hello it's ricardo and welcome back to elite dangerous i'm continuing on my quest to get all
the power play modules and take a quick review of them today it's the turn of yuri grom and
yuri grom is an independent now yuri grom when you're assigned to him before weeks will allow
you to get the containment dumb fire missile now this is as you can guess a dumb fire missile
that will when you strike your target force them to reboot their fsd for a period of
time but is it any good how does it compare to other dumb fire missiles how do you unlock it
so who is yuri grom well yuri grom is a self-proclaimed dictator of the eg pilots and
an independent faction based out of your yale that formed from a breakaway element of the federation
and he also has a passing resemblance to brian blessed don't you think either way grom led the eg
pilots then only a minor faction after they split from the federation to victory in the dangerous
games of 3302 establishing himself as a major power on the galactic stage major power may be
a bit strong here either way grom began his rise to prominence as an admiral in the federal navy
but retired after becoming disillusioned with the pervasive corruption of the federation and where
we heard that before his departure had coattails as a number of federal pilots fiercely loyal to
him also resigned and helped him create the eg pilots the federation do view him as a traitor
now you align yourself for four weeks too yuri graham and you're gonna unlock yourselves
the containment missile containment missile is a bit of a mixed bag it's dumb fire so you gotta
get out pretty close before you unleash your missile load to achieve the fsd effect they've
generally got a lower yield on them anyway the rack has a lower rate of fire at 66 percent
compared to what you get from a standard rack and the damage per second overall is 53
of a comparable class 2 dumbfire missile rack as well shields on your target will not protect them
from this effect however though it will protect them from physical damage so for the maximum
effect here we're the shields down beam lasers then unleash with the dumb fire missile rack
a point defense turret on your target will also shoot down these missiles
now the fsd effect is not cumulative and can only be applied every 29 seconds to your target
when triggered with a successful strike the target fsd then has to reboot for 17 seconds
after that the targets fsd must spend a minimum of four seconds charging for a low wake so really
you're buying yourself 21 seconds um you've got to ask yourselves where could this possibly be useful
anyway the containment missile's fsd disruption effect can be replicated on standard dumb fire
missile racks with the fsd interrupt experiment effect but the reboots caused by this are shorter
in duration short really i mean i didn't even know that existed until i had done this video
so as mentioned the statistics for this missile are as follows it's got a mass of
four tons integrity of 51 a power draw of 1.2 megawatts and a damage of 40. distributor draw
is at 0.24 armour piercing of 60 shot speed at 600 meters per second and a rate of fire of 0.3
okay clip size 12 maximum ammo 48 reload time five seconds and the damage type is explosive
and it's a fixed based weapon it's a dumb fire missile so i thought i'd then go and superimpose
some of the stats for a standard containment rocket as well
picture in picture you can see the module stats for a standard 2 b standard missile rack
so the mass is the same the integrity is the same you know the power draw is the same damage
on a standard rack is 50 where it's 40 on the containment missile rack we knew as much
armor-piercing is still the same shot speed still the same rate of fire on the standard rack is 0.5
so it's quicker ammo clip size is the same reload time is the same as well so what are you gaining
other than the effect to potentially disrupt someone's frameshift drive and cause less damage
well not really that much let's compare it against some pack hounds another power play missile module
now i'm only really making this comparison because it's another missile product of power play they're
completely different sets of missiles the pack hounds you can see there on the right hand side
higher mass higher end well same integrity higher power draw the damage you know you get multiple
missiles all right so you know damage is less okay we got shot speed 500 600 meters per second
so it's less than the 750 meters per second of the containment missile but they're a lot more fun to
use and a lot more benefit the ammo clip size is 21 so that's an increase and the maximum ammo of
these pack outs you can shoot off at 200. what am i saying here really well what i'm saying is
as you're probably better off going over to yi yong re and unlocking pac hounds and you are
assigning yourself to yuri grom either way though if you decided to go down this route
you might have a need to disable people's fsds i don't know i mean these might come into their own
if you can put an experimental effect on them like drag munitions um that would probably make them a
little bit easier i suppose to to handle in a fight i took them out into um a conflict zone
and had very sort of like mixed effects with them as well okay i wasn't rocking
around in the most powerful ship as you can imagine um but getting up close and getting
a dumbfire missile to hit is a knack in itself so if i was going to do anything with it i would
probably then engineer it up and put drag munitions on it as well so not only would
you shut down the fsd but you would also cut their thrust giving you time to open up with some more
tastier weapons all that's well and good though but how do you unlock these containment missiles
they mentioned unlocking containment missiles you need to be aligned to yuri grom the independent
for four weeks once you align yourself to four weeks and then you deliver enough merit 750 merits
to one of his outposts for example um you will be then rated
at rating three at rating three you can then unlock this power play module
got a nice big fat ship like a type nine strip it all down so you can maximize the amount of cargo
and get some materials from the power contact
hide yourself over to the main base of the particular power play contact and pick up
materials there and deliver them to whether it's an underground support organization or whether
it's intelligence or what have you i tend to go directly to the main source his seat of power
and then pick a system that needs pledging or expansion so once you pick up all these materials
and you'll need 750 of those and you can buy them in blocks of 10. after every 10
you can either wait 30 minutes or you can pay a hundred thousand credits to expedite the process
it's time to load up that good old type 9 of yours and get yourself over to a particular system now
i've got to the point where i've got 770 why have i got 770 i hear you say well in case i get
attacked and someone takes out my cargo rack i've still got a little bit to play with you can go
into preparation like i tend to do and make sure i can view it on the map see how far it is if it's
in my jump range which for this ship it typically is i've got one stop on the way through won't take
me too long and i can deliver all the materials to the power play contact at that particular location
once there at that power play contact you can just press the button and deliver all your materials or
your merits to that particular power play contact for yuri grom that will then qualify you for when
the system takes over every thursday to access the containment missile is as simple as that the most
laborious thing is waiting for thursday and wishing your life away so you can get this well i
would typically say mediocre missile with limited range limited attack ability limited damage
um mediocre effects you could have on a ship if you engineer it i suppose but other than that
i wouldn't bother i would typically go out and get yourself some pack out but some
people might like it and as a result of which you know it's horses for courses once you've got
to rating for into explosive munitions and you can see rocket-propelled containment missiles
on the second row down a 2b module and like i say dumbfire missiles hope you've enjoyed this video
on how to unlock the containment missile or the rocket-propelled containment missile from yuri
grom we've had a little bit of law about yuri grum we've had a little bit of a breakdown on what i
think about the containment missiles and what the possibilities and advantages are for them and they
are quite slim we've compared them against other 2b dumbfire missile racks and also pack hounds
in short my opinion is go for the pack hounds they're more spectacular anyway
and you'll feel you've actually got something out of the game
at this stage thanks for watching see you soon like and subscribe if you haven't already done so
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