Hello commanders,
I have been practicing my torpedo/missile boat build against high-threat assassination targets (i.e.: FdL with super strong shield + 3 point defense turrets, sometimes an ECM), and when 3 reverb cascade torps hit and the shield goes down, the fight is basically over in less than a minute. Impressive.
I am trying to figure out the best way to get the torps to detonate without the need for them to run after the target at their slow 250m/s speed (which still works relatively well if you manage to get your target to fly in circles...as long as you do not get close to the torps which would make them detonate).
The best way I found is to fire them between 1-1.5 km at a perpendicular 90-degree angle.
Tried to fire them in a joust (facing/boosting at my target) at around <1 km but, although they do connect, the shield is not damaged...do they need time to "arm" after they are fired, maybe?
Also tried to fire Pack Hounds with drag munition effect, but I have the impression that when these detonate, they destroy the torps if they are close to the explosions.
Any thoughts / shared experiences?
I am of course still testing / practicing, but the need to always have to rearm at a station (no synthesis for torps) makes long and testing tedious.
I have been practicing my torpedo/missile boat build against high-threat assassination targets (i.e.: FdL with super strong shield + 3 point defense turrets, sometimes an ECM), and when 3 reverb cascade torps hit and the shield goes down, the fight is basically over in less than a minute. Impressive.
I am trying to figure out the best way to get the torps to detonate without the need for them to run after the target at their slow 250m/s speed (which still works relatively well if you manage to get your target to fly in circles...as long as you do not get close to the torps which would make them detonate).
The best way I found is to fire them between 1-1.5 km at a perpendicular 90-degree angle.
Tried to fire them in a joust (facing/boosting at my target) at around <1 km but, although they do connect, the shield is not damaged...do they need time to "arm" after they are fired, maybe?
Also tried to fire Pack Hounds with drag munition effect, but I have the impression that when these detonate, they destroy the torps if they are close to the explosions.
Any thoughts / shared experiences?
I am of course still testing / practicing, but the need to always have to rearm at a station (no synthesis for torps) makes long and testing tedious.