Newcomer / Intro Missile Lock

I recently purchased a pair of class 1 seeker missile launchers for my Cobra, but can't seem to figure out how to get a lock on a target. I would assume I need to keep the target in the crosshairs to get a lock, but that doesn't seem to be doing anything. So what do I need to do to get a lock?
 
How close are you getting? I believe there is a range at which you have to be closer than to lock, but I may be wrong as I don't use missiles because they are a bit pump!
 
Your targeting reticle thingy gives you a visual cue and a little beep once you've got a lock.

And you've definitely bought the seeker variant, right?

I recently put a couple of seeker racks on my Cobra too - against small ships they're very effective and satisfying :)
Make sure you're at 1km or less for best results.

They're not very good against medium or large targets and useless for targeting modules.

Have fun!
 
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Your targeting reticle thingy gives you a visual cue and a little beep once you've got a lock.

And you've definitely bought the seeker variant, right?

I recently put a couple of seeker racks on my Cobra too - against small ships they're very effective and satisfying :)
Make sure you're at 1km or less for best results.

They're not very good against medium or large targets and useless for targeting modules.

Have fun!

Would using a rail gun be recommended on average ships and to target the power plant for serious damage for us sidewinder newbies? Im thinking if as a hauler i could attain revenge by returning, slither in close....get rail gun lock on and baboom! and do enough damage to not make it a wild west gun fight ...
Oh..is there a battle log or something that shows who killed us and visa versa that we can access ?
 
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I recently added a set of point defence on turrets on the front and rear of my Asp and have since not been hit by any missiles - they just zap them out of the space in no time. I think against smaller ships there are other choices - I like gimballed multi cannons once the shields are down :)

Quisling
 
Would using a rail gun be recommended on average ships and to target the power plant for serious damage for us sidewinder newbies? Im thinking if as a hauler i could attain revenge by returning, slither in close....get rail gun lock on and baboom! and do enough damage to not make it a wild west gun fight ...
Oh..is there a battle log or something that shows who killed us and visa versa that we can access ?

Using a rail gun depends on how good you are with Fixed aiming as there are no gimballed variants... if you're good and you hit a majority of the time it can be worth using. However, if you're not necessarily a good shot with fixed weapons you'll end up using all your ammunition and a lot of time hitting VERY few times, in which time you'll find you've not really done a lot of damage.

For a sidewinder I would simply recommend getting 2 gimballed pulse lasers and heading out to a Nav beacon. Farm wanted enemies there until you can afford a Viper (it really wont take long) or a Cobra

If you aim for something along this lines of this:

http://coriolis.io/outfit/viper/03D3D3D2D3C3D2C27271818--0243--.Iw1+kA==.Aw1+kA==

As your most basic starter killing vessel you won't go far wrong (obviously you'll then want to upgrade things like your power distribution system as the No.1 priority) and then you can work torwards upgrading all those modules to A-class variants. I find MC's and pulse lasers are often the most effective until you can get into a Vulture... then i changed to Cannons since the large pulse laser can melt smaller ships without need for a kinetic weapon.
 
I recently added a set of point defence on turrets on the front and rear of my Asp and have since not been hit by any missiles - they just zap them out of the space in no time. I think against smaller ships there are other choices - I like gimballed multi cannons once the shields are down :)

Quisling
I was wondering about those defence points...thanks

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Using a rail gun depends on how good you are with Fixed aiming as there are no gimballed variants... if you're good and you hit a majority of the time it can be worth using. However, if you're not necessarily a good shot with fixed weapons you'll end up using all your ammunition and a lot of time hitting VERY few times, in which time you'll find you've not really done a lot of damage.

For a sidewinder I would simply recommend getting 2 gimballed pulse lasers and heading out to a Nav beacon. Farm wanted enemies there until you can afford a Viper (it really wont take long) or a Cobra

If you aim for something along this lines of this:

http://coriolis.io/outfit/viper/03D3D3D2D3C3D2C27271818--0243--.Iw1+kA==.Aw1+kA==

As your most basic starter killing vessel you won't go far wrong (obviously you'll then want to upgrade things like your power distribution system as the No.1 priority) and then you can work torwards upgrading all those modules to A-class variants. I find MC's and pulse lasers are often the most effective until you can get into a Vulture... then i changed to Cannons since the large pulse laser can melt smaller ships without need for a kinetic weapon.

This is very helpful thanks!!
 
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