COMPLETED CG Resist the Federation's Attempt to Capture Yuri Grom (Combat)

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I picked up both my advanced missile racks today and tried to add additional engineering on them since they are only engineered to grade one. I think all I did was mess up one of my new missile racks. Posting so someone doesn't make the same mistake I did. I submitted a ticket to Fdev but this is 100% my fault I thought they could be engineered to grade 5.
Thank you for warning us.
 
I picked up both my advanced missile racks today and tried to add additional engineering on them since they are only engineered to grade one. I think all I did was mess up one of my new missile racks. Posting so someone doesn't make the same mistake I did. I submitted a ticket to Fdev but this is 100% my fault I thought they could be engineered to grade 5.

I think that's a very easy mistake to make, I don't think you'll be the only one. Not sure why these are flagged as G1. Hope support can fix it for you.
 
I picked up both my advanced missile racks today and tried to add additional engineering on them since they are only engineered to grade one. I think all I did was mess up one of my new missile racks. Posting so someone doesn't make the same mistake I did. I submitted a ticket to Fdev but this is 100% my fault I thought they could be engineered to grade 5.
Normally you can only change or apply an experimental. If you apply a mod, it will replace what's already there, and since players can't apply double mods, you essentially convert the double-mod item to a single-mod. Which is why, when receiving a CG reward module, don't look at the number of grade icons or the mod name. Look at the stats instead. That's how I found out that this CG reward missile rack has triple ammo capacity instead of the normal double capacity of a grade 5 high-capacity mod, but only around grade 3 rapid-fire mod.
 
Well guys, I got them, and I tried them. I have to say that I really like them. They work pretty well with NPCs. Many of them just drift away with their engines completely out of order after a couple of rounds. I am currently using them in a Challenger (1 x 3size seeker missiles + the 2 CG missiles + 4 cytoscramblers). Obviously I am talking about a non compromised beacon and low/mid level wanteds, and some elite krait. I wouldn't bring that configuration to a pirate activity class 7 signal XD. But you never know, maybe the missiles work great as well against really tough guys. I shall try...
 
Having finally picked up the racks (they did turn on Outfitting), and then trying the Seeker missiles out in a CZ, I was a tad disappointed, having never used missiles before, by how little damage they did. Mind, I tried them on a Vulture, without checking to see how good its shield's were. Someone once recommended that I put Packhounds on a T9 (after getting the necessary allegiance), for defence against pirates, and maybe they're more powerful, but the worst part of missiles is that you don't just select a target and 'fire and forget'. You actually have to get the target lock, which takes us back to the T9's slow turning rate.

Unless I can do a lot of damage immediately after submitting to an interdiction, I just can't see missiles being much use to me (outside of mining, of course).
 
They do what they were built to do... and thats Explosive splash damage to hull after shields are already gone as your restricted to 2 still...
Source: https://www.youtube.com/watch?v=92Cq5MYPzIk&ab_channel=GraphiteGB

Target can't boost due to drag efect and if they don't have point defence and don't turn 180 to face you they won't have engine or drives active for long if they try to run...
Even station defences are limited in range so ships are on there own from there...
 
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