Lets talk about missiles, torps and plasa accels

So now we have 2.1 etc what are peoples views on missiles, torps and plasma accelerator?

My FDL has always had 4 multi cannons and a massive plasma cannon OR 4 pulses and something on the huge hardpoint.

I'm considering trying missiles on the huge hard point and having a mixture of lasers and multicannons on the mediums.

What's peoples experience?
 
I haven't tried missiles yet, but I heard they're great for killing subsystems on shieldless targets, especially thrusters.

But for my FDL, I just use a huge beam, and 4 multies.
That lays waste to everything.
Kinda feels abit OP to be honest. Lol
(Don't tell FD!)

I've since switched to using my Python for combat and scooping. I may try missiles on it tomorrow.
 
Missiles wreck a ship once the shields are gone. And since that means they often turn the thrusters towards the attacker, those are prone to be taken out first. Missile Viper is an excellent finisher.
 
Here is my experience with missiles and plasmas :

  • Plasma is good in C4, and Adv. PA is amazing for C3. There are very good mods for plasmas : termal conduit, target lock breaker and dispersal fields. (the latter is real nice imo).
  • Missiles : expanded mag is a must go, and for special effects the drag munition effect really screws small fighters up. They do good damage on top of it. Very nice for pest control.

I would add that a C1 cannon turret on a large ship like the corvette with expanded mag and dispersal field would act as a perma chaff vs large targets, which is really good when you think about it.

My plan is to use the Corvette C1 hardpoints to apply debufs like drag amo (missiles or frag) and dispersal fields.
 
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So now we have 2.1 etc what are peoples views on missiles, torps and plasma accelerator?

My FDL has always had 4 multi cannons and a massive plasma cannon OR 4 pulses and something on the huge hardpoint.

I'm considering trying missiles on the huge hard point and having a mixture of lasers and multicannons on the mediums.

What's peoples experience?

I can't speak for PAs, but from my observations:

1) missiles will wreak havoc on a ship that doesn't have its shields.

2) Torps can be outrun by a Type 9 at 75% throttle while the pilot takes a brief nap. If they do manage to catch the target and hit, and they've flown far enough to arm, you run a 50/50 chance of them doing no damage, or absolutely obliterating your targets butt six ways to Sunday.
 
Missiles are perfect now, they actually have a niche, and they are massive fun to use. I actually have problems leaving the outfitting screen without fitting some no matter what my ship is at the time. They're even great against larget ships, as you can target weapons to disarm them, or at the least, take out their most powerful weapons.
 
Missiles are cool. The low ammo capacity makes them great for either assassination missions or for mission ships which need to hold their own in a fight or two but aren't going to be getting into dozens of combats between rearming.

Torps are really for use against much larger ships. They'll have a niche eventually.

PAs are good, but take practice to use properly. I used to run one on my FDL, but have decided that the MC4 is more fun! :D
 
wait I don't understand now, what is now good with missiles? many said they are good against weapons, what do they mean? please explain to me what's better with missiles compared to before?
 
Missiles now do a lot of nasty splash damage vs external subsystems, and do more damage in general, are more effective vs shields than before and
are a tad faster.

A single missile can take out 25% of an A6 drive, and nearly destroy weapons.

Then, on the heat seeker missiles, there is a special mod that disrupt the engines (make the pips in engine have no effects). Since it acts like a "slow" debuff,
it helps take down small ships with large ones. There is an other mod that turns missile into thermal/explosive damage, instead of explosive only, making them
much more effective vs shields. (neat to take down eagles and such).
 
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I have a dropship with 4 packhounds and a beam.

and i do quite allot of mining, so unlimited missles.. sortof :p but they finaly do damage.
 
wait I don't understand now, what is now good with missiles? many said they are good against weapons, what do they mean? please explain to me what's better with missiles compared to before?

Seeker missiles do not only great general damage vs hulls, they also wreck modules when you aim for them (takes a few, but the damage is done very fast). Most of my ships now pack at least one set of missiles (usually seekers), but unless you are loaded with synthesis materials for extra amo, they really are for one or two fights and then off to reload. Here's my scavenger setup for a cheap materials hunter that can stand for some light combat:
https://coriolis.io/outfit/viper_mk...003B303C56bv62f.Iw1-kA==.Aw18IwlQ?bn=Skaven X
Here's my cobra setup for light deliveries of small cargo and info (stuff for helping out my minor faction):
https://coriolis.io/outfit/cobra_mk...32f.Iw1-kA==.EwBhEYy6wZhUIg==?bn=Hydra MK III
The missiles do a lot of hull damage and while they won't all make their mark (both people and NPCs are using point defence often now and for good reason) when they do, each hit counts.
 
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I put 2 missile racks in the 2 class 1 points on my Conda and I really love them. They do more damage than any other class 1 weapon by a lot. Put beam lasers there and the damage is insignificant, but those missiles are doing just about as much as my class 3 canon, I'm very impressed.
 
I still don't quite get it, so missiles now can damage modules even against shielded opponent? and what exactly do they mean with all those talks about missiles killing external modules?
 
PAs with Phasing Sequence are quite fun as not only do they do decent damage to shields, but also to hull at the same time (damage is reduced, but it still noticeable, particularly against small ships). It also makes the PA shots a rather nice shade of blue!
 
I still don't quite get it, so missiles now can damage modules even against shielded opponent? and what exactly do they mean with all those talks about missiles killing external modules?

Nah shields still resist missiles well, but against un-shielded opponents, and especially if you target their subsystems (power plant, thrusters, fsd drive, weapons, cargo bay etc.) they do lots of damage against them, making it possible to destroy the thrusters or weapons, whilst the enemy ship is still alive, effectively crippling it
 
I took a torpedo 2x pylon recently to replace one of my class 2 multicannons for a pirate lord mission just to see how they went. Didn't end up finding the mission target but I did get interdicted by a wing of 2 with a type 4 viper and an asp exp, both rated expert. Took both their shields down with beam lasers then pretty much just one shotted both of them with a torpedo each. Massive damage but only one or two very expensive shots available so it's a speciality weapon, and of course ECM, PD, or just a well aimed laser will render them a very expensive waste of time.
 
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