Ship Builds & Load Outs Tell me about Pack Hounds

I've recently unlocked Pack Hounds and stockpiled a few.
But to be honest, I have no idea what to do with them. 😅 Never used missiles before except for some unsatisfactory test runs.

So... what is a good use case for them?
What ships do they work well on?
And what engineering should I apply to the launchers?

Cheers =)
 
Pack-Hound missiles can be great for some fun with besieging external modules such as Hardpoints and Thrusters, after they deplete any shield present. One trigger tap releases four missiles successively, and unlike ordinary missiles they are designed for holding the trigger and releasing the entire supply.

That being the case, definitely consider High Capacity on all of them. For experimental effects:
  • Overload Munitions could help balance the damage types.
  • Emissive Munitions could help retain missile lock against cold targets.
  • I would ignore Drag Munitions, unless you are also flying relatively close and attempting to strike the target with something else.
Do not underestimate cold targets when your only weapons are seeker-missiles; you will be nothing without your all-important missile lock. If you have a class 1 Hardpoint which cannot take a Pack-hound missile rack, or perhaps a class 3–4 Hardpoint in which you would prefer not to fit a class 2 module, consider something like a Pulse Laser for the Emissive effect to enable your missiles.

The ideal starships will be those with a lot of Hardpoints at or above class 2. If, like me, you fly medium starships:
  • The Fer-de-Lance (2 2 2 2 4) comes immediately to mind, however note that much of its value favours Fixed, non-seeking weapons.
  • The Federal Gunship (1 1 2 2 2 2 3) is a bit slower but better-suited for five Pack-hounds plus some utility weapons.
If you fly heavy, which normally I would avoid but in this case it could be useful:
  • The Imperial Cutter (2 2 2 2 3 3 4) would be a lovely choice, with options for four plus some powerful standard weapons, or six plus a single class 4 weapon.
  • If you just want the maximum Pack-hound missiles you can carry at any cost, use the Type-10 Defender (1 1 2 2 2 3 3 3 3).
Obviously there are other choices which can equip a good number of Pack-hound missiles, though it is mostly at cost of not using their Hardpoints as well as you could be. One interesting exception is the Beluga Liner, which could fly into battle with reasonable protection and nothing but five Pack-hounds, but I am sure you will understand my leaving that experiment to you.
 
You can dish out a lot of damage very quickly from a medium hardpoint with them. Even with grade 5 high capacity you'll run out of ammo in long battles like high CZs.
They are a lot of fun.
 
I use a Packhound launcher on my Chieftain as utility with drag munitions. No matter the point defence, one missile always comes through. Helps keeping the faster things in range of my Cytoscramblers and Pacifiers.
 
I use a Packhound launcher on my Chieftain as utility with drag munitions. No matter the point defence, one missile always comes through. Helps keeping the faster things in range of my Cytoscramblers and Pacifiers.

That use of seeker-missiles is also a quite elegant way to handle the Chieftain class 2 Hardpoint being beneath while all the others are atop!

I have a Cytoscrambler on my Fragment Cannon Mamba, and I love how the Corrosive effect from its other class 1 Hardpoint enables considerable Cytoscrambler damage versus hull.
 
Yeah that sounds neat, the Chief is my favourite combat ship anyway and by the sounds of it, Vardaugas runs a very similar setup to mine. RN I have 2 Pacifiers, 3 Cytos, and a Corrosive MC to soften up the targets.
So might experiment with that. ^^
 
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