so that's it?Looks like it hit your CMDR's ship before it armed. They have a sixty second duration and if you had dodged it would have remained on your sensors until flying out of range, timing out, or being shot down by something.
A more representative, but still not perfect, Hollywood film scene would be this segment from The Hunt for Red October:
Source: https://youtu.be/7zJEzgTZbx8?list=PL0diJKjeoPANWjedumy631vNwBEnAIjri&t=112
Looks like it hit your CMDR's ship before it armed. They have a sixty second duration and if you had dodged it would have remained on your sensors until flying out of range, timing out, or being shot down by something.
A more representative, but still not perfect, Hollywood film scene would be this segment from The Hunt for Red October:
Source: https://youtu.be/7zJEzgTZbx8?list=PL0diJKjeoPANWjedumy631vNwBEnAIjri&t=112
Buddy of mine in a wing fight once brought somebody's torpedos back into the Cutter that fired them. Took down the shields and we got 'em.
We called it the Bart Mancuso!
My CMDR has shot himself a few times with torpedoes--they can lose lock and reacquire a new target, even the ship that launched them--but not yet in a situation where it changed the outcome much.
You probably just flew into them as they launched since they don't inherit your ship's velocity. That or you target looped and placed you between the torp and them. Torps and missiles do not lose lock and lock on to other targets. Heck, they ignore chaff and silent running and heatsinks once launched.
An engineered Cuter evades torpedoes as well if a CMDR knows how to fly their ship.
Timed torpedoes. Don't let your enemy do that. They can fire while you aim at the enemy ship, boost in a Cutter and those torpedoes cannot turn around. Being slow they are easy to avoid one-on-one. In a wing of grefiers you might need help with other issues. Play with friends in Open or don't go there.
That is why best used in a wing with other ships with weapons completing the kill....In a 1v1, torpedoes are of dubious utility, because to have enough to knock out a shield gen usually mandates sacrificing the weaponry required to quickly disable a vessel after it's shields have failed.
That is why best used in a wing with other ships with weapons completing the kill.