Though it's been quite some time since torpedoes were last altered, I wanted to double check the effectiveness of various weapons against them.
Only two weapons that currently seem to be significantly useful are railguns and screening shell fragmentation cannon:
[video=youtube;LUHA3UaDI6I]https://www.youtube.com/watch?v=LUHA3UaDI6I[/video]
I'm using small LR feedback rails there, and when both shots land a torpedo is taken to ~7% integrity...a special that doesn't reduce damage would result in two hits from a small rail destroying a torpedo, and any two hits from a medium rail (inside fall off range), even with plasma slug or feedback, will also suffice. So, if you aren't hit right away and can open up a gap, use your rails to knock out a enough torpedoes to ensure your shield gen won't fail and you can concentrate on fighting rather than staying away from the remainder.
Screening shell frags work pretty well, but range is an issue. That's a large rapid fire turret (set to forward fire) in the video, and an OC gimbal or fixed frag will do correspondingly more damage per shot. Note that fire at will turrets will not target munitions, even with the screening shell mod, so if you have a frag turret for whatever reason, it will need to be set to "forward fire" or "target only".
Most other weapons either do nothing to torpedoes, or do such poor damage as to be useless in a pinch. I was able to down them with lasers, but it took a very long time, even with a huge beam.
Seekers in particular seem to do nothing at all (I tested both explosive and thermic damage seekers), which is a notable change from before they increased torpedo durability:
[video=youtube;N0f-pF9Xm3M]https://www.youtube.com/watch?v=N0f-pF9Xm3M[/video]
Prior to the change that made PDTs mostly useless, seekers were one of the best anti-torpedo defenses.
I haven't tested experimental weapons like flak or flechettes, yet.
Only two weapons that currently seem to be significantly useful are railguns and screening shell fragmentation cannon:
[video=youtube;LUHA3UaDI6I]https://www.youtube.com/watch?v=LUHA3UaDI6I[/video]
I'm using small LR feedback rails there, and when both shots land a torpedo is taken to ~7% integrity...a special that doesn't reduce damage would result in two hits from a small rail destroying a torpedo, and any two hits from a medium rail (inside fall off range), even with plasma slug or feedback, will also suffice. So, if you aren't hit right away and can open up a gap, use your rails to knock out a enough torpedoes to ensure your shield gen won't fail and you can concentrate on fighting rather than staying away from the remainder.
Screening shell frags work pretty well, but range is an issue. That's a large rapid fire turret (set to forward fire) in the video, and an OC gimbal or fixed frag will do correspondingly more damage per shot. Note that fire at will turrets will not target munitions, even with the screening shell mod, so if you have a frag turret for whatever reason, it will need to be set to "forward fire" or "target only".
Most other weapons either do nothing to torpedoes, or do such poor damage as to be useless in a pinch. I was able to down them with lasers, but it took a very long time, even with a huge beam.
Seekers in particular seem to do nothing at all (I tested both explosive and thermic damage seekers), which is a notable change from before they increased torpedo durability:
[video=youtube;N0f-pF9Xm3M]https://www.youtube.com/watch?v=N0f-pF9Xm3M[/video]
Prior to the change that made PDTs mostly useless, seekers were one of the best anti-torpedo defenses.
I haven't tested experimental weapons like flak or flechettes, yet.
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