From The Depths
Missile warheads.
Explosive Emp or Frag.
How many? Position on the missile?
Advice would be appreciated.
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Showing 1-11 of 11 comments
capnguts Sep 19, 2016 @ 10:08pm 
Last edited by capnguts; Sep 20, 2016 @ 12:42am
xchrisx88 Sep 20, 2016 @ 1:01am 
Originally posted by capnguts:
Exp,1,2
A warhead video: https://www.youtube.com/watch?v=VjdGCNua-hI

dont you think the vid is a little old?
Csupasz Pisztoly Sep 20, 2016 @ 8:20am 
Emp warhead on a manuverable missile can take out fast flyers. That's a usefull thing aginst some nasty flyer design.
Unleaded Sep 20, 2016 @ 8:29am 
It really does depend on what the enemy is made out of. If its completely metal then use an EMP warhead. If it has a metal outside and mainly wood on the inside. USe both explosive and frag. If its just wood use frag. EMP missile can be OP becasue as soon as the AI is dead, the ship is dead
An Ning Sep 20, 2016 @ 8:50am 
HE on missiles is actually incredibly underpowered unless they are light on armor (even metal-reinforced wood is resistant to it), they are not only low on power, but they come with 2 major drawbacks: 1) HE missiles will destroy nearby missiles if hit by anti-munitions systems (taking out one of your missiles that way can chain-destroy all other missiles you fire if they are close together), 2) HE needs to be close in to hit, and each HE part you have will be 1m farther away -doing a smaller % of its already small damage.

My recommendations for HE: save HE for your torpedoes, which put it to amazing use with 2 HE warheads, as HE missile components get a damage boost underwater.


For general-purpose missiles, you want frags, no less than 2, and be sure to make the first one a narrower cone than the second for better armor penetration and immediate-area damage (depending who you ask, you want 5/10, 10/30, or 30/60 for your frag settings).

EMP is good for metal ships that don't have a lot of surge protectors, but most big metal guys have those, so I woul drecommend you stick to frags.
Last edited by An Ning; Sep 20, 2016 @ 8:50am
3 Crab Fish Sauce Sep 20, 2016 @ 7:11pm 
Thx
OriginalFireup Sep 20, 2016 @ 7:49pm 
Do explosive warheads always increase the blast radius? or does it cap out eventually?
xchrisx88 Sep 21, 2016 @ 1:47am 
Originally posted by OriginalFireup:
Do explosive warheads always increase the blast radius? or does it cap out eventually?

HE missiles cap out at 11m with 5 warheads according to wiki
PitchBlack Sep 21, 2016 @ 7:48am 
i like HE warheads, using stagged fire it is not such a big problem once a few getting blown up. I think a mix of frag and HE Missle batterys is a good thing
Sabertoothproton Sep 21, 2016 @ 6:52pm 
As many narrow cone frags as you can fit on the missile. HE is ok for torps. PACS and CRAMS are the best way to deliver an EMP charge. The missile EMP is too weak to be effective
Goobs Sep 21, 2016 @ 8:32pm 
Tune your frag cone to your target. Keep your spread as wide as you can to prevent any fragments from spilling through the far side of the target, but narrow enough to penetrate armor and focus damage.
Remember that any frags that pass through the target are a waste of damage, but frags at too high of an angle cannot focus enough damage to be worthwhile.

Personally, I keep 1 explosive on the tip of the missile (to ding off small angle pieces that deflect the frag slug), a 1 degree frag AP slug, then 5, 10, 15, etc until 50 degrees, on my largest missiles. The same rule generally applies to advanced cannon shells as well.

But the glory of FtD is just how much room there is for creativity. Once you're more comfortable with the game start messing around with scripts, automated control blocks, harpoons and whatever else you find laying around. You'll make some pretty cool stuff, and be on the forums teaching us all how to play soon after.
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Date Posted: Sep 19, 2016 @ 9:20pm
Posts: 11