Knocking the Stuffing Out of Shield Generators

It was your shields modifications for starters , they fall very easy to reverb mines. Also fletchett launchers could have played a roll in this , if you were being fired upon, they are somewhat discreet because of the minimal damage they do to your shields and hull when module targeting. One more thing , the warning system for torps can be easily handled through various techniques , but I wont be giving out those secrets.

mmm...ok, any tips for the shield mods?
 
A day late and a dollar short over here, but my advice would be to record your play session when going into a hotspot in Open where you expect company. If you don't have Shadowplay even a free Bandicam account will do the trick. You'll be amazed at the stuff you get to see on slow replay.
 
[video=youtube;-iCBCXGoO9E]https://www.youtube.com/watch?v=-iCBCXGoO9E[/video]

Some advice for victims of torpedo or mine bombers:

1. MRPs do not cover cascade damage.
2. EDIT: Hi-Cap shield gens are easy targets as they don't have increased integrity from the reinforced mod like thermal resist shields do for example.
3. Full shield tanks are a cascade magnet as usually they don't run any hull or MRPs beneath it
4. Most mine bombers are small stealth ships. Counter them by being either a full noob with emissive seekers or being a pro and snipe them with high energy weapons (their healthpool usually is low)
5. Torpedos can temporarily be confused using ECMs. Use this and lead the torps into the palyer who fired them, nothing is more statisfying.
6. Always reinforce critical modules like powerplants, FSDs and run atleast one large MRP (C4-C5) to increase your chances of survival as bombers target submodules exclusively (unless in a wing, then raw damage is applied)
7. Speed is your best friend. Mines don't fire forwards and torps fly at 250 m/s.
7.1. Running in a straight line is a death sentence. Mine bombers can disable your drives temporaily and oneshot your shields. Be evasive.
8. If you are not half-way decent in PvP and you encounter a bomber in your big ship. Disengage instantly. Bombers are usually above average PvP players.
 
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Some advice for victims of torpedo or mine bombers:

1. MRPs do not cover cascade damage.
2. Hi-Cap shield gens are easy targets as they have reduced integrity from the reinforced mod.
3. Full shield tanks are a cascade magnet as usually they don't run any hull or MRPs beneath it
4. Most mine bombers are small stealth ships. Counter them by being either a full noob with emissive seekers or being a pro and snipe them with high energy weapons (their healthpool usually is low)
5. Torpedos can temporarily be confused using ECMs. Use this and lead the torps into the palyer who fired them, nothing is more statisfying.
6. Always reinforce critical modules like powerplants, FSDs and run atleast one large MRP (C4-C5) to increase your chances of survival as bombers target submodules exclusively (unless in a wing, then raw damage is applied)
7. Speed is your best friend. Mines don't fire forwards and torps fly at 250 m/s.
7.1. Running in a straight line is a death sentence. Mine bombers can disable your drives temporaily and oneshot your shields. Be evasive.
8. If you are not half-way decent in PvP and you encounter a bomber in your big ship. Disengage instantly. Bombers are usually above average PvP players.

Thanks 4 that. +1
 
Only way to not get any warning about torpedoes is if they are fired at another target, who then places you between the torpedoes and themselves...they detonate on impact and do damage to whatever they hit, but only the actual target gets a warning.

As noted, mines have no warning, and rapid fire mine launchers can dump an impressive number of mines in short order, but are even more difficult to use effectively.

Shield generator should have been repairable. Sounds like a bug, or that you were mistaken, if it didn't appear to be.
 
The problem is that even with all those tips, you only stand a chance at escaping, but never at fighting when the enemy is in a wing and you aren't. Even a wing of small ships would overpower a fully engineered medium/big PvP ship if only due to the fact that a single CMDR has to limit himself to certain weapon and defence types, whereas a full wing can each bring a specialist ship to apply all the debuffs the game has to offer. Especially small stealth ships like Diamondbacks are not to be underestimated, one of those could've delivered the mines or torp that destroyed your shield (the other day I encountered an especially interesting build; it kept on pelting me with what seemed like force shell cannons to keep my fixed targeting off balance. It worked).
 
But seriously I hate those vibrating mines and torpedoes. A person grinds away for months to get big powerful ships thinking 'finally, I can be secure', and all the PvP murder tots laugh their socks off as they run rings round you in little hull-tank vipers, using these utterly unfair weapons to destroy many a CMDRs pride and joy. *sigh*

The path to security is experience and vigilance, not the ship. Beyond that, as a rough rule of thumb, safety and speed are synonymous.

The problem is that even with all those tips, you only stand a chance at escaping, but never at fighting when the enemy is in a wing and you aren't. Even a wing of small ships would overpower a fully engineered medium/big PvP ship if only due to the fact that a single CMDR has to limit himself to certain weapon and defence types, whereas a full wing can each bring a specialist ship to apply all the debuffs the game has to offer.

Often have to retreat, occasionally screw up and get shot down, but I almost always feel like I can fight back if I'm in a large ship I've built for combat, especially if I'm fighting only two or three other CMDRs.
 
It was your shields modifications for starters , they fall very easy to reverb mines. Also fletchett launchers could have played a roll in this , if you were being fired upon, they are somewhat discreet because of the minimal damage they do to your shields and hull when module targeting. One more thing , the warning system for torps can be easily handled through various techniques , but I wont be giving out those secrets.

Sounds a little like you are saying you know and use a exploit to avoid triggering a warning for incoming missiles; hope this isn't the case.
 
Is firing packhounds an exploit?

Oh if we are talking the disguise them in packhounds technique then no because you do get a initial warning that stuff is being launched at you . But the op suggested he had NO warning.

Just to be clear if anyone knows a bug exploit to stop any warning sounding they should report it as a bug rather than using it to their advantage.
 
From what I remember, reverb cascade torpedoes only trigger fairly generic warnings like "incoming missile" and "module damaged". There is no indication of this special effect being used AFAIK, maybe a little icon below the ship schematic on your dashboard? Overall it's really easy to miss as your shield is seemingly taking very little damage and then it suddenly goes off.

If you survive, check your module health. If the shield generator is at 0% and every other module at 90%+, it's definitely reverb cascade. That said, you can definitely repair your shield - I believe power plant is the only module that can't be repaired. Also, while MRP doesn't protect your shield generator it does significantly increase your survival chance with shield down. Without a MRP you're likely to get disabled (thrusters or power plant off) within seconds.

And as has been said, big slow ships are easy targets for organized wings. If you get attacked and see that the attacker is in a wing (even if other wing members are not visible / in another instance) get out immediately. Or at least try to. Unless you are really good and your ship is fitted accordingly (see Morbad's posts) you have zero chance of winning that fight.
 
Sounds a little like you are saying you know and use a exploit to avoid triggering a warning for incoming missiles; hope this isn't the case.

I don't know why that should be an exploit. You are not targeted and leading torps into something else than yourself is actually quite a skillful challenge which is properly rewarded.

Only if firing them causes your GPU to melt and you consecutively combat log due to that :p:D

Remember the old packhound rapid fire bug? INFINITE PACKHOUNDS!

[video=youtube;Ap6wgAMcpVM]https://www.youtube.com/watch?v=Ap6wgAMcpVM[/video]
 
Often have to retreat, occasionally screw up and get shot down, but I almost always feel like I can fight back if I'm in a large ship I've built for combat, especially if I'm fighting only two or three other CMDRs.

Of course it all depends on their and your abilities, loadout, and their number. But against a capable, properly balanced wing of four, I (personally) can only hope to sometimes lure one of the smaller ships out and destroy it quickly if I'm lucky (I’m not exceptionally gud though).
 
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I don't know why that should be an exploit. You are not targeted and leading torps into something else than yourself is actually quite a skillful challenge which is properly rewarded.



Remember the old packhound rapid fire bug? INFINITE PACKHOUNDS!

Ahh, so you are saying the torps had another ship as their target and that CMDR guided them to his victim to avoid a 'incoming' warning? Interesting and I wouldn't call that a exploit, but the OP suggested there was nothing in front of him so not sure if it was the case but a possibility perhaps. Does the Op recall a ship ahead or on a flank that could of lead torps to him?
 
Ahh, so you are saying the torps had another ship as their target and that CMDR guided them to his victim to avoid a 'incoming' warning? Interesting and I wouldn't call that a exploit, but the OP suggested there was nothing in front of him so not sure if it was the case but a possibility perhaps. Does the Op recall a ship ahead or on a flank that could of lead torps to him?

You can target anything and anyone, including space garbage or a silent running wing member, and torpedoes have a range only limited by their duration (which usually translates into ~30km under ideal circumstances; wing members and large static structures can be targeted at any range). And since they follow their target, the target (if it's mobile) can kite them into someone who isn't paying attention.
 
You can target anything and anyone, including space garbage or a silent running wing member, and torpedoes have a range only limited by their duration (which usually translates into ~30km under ideal circumstances; wing members and large static structures can be targeted at any range). And since they follow their target, the target (if it's mobile) can kite them into someone who isn't paying attention.

Interesting stuff, with the silent running wing member to they have to target and launch before they go silent? If not how do they 'target' the silent running guy to fire them? Thanks for sharing the technique[up]

Also would PDT's fire in this case, not sure myself?
 
Interesting stuff, with the silent running wing member to they have to target and launch before they go silent? If not how do they 'target' the silent running guy to fire them?

Wing members can be targeted at any range, irrespective of their sensor signature, and, last I checked, torpedoes will lock and follow.
 
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