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hey i'm just curious, do more of you guys generally use torpedos or missles? or what weapon is the most effective in yer opinion
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If I'm closing in on an enemy, I'll fire a few torpedos. By the time I get closer to him and let loose with my primaries (and javilins, if I have them), the torpedos are pounding his ship at the same time. If the two of us start to drift a bit further away, I'll let loose with some missiles, then repeat the process.
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Each has it's own use, depending on what you are trying to do.
Missiles are good for taking on carrier ships like the two cruisers and the Kestrel. It saves you having to waste time and shields dogfighting with the mantas/patrol ships/lightnings - just ripple off 3 or 4 missiles at each. They aren't worth it against capital ships as they do insufficient damage and are very expensive.
I use torpedoes more. I use them in a similar way to EVula, as a backup to primaries. I use them like heavy rockets - just lean on the secondary fire button while you are pounding the ship with your primaries, and the torpedoes act like guided rockets, easily hitting the ship 90% of the time.
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Like the two above have said. Though I use more often the torpedoes when entering a system, I just scroll to find the ennemy, then shot all torpedoes at him or wait if I want to dogfight with my primaries (proton bolts turrets) and shoot some Javelin.
Is it true that missile and torpedo change their target if you change your target on the sceen? I can't test now, I am on the PC?
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I always use missiles because my four proton turrets and five proton cannons and two javelin launchers rip apart any capital ship dumb enough to get near me. I use missiles to dispense those annoying fighters which really hamper you when you're trying to go for larger prey.
P.S great way to make money from enemy fighters. Buy a Kestrel, sell the lightnings. Kill another Kestrel, disable and board its two fighters (they will automatically added to your bay). Sell the fighters for 1million credits each an repeat.
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Half a year ago, I would have shouted "missile", wielding the ever-so-common desire for speed which effects most of humanity, and is what makes the Azdara so popular. Now, however, I'd say the torpedo. My reasoning is:
The torpedo is more powerful in the same space per torp. Individual torpedoes are cheaper. Fighters take a second or two of primary fire to destroy, so there's not much point wasting three missiles on them. Anything charging will be hit by either.
It may be harder to aim torpedoes, but if you only use them when you know what you're doing...
------------------ -Lyat Esponer Corsair
Quote
Originally posted by Zax: P.S great way to make money from enemy fighters. Buy a Kestrel, sell the lightnings. Kill another Kestrel, disable and board its two fighters (they will automatically added to your bay). Sell the fighters for 1million credits each an repeat.
Even better; don't sell the fighters. You can go beyond the usual limit, so you can quickly assemble a huge fleet. That is, of course, if you don't mind cheating. Oh, note. You can disable any fighters you have a bay for and take them for yourself, although I usually go for the method of disabling the carrier before it's deployed its forces.
I find torpedos to be a much more effective ranged weapon than missiles. However, I'm not very fond of sacrificing 25-50 tons of space to the launchers. 99% of the time, you can find my ship with nothing but primaries, decoy flares, and often, a pair of Javilin Pods. On those rare occasions when I actually have ranged weapons outfitted, You'll find me with a pair of torp launchers. My tactics have evolved over time to become nearly identical to EVula's. For fighters, if I'm not really in the mood to sweep in from the side with a controlled afterburner thrust and hit them from behind where their weapons can't reach me, I'll simply fly away at full speed and send a couple of torpedos straight backwards with about 5 seconds between them. That's more than enough to turn any light fighter into rubble.
I have discovered a few uses for missiles as well:
3 missiles will disable a lightning. With their miniscule armor, they're a pain in the ass for those of us with a primary-weapon-overkill-tendancy to disable. As was stated above, they sell for quite a hefty ammount.
Stripping down a defender, throwing on a missile rack and jammer, and loading the rest of the space up with ammo creates what I consider to be the perfect corvette hunting machine. I've used this combination more for fun than anything because the missiles can get expensive after a while (Unless you manage to pick up a few from the corvettes you disable). Besides, the defender is one of my favorite ships to fly. Call me crazy but I'll take speed over shielding any day. Zoom Zip Zoom.
Final Verdict: Space bombs rock and you shouldn't buy anything else.
-AJ
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Originally posted by AJ: I find torpedos to be a much more effective ranged weapon than missiles. However, I'm not very fond of sacrificing 25-50 tons of space to the launchers. 99% of the time, you can find my ship with nothing but primaries, decoy flares, and often, a pair of Javilin Pods.
I usually use a similar combination, although I skip out on the decoy flares and just dance around missiles.
Originally posted by AJ: For fighters, if I'm not really in the mood to sweep in from the side with a controlled afterburner thrust and hit them from behind where their weapons can't reach me, I'll simply fly away at full speed and send a couple of torpedos straight backwards with about 5 seconds between them. That's more than enough to turn any light fighter into rubble.
<grin> Yeah...nothing quite does beat the experience of laughing in the face of an "agile" fighter by making it run straight into its own death.
Originally posted by AJ: 3 missiles will disable a lightning. With their miniscule armor, they're a pain in the ass for those of us with a primary-weapon-overkill-tendancy to disable. As was stated above, they sell for quite a hefty ammount.
They also get most civilian ships to "disabled" with a few, and two or three will put a Confederate gunboat out of action...not that anyone would ever want a Confederate gunboat, that is.
Originally posted by AJ: Stripping down a defender, throwing on a missile rack and jammer, and loading the rest of the space up with ammo creates what I consider to be the perfect corvette hunting machine. I've used this combination more for fun than anything because the missiles can get expensive after a while (Unless you manage to pick up a few from the corvettes you disable). Besides, the defender is one of my favorite ships to fly. Call me crazy but I'll take speed over shielding any day. Zoom Zip Zoom.
As I said above, us humans really like to leap in fast ships and call ourselves heroes, don't we?
Originally posted by AJ: Final Verdict: Space bombs rock and you shouldn't buy anything else.
Heheh... you know, I don't think I've ever effectively dispatched an opponent with a space bomb. Damn cumbersome things.
I prefer torpedoes. They do twice the damage of missiles and weigh the same amount. Of course the launcher is heavier (25 tons to the missile rack's 10).
If you have 1 missile rack and 32 missiles or 2 missile racks and 74 missiles you'd be getting more damage per ton by investing the same amount in torpedoes.
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On a fast ship, such as the corvette, I tend to rely on primaries. However, on a slower ship, such as the argosy or kestrel, I take a mix of misslies and torpedoes. When your shields are getting low, and you don't trust your piloting skills to go near that fighter that's closing in for the kill and use the turrets, missiles are the perfect solution! The same goes for capital ships and torpedoes. A usefull trick, as AJ said, is to fire torpedoes straight backwards - thay take out planetary defensedefenderts with one shot!
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A great way to capture planets with fighter fleets is to strip down a Kestrel and load it up with missiles. 3 missiles will destroy a manta of a confed patrol ship. When I first played the game and got a Confed cruiser, I only had 300 missiles, two launchers and four laser cannons, then I worked out the meaning of the word 'strategy'
i tend to use torpedos due to the same reasons everyone else does, but i rarely use missles at all. l like to use the torps as heavy rockets for defenders. i prefur to watch them get torn apart. one name for the defender is the 'flying paper sheet', it fits well.
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(quote)Originally posted by Zax: **When I first played the game and got a Confed cruiser, I only had 300 missiles, two launchers and four laser cannons, then I worked out the meaning of the word 'strategy':p
------------------ -Lyat Esponer Corsair **
Torpedoes. I generally avoid missiles because of their relatively short range, minor punch, and tendency to jam. Torpedoes are cheaper, have ultimate range, and twice the hitting power. The only real advantage the missile has is its ability to turn quickly.
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Missiles. I'm just too impatient to watch little yellow balls slowy move in on a target just as it is about to hit and then see the ship pull-away. Missiles because they are much faster.
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I use a combonation of both. I use torps agenst strong ships like confed crusers. and missles agenst weak things like defenders. if you want a list of the ships and what tactics/ wepons to use email me
P.S.: I use cheats like mega cheater to get unlimmited torps and missles:P
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Originally posted by travis b: **I use a combonation of both. I use torps agenst strong ships like confed crusers. and missles agenst weak things like defenders. if you want a list of the ships and what tactics/ wepons to use email me
P.S.: I use cheats like mega cheater to get unlimmited torps and missles:P**
Gah - cheating in EV? <gasps> Travis, I'm...I'm... shocked! And although it may be fun writing up your tactics against other ships, in general other people don't really care about other people's ideas on that level. Especially not when you say "if you want my help email me" instead of just throwing what you've written down.
'course, if you want to write it out anyway (I can't complain, I've written hundreds of pages of nonsense before), I'd be interested in seeing.
What the hell, I'll make a list. This configurations are for fighting, not trading.
Shuttlecraft: 3 laser cannons. Don't expect to destroy anything tougher than an argosy unless you use the Monty Python.
Scoutship: 4 laser cannons, 2 javelin launchers+rockets, 1 missile rack+10 missile, 1 armaplast plating. Quite a formidable ship if you use it correctly. I suggest circling your opponent and firing your laser cannons and javelin rockets. When your target is out of range, use your missiles.
Courier: 1 laser turret, 2 laser cannons, 2 javelin launchers+rockets, 1 missile launcher+10 missiles, 1 mass expansion. This ship is a cargo ship, not a fighter, keep it that way.
Clipper: 4 laser cannons, 2 javelin launchers+rockets, 1 missile launcher+15 rockets, 1 armaplast plating, 1 sheild booster, 1 mass expansion. Use the same strategy as the scoutship.
Argosy: 2 proton turrets, 3 laser cannons, 2 javelin launchers+rockets, 2 missile launchers+30 missiles or a hawk bay, 1 torpedo launcher+ten torpedoes, 7 mass expansions. Makes an average warship. Too slow for circling manoevers, so use hawks/missiles against fighters and use your torpedoes against larger ships, then when they are sufficiently damaged, move in for the kill.
Light Freighter. 1 laser turret, 1 hawk bay, 2 missile launchers+20 missiles, 1 torpedo launcher+15 torpedoes. Why you would want this as a warship I don't know. Just send in your Hawks, hold down the shift key and pray :p.
Defender: 3 laser cannons and an armaplast plating. Circle your opponent and fire at them when you can, or use the Monty Puthon.
Lightning: 5 proton cannons, 2 javelin launchers+rockets, 2 missile launchers+23 missiles and an armaplast plating. Good fighter. Circle your opponent and firing when you can, break away to charge sheilds whilst firing missiles.
Rapier: 4 laser cannons, 1 torpedo launcher+20 torpedoes, 2 missile launchers, 25 missiles, 2 javelin launchers, 1 armaplast plating. Same tactic as Lightning.
Corvette: 2 proton turrets, 4 laser cannons, 2 missile launchers+20 missiles, 2 javelin launchers+rockets +1 hawk bay or 1 torpedo launcher+25 torpedoes. Circle your target and distract your target from your fighters, or if you dont have them, pummel them with your missiles and torpedoes and move in for the kill when their sheilds are down.
Kestrel: 3 proton turrets, 5 proton cannons, 2 torpedo launchers+30 torpedoes, 2 missile launcher+35 missiles, a sheild capacitor and 4 mass expansions. A good warship, same tactics as the corvette.
Okay thats it, I can't be bothered to do the military ships. If you disagree with my configuration, keep it to yourself. I don't care much for people who whine on about how crap my ship configurations are, I know their crap okay?
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Neither of them can top the glory of four proton turrets and 4 proton cannons.
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