Interesting... this hasn't been my experience at all. As soon as the patch hit the PU first thing I did was try the Argos torps and they got instantly shot down by not just the Hammerhead but all the support ships as well. But then I swapped to my tried and true Typhoons and they got ignored completely. Still 100% kill ratio even with the latest changes.
I was using the "4th torpedo technique" at the XenoThreat Idris. They don't even let you see the shield or damage levels on the Idris, so you don't know how far you have to go to kill it.
You could set up a Torp Barrage. It is a tactic I have used in wargames. Traveling at the speed of your torp you launch one then another. Until as many as you want are traveling with you. This allows you to to add fire to the barrage and make them make a choice.
@BeEzLeBoSs2010 This is a tactic from a science fiction series and one I have used in Star fleet battles. Traveling at the speed of the torps. You laugh one, then another so that they and even you if you so choose would arrive at the target at the same time. Instead of trailing out one after another. Like a bad martial arts movie.
With my Reteliator i fly to the target, boost the last kilometers and around 3.5 to 3.2 kilometers i fire my tropedo... often i kill Hammerhead or 890 with one shot. You just have to quickly turn upwards or you'll hit yourself...^^
I own 3 ships, An eclipse, firebird and andromeda...so yeah, these missile changes are confidence inspiring by the balance team and the ai's abillity to become a literal C-RAM whenever a red triangle is 3km away is impressively dumb.
I do not like the long minimum range. I haven't done anything with the eclipse in 3.23, but in the past, I was very successful with high-speed torpedo runs and launch just before minimum distance. This change nullifies the high-speed tactic and makes torpedo gameplay boring and very dumbed down.
I've been using the Typhoomerang torpedoes, as they seem to be having the highest success rate against ERT targets. And just as a matter of note, I've never used my 4th torp, as I usually prefer to re-arm, rather than wait for the round trip ;)
Any idea how the size 5 torps are performing when compared to the size 9s? From a price point, they only cost around 470 aUEC a piece. They only do 16k in damage though. Four of them would (theoretically) do roughly 10% of the damage that a size 9 torp would do. Those four size 5 torps would cost about half of what a size 9 torp costs. Does that mean they have only a fraction of the bang for the buck of size 9s? Or do they have some advantage that compensates for the relatively low damage per aUEC, e.g. are not being shot down or can be used to sub-target vital components? The Gladiator's signature should allow it to fire its four size 5s from around 8 km undetected, just in case that makes a difference. As far as I know, the Hammerhead is the ship that can be converted to carry the most size 5s, which is 8 (at least it used to be). That may be better for testing a large volley. Alternatively, you can use a Ballista to test size 5s and even 7s. I have successfully fired at targets from a Ballista parked on the ramp of a Hercules Starlifter. I have also seen others park a Ballista on the extended landing pad of an 890 Jump. Based on the comments regarding the Typhoon IXs, it may also be interesting to see if there are any differences between the three types of size 5s.
They have to do something about the constant shooting down of torpedos. Either make a type thats harder to pick up which seeker 9s are supposed to be but as we can tell almost every torpedo gets shot down. So something has to be done to make the Eclipes worth the cost
The fix is simple, Increase missile speeds. 500m/s is a joke for a S9 torpedo. Think about travel time for example: 10km = 20 seconds of travel time. Furthermore, AI turret gunners are better against things like this than human turret gunners due to the nuance of targeting mechanics not to mention human error. That said however, Human turret gunners are better in terms of target priorities when it comes down to combat scenarios that do not involve torpedos.
O think this behavior real cool. The thing is. You will need more than just click, wait and kill. I usually try to do torp barrage or Get the turrets attention, using another ship.
Wow they real done it. They genuinely destoryed a type of ship class in game. 5km to react and 5km to shot down the third slowest thing in game. Well I think its time to change the game I play until they un-do these things. Thanks for the video tho.
Try XT Idris. Yesterday I launched about 10~ torps and none hit. I'm really annoyed by such 'balancing'. I don't understand why inertia don't exist. If it does, at least some gliding launch would be possible.(And this require skill, not imbalance)
dude, the reclaimer literally has SEVEN turrets, not one, while the caterpillar only has 2 wich is definitelly not that many, missiles and ai are simply inconsistent
yes indeed, but if you fight those ships a lot you will know the NPC reclaimer will always and only have one turret working, and all the turrets on the caterpillars are working, that is by experience and observation after many many missions.
Due the fact, that i have to much money earned with ERT/Vaugnh Mission ;-), i bought yesterday the Eclipse. I test it with different targets @ERT/Vaughn Missions and i have 0% hitrate. I use single, double or tripple shots of torpedos and no hits. Targets are pretty good locked. At Vaugnh mission the target vehicles are "white=friendly" i can close up to 5000m and fire. Nothing. Servers are every time good. I don´t understood...
Meanwhile i see your other Video with Torpedos. I change Torpdos to Typhoon and I'm explicitly waiting for the acoustic message missile lock >> no i shot today 5 Vehicle with 100% hit rate.
Missiles and Trops have not been thought out very much. Why the continuous engine burn in space? Does it really need to speed up the whole way to target? Why not a Torp that goes cold and floats in only to reactivate its engine within 1 km of the target? Why not cluster 200 size 1 warheads into a size 9 body and have massive AOE coverage? Where are the missiles that detonate a tiny explosive inside a thick dense casing early to create sharpnel stream that cannot be defeated, Kinda like all modern G2A missiles function. I'd rather the implement some iron dome laser thingy for all ship that makes all missiles useless and just bail on their have baked implementation of missiles.
LOL THATS WHAT I DO i always use my ship as a TORP but i was wondering were you going to get the 4th one then you use the ship as one ... brings back so much memories
Amazing that a human can become a phalanx system in those turrets. Glad to see another useless ship added to the graveyard. Technically two counting the Retaliator.
I don't know what you guys want, this is kinda realistic. You want stuff to come through the defenses, you have to oversaturate them. Works like this in real life as well.
Wait can you no longer dumbfire the torps? The eclipse meta should be to hit an afterburner speeds and dumbfire around 1km, using the bottom of the cross to aim the dumbfire
Wtf is the point in changing lock ranges to be larger when the only way to ever hit with a torp is point blank and praying that the server doesnt detect the flairs
The FORUTH torpedo! 🤣🤣🤣 What I learned from this video is that the days of farming millions of aUEC using the Eclipse are pretty much over. Which is a good thing because it was just too easy before.
I stopped using the eclipse when .23 dropped. No matter what I tried torps got shot down. If I have to launch all 3 and still try to distract with my own ship it is no longer cost effective. Restock/repair vs reward doesn’t balance out to be worth it. Right now in the .23 build laser cannon is the way to go. Sadly the eclipse is mothballed. Way to go CIG “balance”
2:50 "Fire this torpedo at 20km" - this is bad idea in asteroid field and sometimes at low altitude above planets. Target can be obscured by metal junk or by asteroid. Better come to min distance, see if line of fire is clear then increase distance to 5km then fire. It is a bit awkward but it helps save missiles.
Great tests as always. I've found I need to fire a couple off when I go for heavily gunned targets! I was just looking at erkul and noticed that ALL the shields of each size are now the same!!! Have you seen that? I wonder if there is any difference at all between each of them? Sounds like a test worthy of you! :)
Use spviewer not erkul for stats, it has many stats that erkul doesn't. Interesting stat that isn't listed on erkul is proximity fuse. Typhoon IX has weird proximity fuse that is larger than its blast radius. 21M.
At least CIG should decrease torpedos costs. It's dumb that you have to fire 3 torpedos to destroy one single target and can't even cover the expenses with those low reward we got