Ship Builds & Load Outs Torpedos/ Missles

So i decided to try out some torpedo hard points. Though after getting into a dog fight and using only 1 i realized how expensive using these things can be. 15k just to resupply these thing?! Any tips on a more efficient alternative?
 

Frankfort

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So i decided to try out some torpedo hard points. Though after getting into a dog fight and using only 1 i realized how expensive using these things can be. 15k just to resupply these thing?! Any tips on a more efficient alternative?

I use a combination of misles torpedos and mines the Asp is a great testbed for trying out different configurations i use Burst/beam lasers for shield stripping and disabling thrusters and torpedos for class m and higer
ships dumbfire misles for max damage slow moving targets and seeker misles for destroying fast moving targets and mines to damage pirates and being chased and bomming ships during flyby's .
 
Originally these weapons were crazy powerful. A single torpedo could do 50%+ damage to a Anaconda hull which is why they have a crazy price tag.
They were nerfed and are due to be buffed slightly shortly (currently they do pretty much 0 shield damage).

I remember before the Nerf you had trading ships teched with as many torpedoes as possible and pirates just left them alone since one salvo could destroy them completely.


Personally I'd stick to thermal and kinetic weapons instead of explosive at least until the buff comes in 1.3 update. Most common weapons are beam lasers, pulse lasers and multicannons although there are a lot of people that enjoy normal cannons and railguns.
 
So i decided to try out some torpedo hard points. Though after getting into a dog fight and using only 1 i realized how expensive using these things can be. 15k just to resupply these thing?! Any tips on a more efficient alternative?

I am favouring gimballed beam lasers with 1 / 2 B1 missiles heat seekers ( which gives you 12 in total but the downside is only 3% damage to anacondas and pythons, greater damage to smaller crafts)
 
Originally these weapons were crazy powerful. A single torpedo could do 50%+ damage to a Anaconda hull which is why they have a crazy price tag.
They were nerfed and are due to be buffed slightly shortly (currently they do pretty much 0 shield damage).

I remember before the Nerf you had trading ships teched with as many torpedoes as possible and pirates just left them alone since one salvo could destroy them completely.


Personally I'd stick to thermal and kinetic weapons instead of explosive at least until the buff comes in 1.3 update. Most common weapons are beam lasers, pulse lasers and multicannons although there are a lot of people that enjoy normal cannons and railguns.

The 1.3.07 update is already here, do you know whether they have been buffed as planned? I have encountered some NPCs with missiles, they seemed to do little damage to my C4 shield generators with A 0 boosters.
 
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The 1.3.07 update is already here, do you know whether they have been buffed as planned? I have encountered some NPCs with missiles, they seemed to do little damage to my C4 shield generators with A 0 boosters.

Looking at the changelogs it sounds like their hull damage has been improved a fair bit but they still do almost 0 against shields. They may work well in a beam laser setup to take out shields and then fire a ton off but I still think its probably better off to just use Pulse lasers or multicannons.

The cost of ammunition and the number of countermeasures (heat sink launchers/chaff/ECM etc) means chances are your best off sticking to the tried and tested. Although if you are aligned to Li yong-rui I would advise trying the pack hound at least once to see this: https://www.youtube.com/watch?v=6TrhrqmvxCA
 
Yeah, as it stands there's no point using missiles/torps unless you're flying in a wing and have others to pick up the slack. The ammo counts are far too low to make them worthwhile.
 
Seeker missiles are useful in some scenarios because they will track targets that gimbaled and turret weapons can't, due to chaff.

Torpedoes are for taking out subsystems.

Neither is worth using until your opponent has lost shields.
 
I use torpedoes especially for PvP, you need to eat through that hull before they FSD out. Yes, they are expensive, but the ships I'm destroying them cost a lot more than the torps. So its a good investment :) I know for sure the commander in that Python didn't like those torpedoes.



Here are some examples on how effective they are.

2 Torps vs FDL, If it didnt do much hull damage, a system must have been destroyed.
[video=youtube;a4bAUGeDE7I]https://www.youtube.com/watch?v=a4bAUGeDE7I[/video]

2 Torps knocked out Python's Drives PvP
[video=youtube;Uh-0NNfA-Ss]https://www.youtube.com/watch?v=Uh-0NNfA-Ss[/video]

2 Torps did 74% damage to Vulture PvP
[video=youtube;2I8T8_KGvuE]https://www.youtube.com/watch?v=2I8T8_KGvuE[/video]

2 Torps Finished off this Python PvP
[video=youtube;5R8GVN9MSXs]https://www.youtube.com/watch?v=5R8GVN9MSXs[/video]

5 Torps crippled this Anaconda PvP (Rails and hammers finished him off)
[video=youtube;_ecAcf4HvHU]https://www.youtube.com/watch?v=_ecAcf4HvHU[/video]
 
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Really liked your videos. Nice to see someone using the tools at their disposal to get the job done rather than complaining about the tools not fitting their ideal of how combat should be.

I still think I could survive an encounter with your Explorer wing largely unscathed though.
 
With that Little damage they do to shields I am sure a good Commander could tank them good, especially with shield tank ships like the Vulture. How they deal with other stuff it's another story though.
 
Does anyone know how torps fair against ECM and PD, I fancy a dabble but I'm not sure I'd see the point if most of the targets I'd consider using them on can swat my pretties straight out of the sky.
 
Does anyone know how torps fair against ECM and PD, I fancy a dabble but I'm not sure I'd see the point if most of the targets I'd consider using them on can swat my pretties straight out of the sky.

I haven't used an ECM on them, but PDTs will shoot them down with ease.
 
They're the biggest joke in the game, and nerfed to the extreme instead of properly implemented in the first place....but why should Fdev care they did something better than fixing them they managed to make them so situational and mostly useless to where a majority of player's avoid equiping them as if they were infected with the plague. :rolleyes:
 
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They're the biggest joke in the game, and nerfed to the extreme instead of properly implemented in the first place....but why should Fdev care they did something better than fixing them they managed to make them so situational and mostly useless to where a majority of player's avoid equiping them as if they were infected with the plague. :rolleyes:

always nice to hear the truth sometimes in the forum
 
They're the biggest joke in the game, and nerfed to the extreme instead of properly implemented in the first place....but why should Fdev care they did something better than fixing them they managed to make them so situational and mostly useless to where a majority of player's avoid equiping them as if they were infected with the plague. :rolleyes:
always nice to hear the truth sometimes in the forum

To be honest there are very few people that don't run Pulses &/or multicannons these days. Even NPC's tend to go that way now!
A decent amount use Beams, railguns and Cannons so they are in the next subset of usage from my experience.
Very very occasionally you'll see burst lasers and plasmas in the mix usually on the higher end ships where price and power isn't as big an issue.
Frag cannons are the rarest of the rare but are still seen often on some trade ships where ammo isn't a concern as much as a manoeuvre with cover fire :p
I never see mines, torpedoes or missiles anymore.
 
To be honest there are very few people that don't run Pulses &/or multicannons these days. Even NPC's tend to go that way now!
A decent amount use Beams, railguns and Cannons so they are in the next subset of usage from my experience.
Very very occasionally you'll see burst lasers and plasmas in the mix usually on the higher end ships where price and power isn't as big an issue.
Frag cannons are the rarest of the rare but are still seen often on some trade ships where ammo isn't a concern as much as a manoeuvre with cover fire :p
I never see mines, torpedoes or missiles anymore.
You're agreeing right? My biggest beef with the last 3 weapon's is they were made so useless they might as well be taken out of the game if FDev doesn't intend to fix them, wich I guess they do or they'd allready be gone.
 
You're agreeing right? My biggest beef with the last 3 weapon's is they were made so useless they might as well be taken out of the game if FDev doesn't intend to fix them, wich I guess they do or they'd allready be gone.

Yes I agree they are currently not in use by the playerbase. Although I did have a vision the other day of them being useful for taking out buggies on Horizons so I'd wait for that... I mean low damage but high area of effect seems ideal for hitting small fast targets with little armour.

They'll probably get around to them in future balance passes, its quite difficult to make them deadly without being OP actually. For the price you'd expect each missile to do about 5x the damage a cannon shell does. But the fire rate makes it insane. Then they also have that teleportation bug to fix....
 
Yes I agree they are currently not in use by the playerbase. Although I did have a vision the other day of them being useful for taking out buggies on Horizons so I'd wait for that... I mean low damage but high area of effect seems ideal for hitting small fast targets with little armour.

They'll probably get around to them in future balance passes, its quite difficult to make them deadly without being OP actually. For the price you'd expect each missile to do about 5x the damage a cannon shell does. But the fire rate makes it insane. Then they also have that teleportation bug to fix....

The Dmage would mainly only be a problem on Dumbfire's as you can shoot them so fast, Seeker's if put to right damage would probably not need much if any tweaking. Torpedo's on the other hand need a complete overhaul from flight characteristic's so they don't feel like Seeker Missile 2.0's, to doing massive damage prefferably damage that mostly skip's hull and severely damages or kill's sub-system's. None of these should be change how shield's take little to no damage from them as that is a nice drawback to having them I feel.
 
Someone tested with something like full dumb or 2 to 4 dumb rack against hull ?

I want to give a try to something like bomber for pvp in group with 2 or 4 class 2 dumb rak shoot at nearly point blank on the hull of some big ship.

Last time i tested that was a long time ago but i think after nerf something like 4 rak does massive instant damage to conda hull.
 
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