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.
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.
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.
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'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 ;)
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.
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.
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.
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)
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
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
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! :)
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.
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.
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.
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.
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.
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.
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.
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.
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”
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.
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
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
I am a new player and have launched dozens of torpedoes with a 0% hit rate.
What the patch actually did was remove torpedoes from the game
Same here.
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.
Exactly, but you have to switch to NAV mode after the torp launch, the ship will not have enough boost to catch up with the torp
Can you elaborate on this? Add fire to the barrage?
@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.
New Meta - Just park the ship behind the target in stealth mode and dumb fire the torpedos right up their cargo ramp without locking them.
Can you imagine if you were able to fly by wire the Torps and manual control them into a target.
@@undeadkitty334 it can be a gameplay for a co pilot to steer the guided missile/torpedo
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.
The Eclipse 4th torpedo….
it’s a self driven technology that we can’t talk about…😂
The only one that can hit ...... something. 🥲
Crew: We've exhausted our payload!
Captain: We still have a size 10 torpedo
The size 10 toerpedo:
That made me laugh so hard. well done. Happy Fathers Day.
the only guided torpedo gameplay right now
4th torpedo! When did the eclipse ge- oh, I see now. 😂
Guess it is time to melt another ship due to “Balancing”
Rebalancing
@@davewills6121"Rebalancing"
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.
Really! I gonna check that out.
thanks again for the amazing work, 3x torps the one that got threw was amazing
Thank you!
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'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 ;)
I must check out the Typhoon
It is more efficient to use the 4th torpedo, Use the 4th torpedo saving you the time it takes to travel back to rearm.
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.
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.
Man I love that IAE paint on the Eclipse.
Thank you
Baller paint. So expensive on gm
In XenoThreat only 1 of 3 Seekers hit the Idris. :(
I guess bad server performance?
The Idris has good missile defenses.
I think that's intended, it is very hard to land a torp hit, the best way is blind firing.
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.
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)
Thanks! I'll try these tips.
hey man, how do you track with the camera you missiles ?? that was neat :)
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
For me it’s just been locking from as far away as possible and hovering around until I hear “missile locked”
I was in my 600i had an eclipse fire at me and I was able to avoid all 3 Torps
He QT’d out asap as I located him and started to fire.
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
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! :)
Thanks 👍
Turrets need to make a choice between a point defense mode and an attack mode. I feel like there's some gameplay still missing they need to develop.
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.
They mentioned stealth for torps. Did you try launching torps after the enemy saw you? The EM and CS of a torp must be pretty low.
Don't think that is implemented yet
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 agree
When did the Prowler lose its turret?
How did you get the missile tracking camera to work? I have it bound but it never works for me
th-cam.com/video/XNjUX4scsiE/w-d-xo.html
This video will help you set up your missile cam
I found that this patch torps are being shot out of the air way too much and the best way to use them was to just dumb fire them from 100m away
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.
Umm, correction Reclaimer has 7 turrets.
Yes indeed, but on the Ai ship, only one is working.
This is why I love my Catapillar. Suicide ships bounce off it.
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.
In this video, I am testing all firing ranges, and yes the best firing range is firing as close as possible while the ship is flying at boost speed
How do you track the torpedo???
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.
How did you get this white and gold livery? I've searched the entire shop but couldn't find it...
It is Best In Show 2950, it is not on sale on the store, the paints came with the ship.
@@cpt_foxyloxy got it, thanks
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.
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.
How can I use that?
@@nickstinger4709 Can't post links in the comments, just google for it.
Wtf, hit twice and no kill. The eclipse is worthless anymore.
Guess now you actually will have to develop some skill.
@@SpaceDad42 redevelop that hairline
890 was always 2-3 torps
@@bigfoot9049you didn't have to do that in front of everyone 💀💀💀💀💀💀💀💀💀
Yeah, eclipse not good and it's $300. Better off using a constellation Tarus then collecting the cargo and sell.
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.
Only one turret shoots at you tho
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”
same, think about melt mine
So.... just dumbfire it even more than before?
890 unlockable at 20+km
Don t feel like much for a ship that size.
i like this channel!
Thank you!
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.
How do you camera track the torpedo?
Look in keybindings.
at the beginning of this video will show you how to set your missile cam: th-cam.com/video/XNjUX4scsiE/w-d-xo.html
@@cpt_foxyloxy amazing thank you! Always struggled with the camera options.
For the cost of re-arming those torpedos.. it's just not worth it.
Yeah eclipse kinda socks atm
My torpedoes ALWAYS and I mean always miss
2 size 9 on a 400I is just insane.. I miss the pre master mode.
You are confusing damage with DPS with HP.
There is no DPS for torpedo, it’s only dmg to HP, once
Cheers!
I think the AI has great torpedos. I feel like my torpedos hit 90% not. And AI hit 90% of time XD
use Typhoon torpedo, NPC cannot detect it (except Idris PDCs)
1oo%
All of you who are speaking here, make yourselves heard at the spectrum, thats how theyll change it
I can't wait until the Phoenix gets the PDCs.
White eclipse just looks so strange.
That's a $600 strange object for you on the grey market. Breathtakingly beautiful is the right word.
@@brockoala2994 I prefer the black one. Looks more like a true stealth bomber.
12:20 make it a clip such clips are good.
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
Epic
So what I get from this is, all ships with Size 9 torps are more useless then tits on a bull.
Also, what ship hase size 7 torps?
How do you track the torpedo like that?
You need to keybind that action.
Advanced Controls > Vehicles - Missiles > Enable Cinematic Camera
Thank you
Torp ships are just worthless atm. Not best at anything and and one of the least flexible ships. Sad to see
o7
Rasterizing everything is so wrong, CIG
jesus just say all 3 have the same stats now and here they are...
Honestly thats exactly how these should work. Yes it nerfs the eclips but i have to say great job CIG.
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
I agree
stop yelling