Please tell me I'm doing something wrong with torpedoes

So, I getting some combat merits for Power Play. The enemies tend to be pretty easy so I'm trying different ships for a bit of variety. I thought hey why dont I give torpedoes a go.
The Ship:
Imperial Courier
Hardpoints
class 2 Beam Laser g3 Overcharged, Oversized
2 X class 2 torpedo pylon g5 Lightweight mount, Penetrator payload.

So, I did this twice because I thought something must have gone wrong the 1st time but I got the same result.

Interdicted a Type 9 competent (I assume no engineering). Quickly removed its shield with the Beam laser. Locked on with the torpedoes fired 2. They hit. Type 9 hull drops to 80%. Lock on and fire the next 2. Type 9 hull 60%.
Now I'm out of ammo? Return to base and pay 60,000 to reload.

Have I missed something? Do I need to target a specific module or something?
 
Sometimes it's good to give it a try I have modules full of what ifs engineering youay come across something that works for you rather than the accepted norm ??
 
Torpedoes sound like they need a serious buff. Probably missile weapons in general need a buff. I haven't engineered the Size 3 Seeker Missile Rack on my Corvette, so maybe it will improve with the right choice of engineering improvements, but it's a little underwhelming for a weapon that takes a bit of time to lock on and which can be intercepted by point defences and ECM.
 
Torpedoes are best for ships that will not be fighting very often, like your trade ship or bubble Hopper. Ships that don't have enough DPS on their own normally to win a fight.

Boost away, turn around, nail them with four Reverb Cascade torpedoes, and then snipe the power plant from outside their range, and there's nothing they can do about it.

Then you go land and rearm.
 
The easy answer on fdev's behalf would be to give them like 10x the ammo but a 120 second reload. That way you can use them multiple times but only once or twice per fight.
 
The biggest problem with torpedoes is that if they ever fixed the problems with them they’d become borderline mandatory. They’re slow, so they could be made faster. They don’t do enough damage so they could do more. They can’t be reloaded so they could fix that. Everyone would then run around with slots full of reverb torpedoes playing Hunt For Red October.

I’d love for the game to give us a real honest to goodness photon torpedo that’s high damage, reasonably fast, and tracks targets, but I wouldn’t want to have to be the one who balances it.
 
The biggest problem with torpedoes is that if they ever fixed the problems with them they’d become borderline mandatory. They’re slow, so they could be made faster. They don’t do enough damage so they could do more. They can’t be reloaded so they could fix that. Everyone would then run around with slots full of reverb torpedoes playing Hunt For Red October.

I’d love for the game to give us a real honest to goodness photon torpedo that’s high damage, reasonably fast, and tracks targets, but I wouldn’t want to have to be the one who balances it.

Honestly, the speed and damage are fine. One large can kill anyone's shields with reverb cascade, or anyone's powerplant with penetrator payload. They're just fine as a utility weapon; if you could kill more than one enemy with them, I'd carry one on the bottom hardpoint of my corvette.

But you can't kill more than one enemy with them. You can't really even give them synthesis, because that would still let you spam them, just more expensively.

But if you gave them 40 ammo instead of 4, but made the reload time 120 seconds, you could use them as they were designed, AND use them over a longer fight. I'd love this, myself. I could do all sorts of stuff with them; obliterate little targets, kill the shields on imperial captains, who knows?
 
So, I getting some combat merits for Power Play. The enemies tend to be pretty easy so I'm trying different ships for a bit of variety. I thought hey why dont I give torpedoes a go.
The Ship:
Imperial Courier
Hardpoints
class 2 Beam Laser g3 Overcharged, Oversized
2 X class 2 torpedo pylon g5 Lightweight mount, Penetrator payload.

So, I did this twice because I thought something must have gone wrong the 1st time but I got the same result.

Interdicted a Type 9 competent (I assume no engineering). Quickly removed its shield with the Beam laser. Locked on with the torpedoes fired 2. They hit. Type 9 hull drops to 80%. Lock on and fire the next 2. Type 9 hull 60%.
Now I'm out of ammo? Return to base and pay 60,000 to reload.

Have I missed something? Do I need to target a specific module or something?
Seems that your approach is not an ideal use case.
I have just learned about the reverb cascade experimental, you can apply this to torpedos and with it they are used to destroy shields, so they make great defence for passenger ships and cargo carriers, against large attacker, because they can overload shields destroying the shield generator, leaving the attacker somewhat naked and rather venerable to all, whilst the target gets away.

 
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The simple brutal honest truth is... you're using them wrong(although the above comments about using them at all are equally as valid)
Their best use is against heavily shielded ships using the reverb cascade mod.
But you have to launch them correctly because they run so slow... which means keeping your own speed down below 200 m/sec forward (running your own torps over is humilating), also you have to either launch them as the enemy approaches when jousting so that the torps lock on and the enemy has no chance of avoiding them, or get yourself in a superior firing position remembering that they take time to arm.(someone remind me what this is)
Dont aim for the shield generator either... anywhere on the shields will do the damage to it.
As for how effective they are, imagine a fully tooled up 'vette with prismo shields, my gunship left it with no shields, no drives, no power plant and no fsd. also bounced a 13th legion PvP'er when he was hassling a wing mate.... gave him a nasty shock when the shields went down on his FDL..... he turned from full blown killer into brave sir robin 😁

Bill

<<chilling out after some bug squashing
 
on a few occasions mines with rev cascade worked for me better, it's fun when your opponent is triggered and flies aggressively toward you your while you're in reverse thrust and launch a salvo of rev cascade mines and literally drop his pants down in a matter of seconds 😂
 
on a few occasions mines with rev cascade worked for me better, it's fun when your opponent is triggered and flies aggressively toward you your while you're in reverse thrust and launch a salvo of rev cascade mines and literally drop his pants down in a matter of seconds 😂
Oh that would be hilarious, if their plan is to shield ram you!
 
The easy answer on fdev's behalf would be to give them like 10x the ammo but a 120 second reload. That way you can use them multiple times but only once or twice per fight.
That seems like a great idea. It could give the enemy enough time to get their shields back up. So in the case of my Courier vs T9 I wold have had to remove his shields 3 times. Sounds fair.
 
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