

Although I have never got Yuri's version (or any faction weapon), I assume the upside would be that those rockets could be engineered as well, giving the added benefit of having an experimental effect + FSD disruption. Or am I wrong about engineering faction weapons? (would not be the first time I committed assumacide :))
 
There is a difference between the dumb fire with containment mod and the Grom missiles, I'm just not sure exactly. The Groms seem better as the effect seems to last longer. It might be that the dumb fire with mod resets the fsd only and needs to recharge, whereas the Groms reboot the fsd before you can charge it (making the effect, in essence, longer). Someone might be able to confirm...
 
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There is a difference between the dumb fire with containment mod and the Grom missiles, I'm just not sure exactly. The Groms seem better as the effect seems to last longer. It might be that the dumb fire with mod resets the fsd only and needs to recharge, whereas the Groms reboot the fsd before you can charge it (making the effect, in essence, longer). Someone might be able to confirm...
Containment missile (the grom weapon) knocks fsd out for longer than fsd interrupt (the engineer mod, can be added to dumbfires only). Regardless, there is a grace period where you can't be affected by the effect a second time - this cooldown is the same between both attacks. Stacking the two types doesn't give any extra benefit.

Other differences - containment missiles have a slightly slower fire rate than regular dumbfires plus slightly lower damage. Dumbfires with the special effect take a hit on damage only.

If you're investing in the effect, you want the grom version. Just be aware that npc's are apparently immune to these fsd-killing attacks (sad smiley face).
 
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