Is there any real value for the Fulcrum torps?

Tips, tactics, and general discussion for Evochron Legacy.
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Is there any real value for the Fulcrum torps?

Post by Filament »

I mean...other than "tradin' stock?" :P

I've launched them and ran thru a gate (Pearl) - no damage.

I've launched them and jumped to a different sector - came back - no carnage.

I've used them to take out a cap ship. Jumped far enough to not get 'mission fail' and came back. The cap and his escorts were unmolested. :o

Enlighten me, O elders of the realm.... :D
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Is there any real value for the Fulcrum torps?

Post by Marvin »

:o They should blow up any ship within range. AI or player. Most vets don't use them, though ... except as a trade item.
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Is there any real value for the Fulcrum torps?

Post by MiaZ »

You should stay close enough in range to see the explosion but not so close that you become a part of it.
If you jump too far away they dont always work.
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Is there any real value for the Fulcrum torps?

Post by Filament »

Thanks, Marvin -

Yup, that's what I've been using them for - trade.

Tonight is the first time I tried to 'use' then, though (in SP).

I can't "stick around" to see them hit. I point in the genetal direction of my 'quarry' and then scoot away in a jump far enough to be free of the blast. Then I come back, and the cap ships and escorts are still there. :(

I'll do more testing - if you say they work... in SP also?
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Is there any real value for the Fulcrum torps?

Post by Filament »

Yup....

Confirmed.

Got up an IDS x5 head of steam going away from Pearl (about 2600 + with the Mantis drive) - trailing a nice stream of bad guys chasing me away from the station. Went 'inertial' - spun around and loosed a Fulcrum - no more bad guys! :cool:

Thanks, MaZ and Marvin!
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Is there any real value for the Fulcrum torps?

Post by DaveK »

You can also set up a jump point to just outside outside their range (say p6000 away and launch, rotate 90 degrees (else you arrive at the explosion point at about the time the FT does!!) and then jump. That way you can hit big ships.

As Marvin says they are probably more useful as trade . . . . and it's considered very bad manners to use them in pVp

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Is there any real value for the Fulcrum torps?

Post by -splosives- »

Keep in mind that thing only goes 2000 far and has a blast radius of about 2000, so anything beyond a range of 4000 won't feel a thing.
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Is there any real value for the Fulcrum torps?

Post by Filament »

Thanks, guys!

I never even considered using them in MP.

They make short work of those cap ships, though! :)

I've been using them from about 6800 or so - nice to know I have a shorter safety range.

I took out my first cap ship with cannon and beam only last night, WHILE his escorts were trying to tag me. :P

I had to beat on him for quite a while 'using 'U' on occasion [mapped in my Saitek X52 Pro] to target different areas of it.

Fun stuff!
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Is there any real value for the Fulcrum torps?

Post by Marvin »

From post: 149047, Topic: tid=9993, author=Filament wrote:I never even considered using them in MP.
Keep in mind that, if you're doing co-op contracts with other players and you deploy an FT which inadvertently destroys your buddies ... you'll soon be playing by yourself.
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Is there any real value for the Fulcrum torps?

Post by Major Grubert »

I study a little that torpedo...

first you must learn range/speed

means, your own speed, the target distance, the torpedo speed, the target possibly path during torpedo trajectory...

with all that in mind i found nealy a death path to any capital ship at the right point...

i trained a lot in sp in a lost hostile system, just build a station and wait for reds to comes around...

build another station another lost friendly/moderate system not so far and play "attack of the red station", alone, traying speed, angles, missiles, guns, and so on

the fulcrum one is really tricky at first, i get often blown by my own missile :) then sometimes i shot 3 of them and killed no one, because they move, i move, the torpedo move and... no one get injured in that useless blast :)

but, when you train you find, and it's possible to be very destructive and safe with that missile... speed is very important, thinking about relative speed of each elements... i guess and target is dead whatever it is
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Is there any real value for the Fulcrum torps?

Post by Filament »

From post: 149055, Topic: tid=9993, author=Marvin wrote:
From post: 149047, Topic: tid=9993, author=Filament wrote:I never even considered using them in MP.
Keep in mind that, if you're doing co-op contracts with other players and you deploy an FT which inadvertently destroys your buddies ... you'll soon be playing by yourself.
Maybe I should have clarified myself, because it came up a couple of times on this thread...

The torp is just the "toy du jour" - handy for building stats in offline play, without beating up my hull and letting my C3 Repair Sys do it's thing from a short distance away before I re-engage.

In online play, it'd be like a "cheat code" (always hated 'em), and takes all the fun and strategy out of team kills (co-op or PvP).

Make sense? :P
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Is there any real value for the Fulcrum torps?

Post by Marvin »

Yup, it makes sense. Btw, the AI good guys don't like it when they get blown up by a friendly FT either. Sometimes it turns them red.
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Is there any real value for the Fulcrum torps?

Post by Filament »

Good point.

Even in SP, I never unloose one when there could be collateral damage. It'll take FOREVER to turn the tide on factions around in Emerald, as it is! :P
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Is there any real value for the Fulcrum torps?

Post by EN4CER »

I think I'm the only vet that uses Fulcrum... a lot! Same goes for mines. They are very effective against players and AI. Against players you have to tap their shield so they can't warp away from it. The coolest part about fulcrum is that you can launch a couple to cover a larger area. So if you have an enemy that's going too fast/far (but you have good positioning) launch a couple of them so there's very little chance of escape.

I never see AI warp away from them.

Get very comfy with the explosion radius.

Also make sure you're using mines and your stealth field too. Both are very effective and unused by most vets. Even if you don't use it often you need to be familiar with them in order to defend against them. The best tactic by far that I've not had one person escape from is getting positioning with stealth field come out tap their shield and launch a fulcrum.

If you're in a starter ship and they always have superior positioning that's when it's time to start bringing out the mines. The trick with the mines is to fool people with their own sensors. When you're dogfighting you have to pay such close attention to enemy speed/vector/heading that misinformation is a valid tactic.

[Edited on 11-18-2012 by EN4CER]
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Is there any real value for the Fulcrum torps?

Post by Maarschalk »

They can come in very handy in some scenarios!.....;):cool:

[Edited on 11-18-2012 by Maarschalk]
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Is there any real value for the Fulcrum torps?

Post by Busch »

Yup! Watching a brace of FT's "bloom" and take out ALL your enemies...dats da kine, Brah! :P:P:P:P:P
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Is there any real value for the Fulcrum torps?

Post by Filament »

Hmmm....

I should have named this thread "extended equipment - uses and strategies?" lol!

I had a 'save' slot that I used for all the 'stuff' I got from my 'run' to see Santa and all his "extended toyz."

I played around with the stealth generator and mines and such.

I left my shield regenerator at home for the stealth tests, and still didn't find it real useful (for my style of play).... BUT...

I can see how 'inserting yourself' in a SpecOps kinda' way with a stealth generator and mines could be useful. Don't fire a shot, or use any afterburning at all, and.... *tap* *scratch chin* ...yessss... perhaps...

How much does 'hangar storage' cost online for a separatly-rigged 'mount' (read: 'ship') and how does the cost pro-rating and such come into play, with logging in and out of the servers?