Grom Bomb

1. Does the target's shields have to be down for Groms to reset the FSD?
2. Is it effective to use 1 rack for Groms and a 2nd rack for Packhounds?
3. I'm going with Rapid Fire + Penetrator unless someone changes my mind.
4. Do Groms work vs NPCs, which is my intended target, of course :giggle:
 
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. 🙂
 
From what I understand from having talked to other players who only target NPCs as well, a single rack of Groms should be enough due to the cooldown on the effect. Whilst it does knock out the FSD, there is enough time for the FSD to reboot and the ahem NPC to high wake before the effect can be applied again.

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). Against someone who knows what they're doing, you'll only get the chance to fire one and have it reset the FSD, but at least high cap allows you to stay out longer before restocking and gives you 24 in the clip as opposed to 12.
 
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.
 
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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).

You do only need one hit, but Rapid Fire makes it much easier and quicker to land that one hit.

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.

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!
 
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, but my packhound rack will have it.
 
I didn't see that option for grom

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 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.
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.
Case in point:
 
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 stumbled upon them and did some searches and not much came up, and I was honestly kind of surprised. The mediums only advantage is a larger magazine before reload. My main (personal) problem with the smalls is I usually have cytos stacked there and don't want to give that up. I did put beams on 2 mediums and the large on a Challenger then 3 small adv missile on the 3 smalls, and with superpen they will destroy the PP on an NPC Conda insanely fast, and the Challenger can of course keep you up close to do it. I'm not saying they are the best thing in the world, but definitely fun to play with for someone who enjoys engineering and trying different stuff out. I'd be curious to hear of your experiences with them once you've had some time!

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.

That is definitely the kind of situation they are perfect for, and Groms will give you what might be a very important extra couple few seconds. Hopefully you can make someone wonder what the heck just happened in the near future.
 
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My main (personal) problem with the smalls is I usually have cytos stacked there and don't want to give that up.

We share the same problem. I tried the Corvette recently and was absolutely disgusted with it's anti-Shield capabilities, so I bailed on it. I just can't give my Cytos up!
 
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.
My first Grom test:

I went with Rapid Fire + Penetrator experimental. One can see the target's PDT taking out missiles, but I think the FSD was indeed disrupted.
 
+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.
 
+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.
I see that now, a little yellow pow symbol☀ Cool!
 
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