How many Pack Hounds?

o7 CMDRs

OK, an hour and a half until Pack Hound time :) So how many should I buy?
I mostly do combat. Serious replies from experience please.

My combat oriented ships:

Viper M4
Imp Courier
Vulture
FAS
FGS
Mamba (has 2 seeker racks)
Krait M2
Beluga (explorer but has 3 Seeker racks muhahaha)
Anaconda
Corvette

I want to have enough so I don't have to swap them between ships all the time.
Money/storage not an issue.

Thx

X
 
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I bought a dozen of them. Four of them sit on my dropship, another two on my viper, and the rest honestly mostly sit in storage. I ended up making a batch of them rapid fire instead of highcap just for the gpu-melting hilarity.

I was thinking between 15-20. I guess that isn't too overkill then. Over time I can always get rid of them.

Thanks for the upgrade info though, I forgot all about that. What are the best mods for these things?
 
As hilarious as rapid-fire is, I really can't make a serious suggestion for anything other than high-capacity as the base mod.

Drag munitions are a nice debuff to deliver with packhounds. If you're going full macross-missile-massacre even against shields, you might want to give one or two of them overload munitions for the thermal damage.
 
I bought six - I keep 2 at most on a ship, engineered with High-Capacity and one special effect of your choice. Also doesn't take up too much of my module storage space that way.
 

Deleted member 182079

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Think I reduced my stock to 5 (as I think that's the max number of medium slots on any ship? and I don't like wasting larger slots on smaller sized weapons), all high capacity so they last a while and with various different special effects. Realistically, I found 2 PH modules on a ship plenty, unless you're up for some lulz (and you will lul, GOOD).
 
I bought 10 of them.

I wanted enough that I could fit them to every hardpoint of my T10 and then take it to a RES, just to get some screenies.... which I haven't yet done. :cautious:

More practically, I've found that they work well in my super-light ships.
I've got an iEagle that can do 900m/s (which already makes it pretty-much unstoppable) and it's kind of fun, when I get interdicted, when I return fire with drag packhounds and then railguns.
That was such a success that I've built a 2nd iCourier with a similar philosophy, fitted with packhounds and a pair of Imp' Hammers.

For me, the best "job" for packhounds is to slow down fast ships using the Drag XFX.
If you're the sort of player who likes hunting big ships then I guess fitting a PvP ship with them in order to negate the biggest advantage of ships like the Clipper and Cutter (it's speed) might be a smart move.
Alternatively, if you're flying something like a Clipper or Cutter, they make a good defensive weapon to slow down an attacker while your FSD spools up.

Seems like most "fast ships" have a boost speed of somewhere around 500m/sec, which means they're vulnerable to packhounds with the Drag XFX.
The only sure way to defeat them is to be flying a ship that can do >600m/s - such as an iCourier.

As to how many you actually need, I guess that'll depend on how many ships you have that can make use of them, either as offensive or defensive weapons.
 
I bought 12 when I unlocked them. Six are on my wing support Type 10, another 3 are on my Combi Python, leaving three in reserve.
 
I bought a round dozen when I had access, and put four on a FGS, high capacity with drag munitions. Watch out for the heat generated when ripple firing salvo's (No of Weapons; Missiles per salvo; Shots per clip before reload 4x4x3 = 48 ) and losing your target in the smoke trails left by the rocket exhaust.
 
Wingmate runs a T10 with 7 Pack hounds + 2 small seekers not that practical a build but it's a hugely impressive fireworks display, at Pirate threat zones I'll strip the shields and he "unleashes hell" on the hull ;)

I believe that's 28 pack hounds per salvo, bonkers!
 
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