Engineers Rapid-fire Seeker Missile Jitter: Does it actually affect anything?

Just a quick question, right there in the title!

Can't seem to find any concrete answers through Google, reddit, or forum-search, so I'm wondering if anyone can shine some light on this. (The question also pertains to Packhounds.)
 
No it does not. Neither are dumbfires affected by jitter (or I had super good rolls that I don't recognize at 500m :p).

But it seems like jitter does not appply to missiles after all.
 
I use rapid fire seekers as anti-torpedo counter measures.

Haven noticed any downside from the jitter, but I haven't test extensively with targeting external modules.
 
I use rapid fire seekers as anti-torpedo counter measures.

Haven noticed any downside from the jitter, but I haven't test extensively with targeting external modules.

When testing in the 2.1 beta jitter affected the missiles,
they were simply not launched straight, but that has no effect
on weapons that home in on target.

Specifically when using packhounds you see the added jitter,
as they launch using the jitter mechanic to spread,
and then home in.

So OP, no seekers are not affected and on the effective engagement
range of dumbfires you won't notice much either.
 
When testing in the 2.1 beta jitter affected the missiles,
they were simply not launched straight, but that has no effect
on weapons that home in on target.

Specifically when using packhounds you see the added jitter,
as they launch using the jitter mechanic to spread,
and then home in.

So OP, no seekers are not affected and on the effective engagement
range of dumbfires you won't notice much either.

Okay, thank you!

The heat is a bit of a factor, at least with 4 Packhounds, so I suppose I won't be going with rapid fire for this particular ship, but this is pretty valuable info.
 
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