Keep calm and unleash the Pack Hounds

I put 4 Pack Hounds on my FGS, and then added the high capacity mod to them all. I head into battles with over 800 instruments of death on-board.

Beam lasers from my ship and from Kaylie, my trusted and 'Dangerous' fighter pilot, batter shields into submission.

Finally, the hull of the enemy is exposed, the external hard-points ripe for attack.

What should I take out first? The Frag Cannon? Missile Rack? ......what about that annoying Beam Laser? I target that for MurderDeathKill.

With one pull of a trigger, 16 hounds from hell itself are unleashed.

For an instant, the trails of missiles block out the view of the stars themselves from the cockpit. The sensor updates to report that several dogs of war are on the battlefield.

The hounds are unfed, and hungry. Only external hard-points can quell their hunger. Kaylie wisely stays out of their way as the hounds slam into their target. The Beam Laser is barely operational, pleading for death.

Another violent visit from the hounds puts the laser out of its misery. I intend to do the same to the enemy.

In the following seconds, the enemy is systematically stripped of their weapons and their hope of survival.

I destroy the now unarmed, helpless prey.

Then I target new prey.

And smile. [smile]

And the fun begins again.

You too can have this fun.

Try unleashing the Pack Hounds. [up]
 
Packhounds are one of my favorite. Even just one on a smaller ship is worth it with the extended clip. Personally I think thermal rounds are the most useful (since it does shield damage) and you can fire on a ship for a few seconds even after it leaves your view.
 
Alas, if only Pack Hounds were available without the Power Play grind, of which I will not be a part.

There's no need for real grind. Sign up, do nothing for 3 weeks, then deliver 750 merits for Week 4. Do-able in a Cutter or another large capacity ship (if you have the funds for fast access), or undermine instead.
 
Packhounds are one of my favorite. Even just one on a smaller ship is worth it with the extended clip. Personally I think thermal rounds are the most useful (since it does shield damage) and you can fire on a ship for a few seconds even after it leaves your view.

I still have 4 un-modded Pack Hounds left, at some point I'm going to try Study Mounts on them for increased Armour Piercing.
 
Loved these in beta ages ago. Can't face up doing Powerplay with my limited hours in the game. Do they avoid counter fire from point defence? Just curious.
 
Loved these in beta ages ago. Can't face up doing Powerplay with my limited hours in the game. Do they avoid counter fire from point defence? Just curious.

They don't actively avoid point defence fire, its more that point defence can get overwhelmed by the sheer number of missiles.
 
SHHH.. don't tell everyone

Want a real laugh? - I had them fitted to the class 2 on my imp eagle - plus mines in the class 1's - had fun upsetting the folk trying to kill srv drivers at barnacles a few weeks back - like a kid in a sweetie shop deciding which special effects to put on them :).
(nb can get a little hot though).
 
Alas, if only Pack Hounds were available without the Power Play grind, of which I will not be a part.
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In terms of functionality, a pair of normal seekers does the same job for you. They are just as good for destroying hardpoints. That being said, Pack Hounds indeed win in 3 aspects:
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1. Sustained damage in a longer fight. Pack Hounds are only slightly stronger than normal seekers in the first 18 seconds. But then seekers have 12 seconds or reload time, where Pack Hounds keep firing. That's where they really pull ahead in terms of damage.
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2. Against point defense. When using one seeker launcher against a ship with two point defense systems, the missile might get throught or get shot down. With two launchers, you get one or two missiles on target. With Pack Hounds you are sure to loose two to three missiles for each point defense system there. (Pack hounds have lower health, fly a little slower than normal seekers and take a longer path to the target, due to their tumbling, so more of them get destroyed. ) But some always get through, so your damage is more consistent on target.
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3. Style!!! That swarm of missiles is just awesome.
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As it should be obvious, the third point is the most important one and the one real reason that Pack Hounds are worth getting. :)
 
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*fired 4 full clips of hounds, i am fine with this*
 

Yeah, my Anaconda with just two Packhounds has a habit of doing this. :D

I haven't quite worked out what causes the massive heat spikes though.

I've fired a full clip at 80% heat and been fine, then fired just a few off at 60% heat and I'm like "stop drop and roll!". Both with full capacitor I might add.

I just love with it. Makes life fun. :D
 
I made an all packhound FGS and Cutter , they indeed were alot of fun to use but ultimately not very viable as the restock costs were a bit absurd , the temps can spike so have to be carefully monitored. For stripping out modules on a hull tank there is no better weapon.
 
There's no need for real grind. Sign up, do nothing for 3 weeks, then deliver 750 merits for Week 4. Do-able in a Cutter or another large capacity ship (if you have the funds for fast access), or undermine instead.

Yeah, this is how I got about six sets of them which I move between ships.

Except, I didnt do the deliveries, I just killed a bunch of enemy ships. Took an hour or two I think, you don't need to kill many. It's pretty sweet.
 
Packhound are fun and I get much joy watching them spiral around (while praying they dont pass target in a drunken stupor) but I get the most satisfaction out of the dumbfire containment missiles, especially when you see them charging fsd then suddenly nope.
 
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