You may be better with high capacity as a mod since I'm not sure if you will gain much from rapid fire (based on one hit being sufficient).
I am a big fan of the advanced missile rack now, because they are broken. Small or medium both have 64 ammo and do the same damage, so a high cap small gives you 128 ammo.
I didn't see that option for grom, but my packhound rack will have it.Maybe consider running drag munitions on Grom instead of penetrator load. Greatly hinders their ability to maneuver since it acts like you have 0 pips in engines. Possibly more useful than penetrator since we both know there isnt an npc that will survive your attack anyway and we also know who the real targets are lol. Just a suggestion though.![]()
I didn't see that option for grom
I've been in several situations lately where our wing of lawfuls is close to finishing off the loan outlaw, and he jumps away by the skin of his teeth.I have never used Grom's containment missiles, and from what I understand their fsd interrupt last longer than the engineering effect that can be applied to dumbfires, with either of them triggering the same immunity cool down on your target.
Dumbfires with the engineering effect do not need shields to be down. I am a big fan of the advanced missile rack now, because they are broken. Small or medium both have 64 ammo and do the same damage, so a high cap small gives you 128 ammo. Some of my CZ ships have a small with FSD Interrupt Hi Cap Adv. Missile Racks for the purpose of stopping Captains from escaping.
Those definitely do not care if shields are up, work on NPC's, and I would assume Grom's would be the same. As far as packhounds, any missiles are better protected from point defence when they are arriving with tons of packhounds.
The biggest issue with them is they are a complete waste if you can't capitalize on the narrow window they give you to finish someone off. Maybe great for seal clubbing, I don't know, but for PVE they only are really game changers on the rare occasion you can stop a ship from jumping then finish them off (or a relevant module; PP, FSD, Thrusters) before they charge fsd again and jump.
Hoooooollllyyy . . . I had no idea. Will be stocking up on them tonight in case they get nerfed. Gonna make some fun builds with that, thanks!
I've been in several situations lately where our wing of lawfuls is close to finishing off the loan outlaw, and he jumps away by the skin of his teeth.
My main (personal) problem with the smalls is I usually have cytos stacked there and don't want to give that up.
My first Grom test:That's because it's not an option for dumbfires.
However, running FSD interrupt on top of Grom's containment missiles was demonstrated to weakly stack...something like a two second increase in duration, if I recall correctly. Might not be worth the hit to rate of fire, however.
I see that now, a little yellow pow symbol☀ Cool!+1 for Peaches!
@1:40ish the Vette's PD takes out the first one then you close and the second one hits for sure. A 6pointed star with a hollow circle in the middle shows on its debuffs next to the drag/engine disruption icon, pretty sure that one is for the fsd interrupt, as it wasn't emissive icon.