From The Depths

From The Depths

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How to Deal With Missiles/Torpedoes
By Sergeant Oz
The basic ins-and-outs of handling and countering danger pylons with bad intentions.
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Introduction
I am back and doing this again (like I said I would) but this time discussing the best ways to counter the simplest and noob-friendly weapon system: missiles and torpedoes! This short and sweet instructional guide will make you wiser on how to effectively counter these tin-fish so by the end you should be swatting them or dodging away without a sweat.
Mini (Small) Missiles & Torps
These 4-pack missiles come dime-a-dozen in terms of damage potential and range, they are more akin to chinese bootleg fireworks that go off in your face when lit. They can be found on almost every craft in Neter to varying effectiveness and that should tell you how plug-and-play these things really are. They are fast, reliable, and have an astonishingly good turning circle, but to get these they trade range, health, and damage. Countering these things are as easy as making baby's first dingy.

CWIS/Anti-Missile Cannon: arguably overkill, a CWIS system in my opinion is one of the best ways to deal with these little blighters. A small HE charge on a small QF gun can cut down swaths of them with ease, even simple weapons can do it! Just stick a bofors on there and rig it to shoot them down just like that and you should be good.

Interceptor Missiles: This one really is a bit overkill if you use a medium size one for these, Its not very good if they are staggered apart but if clumped together you can choke a whole swarm with one. You would be better off just mounting a few small missile interceptors of your own.

Thruster Stick: My favorite recently discovered countermeasure I ripped off the Tyr is a good 'ol thruster stick. You take a medium to large missile/torp, rig it with a harpoon and a decoy, put a cable drum on the launch pad, set cable length on the harpoon and drum while setting the cable to NOT break (set to break by default on the cable drum don't forget), set thrust to minimum and watch it scatter small missiles like moths to a flame.

Large Craft: That's right brother, time to BULK UP! Small missiles do small amounts of damage, so just have a large well-armored craft and these should do negligible amounts of damage to the hull body. Easy.

Laser Anti-Munition Defenses (LAMs): Any small rudimentary laser system cropped up by some marker-huffing eight year old would probably be reasonably effective. If you aren't good at making lasers, or never made a laser system period here would be a good start.

Distance: You heard me right, these things only have minuscule lifetime so just play a game of keep away and shell the stupid bugger from range. If they are smart and put on regulators its not much better as these things have the worst scaling the more you put on. If these things can reach out and touch you at long range they should hardly be doing anything anyway.
Medium Missiles & Torps
We are leaving the bargain bin and moving on to something more substantial. Potency and range of these things have increased and therefore should have a bit more consideration of how to deal with. These are the standard weapons on various hybrid-missile craft.

CWIS/Anti-Missile Cannon: Yes these are still viable but not something you can design in five minutes or less now. You will need an actually decent HE charge or some kinetic rounds downrange at a good quip of speed. Other than that they can be cut down just as easy as the smaller ones.

Missile Interceptors: Old faithful from times of yore have been killing missiles on equal terms for ages. A decently sizable volley should neutralize any equivocal volume or slightly more of the same size or smaller easily, or at the very least take the edge off.

Thruster Stick: This still works too, just less so. It becomes harder and harder to fool missiles with these as they scale down chances of being fooled on top of some having signal processors. Its good to have a few as its easy to make and simple to install, but this is where its reliability starts to falter.

Laser Anti-Munition Defenses (LAMs): This is the farthest practical use for LAMs as the larger ones are just too hard to kill for these anymore. Oh well, just make a decently large set up and you should be good clipping a few missiles over a short time.

On Ship Decoys: I never really found use for these, ever (except chaff). But having one of these inside the ship and trolling the missiles to the extremities is a good if crude solution to protect more vital parts of the ship. If you are wondering why I put this section here instead of the previous, do YOU want to waste a thousand some-odd engine power on bootleg fireworks? It either isn't worth it on principle or you are dealing with a Twin Guard Nest or Hive of bees of which there are much better solutions than this.
Large Missiles & Torps (with a side of fries)
I'll have two numba nines... OK I'll stop now. Now we get into the very dangerous side of missiles and torps. Long reloads and large payloads make these things lethal against anything small and they make nice large holes in everything else forcing you to consider the open concept design for some vessels. Pay heed because your practical options dwindle here.

CWIS/Anti-Missile Cannon: This is the limit of practicality for this defensive system. HE doesn't cut it anymore and you would still need a large kinetic warhead to deal with them. If you would consider, on any large ships that have a secondary battery, those guns can potentially double up as a missile killer if set up correctly.

Missile Interceptors: They still work surprisingly enough, though at a rate of about 6-for-1 on testing with some medium interceptors. Still the most practical option but still not great especially if the enemy mixes smaller missiles in the pack making a few go off early against smaller targets.

Speed: Yup, this is arguably the best way to deal with them. As you observe the scaling of the missiles they become less and less maneuverable so having a plane go evasive at 100m/s+ is something to consider, besides having a 2-5k material plane get obliterated is better than having a hole punched in your 250k battleship.
Huge (ICBM) Missiles & Torps
Honestly dealing with White Flayer suicide craft are easier to deal with than these things by a landslide they are that horrible to fight. My testing with these things is limited but I will list of everything I know might potentially work. You really only find these things on godly craft anyway so here is where we enter the META ZONE.

CWIS/Anti-Missile Cannon: Improbable, anything designed to shoot these things down would be better used shooting the thing that launched them.

Laser Anti-Munition Defenses (LAMs): Impossible, technically improbable but I wouldn't want to be the guy to develop a laser so stupidly large just to shoot a few of these things down.

Missile Interceptors: CAN work on something super-sized with enough interceptors, put practically improbable due to potential smaller missile accompaniment plus installing a stupidly large interceptor array.

Thruster Stick: You can. I wouldn't do it as you are literally rolling a die as to whether a small group of large missile thruster sticks could fool one of these things (likely with a signal processor) with a stupidly low chance. If you get it to work without sending your ship to space like polan-ball, more power to you.

Particle Cannon: Just don't. Just because you can doesn't mean you should and if you make a ship with an OP PAC CWIS you need to get yourself straightened out. Madness is good but there is a limit to it if you want to stay SOMEWHAT sane.

Warp Drives: If you can get these things to work it can work against these missiles. I prefer if you see a warp drive user in the wild tell him to make you something just so you can nope TF away from whatever is shooting these things at you.

Fodder Craft: Its what it says on the tin, put enough scrap decoy ships between you and the enemy and the missile should just get bogged down in the target rich environment if its self-guided.

Speed: The defining way to deal with these things is to just dodge them. To prove a point anything small, fast, and erratic should in theory have an extremely low chance of being hit and instantly disintegrated. Learn from the Flying Squirrel perhaps? (Blares Eurobeat in the distance)

Surface/Subsurface Avoidance: A tried a true method if I ever saw it: don't be where the missile is. If its a torp, make an airship. If its a missile, Hide in a sub. If the thing fires both you are screwed anyway.

Make Love not War (for now): Sounds stupid, BUT If you have patience and choose not to fight the thing with the big scary missile, you can make something that fires even BIGGER missiles later.
Conclusion
Well this is the extent of my knowledge of how to fight missiles. If you have anything to add or discuss please say it in the comments. I may revisit my older guide eventually but at the time of writing this its 2:10 a.m. on my second day of college break so I will have made errors I bet so any feedback is appreciated.
8 Comments
garymg 10 Apr, 2023 @ 10:07am 
good thing i found this guide, the story mission where you drive the scalawag has an absoluley demonic missile platform that shoots instakill rockets
StoneWizid244 4 Apr, 2022 @ 10:38pm 
i never thought of the possibility that anti munition cannons don't have to be super expensive to work. tiny ones... Dis sorta good tips.
a few to add are; distraction sticks are alternative thruster sticks that just hang or float there.
radar and heat decoys work well enough on lower power if your ship just has a weaker signature(passive detection, low heat output).
if you wanna dodge torpedos, add distractions or simply hop up higher in the water with helium pumps and hydrofoils.(also getting outta the water makes it much easier to go fast.)
ChrisChaos777 14 Jun, 2021 @ 2:04pm 
Great guide btw! Made me laugh quite a bit so thank you
ChrisChaos777 14 Jun, 2021 @ 2:02pm 
@rojogames371 Gakes idea is brilliant but If breadboards are too confusing for you, you could also use a acb that fires weapon at enemy range X and then set the blocks affected range to 2 then use a spinblock to rotate each missiles launcher which will cause each individual launcher to fire once it is right next to the acb. I personally am just figuring out how breadboards work so I know it can be daunting.
Gake 24 May, 2021 @ 7:01pm 
@rojogames371
That seems pretty easy. Just put the spin block in the center, have each cylinder's missile have it's own dedicated LWC + Failsafe, set the spin block to the extra drive "A", and using a Breadboard set it up so that every time your missiles fire A gains "x" value until it's at max which then it becomes the negative and repeats the process.
Gake 24 May, 2021 @ 6:57pm 
Correction for Huge missiles since that's what I use on my dedicated anti-ship bomber, which while awesome, has to fly at 200+ m/s and be equipped with LAMS or it dies immediately:

1) It's STUPIDLY hard to get the missile to even acquire a target since using Guided/Lua on Huge Missiles is... Stupid as 90% of your ship will just be GPP units. They turn ungodly slow so it's actually really easy to fool them. Just slap a few Chaff on your ship, wire up a half-decent Evasion routine, and set sail. As for torps: they're stupid slow. Go faster than 50 m/s and you insta-win.
2) Just shoot first. Having Huge Missiles means they've got a nuke's worth of explosives in their ship that becomes impossible to magazine safely; even if you just put it all together it'll still amount to 50m of pure boom.
3) It's extraordinarily improbable to have both torp and missile with Huge. Props to anyone who wants to wire 500+ GPP on their ship just to use 2 Huge Missile Launchers...
rojogames371 23 Apr, 2021 @ 2:07pm 
hey.
i need some help.
i wanna make like a missile revolver using spin blocks.
and i would like to know if anybody has any idea how.
Klonke 22 Apr, 2021 @ 2:30am 
Very nice guide, though something to note is that small-medium ships can still go fast enough to dodge huge missiles and the like. You just have to set up some erratic movement.