Viper Power Plant.

Hi,

Thanks for the great game.

Could you buff the Viper power plant, just not enough power there to give the ship it's full due.

Mine is nearly completely A, except I cannot upgrade my utility mounts or FSD interdiction device. Starts going way over power.

I think 15Mj should be enough, 12 is way to low.
 
I believe that it is meant to be so that players have to think how they build their best possible Viper.

I have a feeling that your request wont be implemented this time.
 
I believe that it is meant to be so that players have to think how they build their best possible Viper.

I have a feeling that your request wont be implemented this time.

I think you're right, sadly.

I am stuck with what little power I have left, I cannot upgrade the fuel scoop or I go over power. Sane with the FSI or the KWS. I have a great little fighter but it is underpowered compared to the other Fighters out there, my Cobra has more power.

Surely a state of the art fighter should have enough power to comfortably run top gear, yes I should have to shut down some systems, but not vital ones. In order to upgrade my fuel scoop I gotta shut down FSD, really? To do a KWS I gotta disable my weapons, ?
 
Buff request... :)

It's not underpowered, you are just expecting/wanting more out of it than it is capable off, scale something back one notch or so. It's not meant to be a heavily armed fighter with long fsd range and top end fuel scoop all at the same time. Fit according to specific role.

The Cobra is a bigger ship, different role.
 
Last edited:
Have you noticed that you can setup priorities for modules? Will automatically shutdown low priority modules when you do not have enough power, like when you bring the hard points out?

I somehow assume that it is a norm that you shutdown the FSD when hard points are out. Probably you also shutdown your fuel scoop as well, with some setups you might shutdown even your life support.

I think it is not sad btw. You should probably be actually happy that shipbuilding in Elite is far more complicated/interesting than just installing the best modules ;)
 
Have you noticed that you can setup priorities for modules? Will automatically shutdown low priority modules when you do not have enough power, like when you bring the hard points out?

I somehow assume that it is a norm that you shutdown the FSD when hard points are out. Probably you also shutdown your fuel scoop as well, with some setups you might shutdown even your life support.

I think it is not sad btw. You should probably be actually happy that shipbuilding in Elite is far more complicated/interesting than just installing the best modules ;)

The ship building is one of the things I really like, but the Viper is just unable to get those little extra's that would give it a nice sheen...

I trimmed down all the modules, and such to squeeze what I got onto her, and I even settled back into the thought that while ferrying her around I gotta give up stuff. Which actually sort of sucks because sometimes where I am going does not have the replacement parts.

[Viper]
M: 2E/F Multi-cannon
M: 2E/F Multi-cannon
S: 1E/F Beam Laser
S: 1E/F Beam Laser
U: 0I Point Defence
U: 0D Kill Warrant Scanner


BH: 1I Military Grade Composite
RB: 3A Power Plant
TM: 3A Thrusters
FH: 3A Frame Shift Drive
EC: 2A Life Support
PC: 3A Power Distributor
SS: 3A Sensors
FS: 2C Fuel Tank (Capacity: 4)


3: 3D Hull Reinforcement Package
3: 3A Shield Generator
2: 1D Frame Shift Drive Interdictor
1: 1D Fuel Scoop
---
Shield: 178.50 MJ
Power : 9.84 MW retracted (82%)
12.54 MW deployed (105%)
12.00 MW available
Cargo : 0 T
Fuel : 4 T
Mass : 121.3 T empty
125.3 T full
Range : 12.31 LY unladen
12.31 LY laden
Price : 2,964,461 CR
Re-Buy: 148,223 CR @ 95% insurance


I think I run her pretty lean, but I also think she should be able to handle a little bit more. 3Mj should put her in a position where she can handle all A gear and still need power management for weapon management.
 
..............Why do you have a 2A life support? Why do you take 3A sensors when you have fixed weapons? Hull reinforcement and military composites?


I don't think you've built your viper very smartly at all. A viper is a cheaper, lighter version of a combat-fitted cobra. If you don't want to make sacrifices, I think cobra might be the ship for you.

Here's a few tips, some mentioned by earlier posters:
Set your fuel scoop to turn off when hardpoints are delpoyed. Cargo scoop too, and even the interdictor. You can't/don't need to use those when hardpoints are out. Personally I like keeping my FSD on, because that lets me start charging during the one second it takes to retract hardpoints.

By doing the above, you can easily fit a 2A interdictor and a 1A fuel scoop. You could even push your KWS up to 0C. Bonus, you could even keep your FSD on. Turn it off, drop your sensors to 3B, and your life support to 2D, and you can bump your KWS to 0B.

It seems that you might need to rethink your module management. No reason to buff the viper. It's a glorious ship.
 
Last edited:
Hi,

Thanks for the great game.

Could you buff the Viper power plant, just not enough power there to give the ship it's full due.

Mine is nearly completely A, except I cannot upgrade my utility mounts or FSD interdiction device. Starts going way over power.

I think 15Mj should be enough, 12 is way to low.

This is a righteous request. Why would space engineers in the future design ships that can't take all the best options.

Because you need commanders to make hard decisions about what units to install? pffft... frustration is not a reward structure.
 
This is a righteous request. Why would space engineers in the future design ships that can't take all the best options.

Because you need commanders to make hard decisions about what units to install? pffft... frustration is not a reward structure.

True, frustration is not a reward structure, or a good game mechanic, but... It's always been the way in Elite games that you cannot have everything you want in a ship build, and that makes it interesting, fun and varied. It also means that just because you can afford the biggest and the best of everything, it doesn't give you an unassailable advantage. I've always enjoyed the challenge of building my ship to be the best it can be for me. :)
 
True, frustration is not a reward structure, or a good game mechanic, but... It's always been the way in Elite games that you cannot have everything you want in a ship build, and that makes it interesting, fun and varied. It also means that just because you can afford the biggest and the best of everything, it doesn't give you an unassailable advantage. I've always enjoyed the challenge of building my ship to be the best it can be for me. :)
I think.... it was sarcasm. Though I understand why it may have been hard to read..
 
As the other have already said it about power management, the Viper is meant to be a short range fighter. That means it sacrifices power and jump range for normal space speed and a good weapons loadout.

Dont get stuck in the everything must be A grade way of thinking.

If you think outside the box a bit you can end up with a "Viper Interceptor", weapons powerful enough to do some real damage. normal space fast and with an 18 plus lightyear jump range.
 
As the other have already said it about power management, the Viper is meant to be a short range fighter. That means it sacrifices power and jump range for normal space speed and a good weapons loadout.

Dont get stuck in the everything must be A grade way of thinking.

If you think outside the box a bit you can end up with a "Viper Interceptor", weapons powerful enough to do some real damage. normal space fast and with an 18 plus lightyear jump range.
Do share. A completely naked Viper gets only just over 19 ly.
 
As the other have already said it about power management, the Viper is meant to be a short range fighter. That means it sacrifices power and jump range for normal space speed and a good weapons loadout.

Dont get stuck in the everything must be A grade way of thinking.

If you think outside the box a bit you can end up with a "Viper Interceptor", weapons powerful enough to do some real damage. normal space fast and with an 18 plus lightyear jump range.

Yea that got my attention, explain please.

The power management is dealt with, like the idea of the FSD being available...

- - - Updated - - -

It is because of my Cobra that I noticed the power difference. I do not have to over manage my power unless I use something kick ass, but it has lots of power with some to spare. Hell all of the ships do except the Viper.
 
Set your fuel scoop to turn off when hardpoints are delpoyed. Cargo scoop too, and even the interdictor.

Are you doing that with a key macro or relying on the power priorities (which won't necessarily do so on hardpoint deployment since that's not an automatic switch)
 
As the other have already said it about power management, the Viper is meant to be a short range fighter. That means it sacrifices power and jump range for normal space speed and a good weapons loadout.

Dont get stuck in the everything must be A grade way of thinking.

If you think outside the box a bit you can end up with a "Viper Interceptor", weapons powerful enough to do some real damage. normal space fast and with an 18 plus lightyear jump range.

Do share. A completely naked Viper gets only just over 19 ly.

Yea that got my attention, explain please.

The power management is dealt with, like the idea of the FSD being available...

- - - Updated - - -

It is because of my Cobra that I noticed the power difference. I do not have to over manage my power unless I use something kick ass, but it has lots of power with some to spare. Hell all of the ships do except the Viper.

Main outfitting menu
Viper Interceptor.jpg

http://www.edshipyard.com/#/L=60M,5Rg7tw,2-3m5K4s3m3m5K3c,03w7OW7e84wE

Ok I might have over sold the Viper Interceptors jump range a little but in my defence I did put it together back pre shield booster days also pre-shield cell bank nerf. But this design worked with no changes post shield cell bank nerf and its still good to go now.

Internals
Viper Interceptor setup.jpg

Hardpoints
Viper Interceptor Weapons.jpg

The jump range is just short of 18 lightyears not over but I did have one version that was over but tweaked it for a little bit more power.

Its been combat tested and came out well but remember its for long range hit and run missions not sitting in high intensity combat zone grinding kills.
 
Last edited:
Main outfitting menu
http://www.edshipyard.com/#/L=60M,5Rg7tw,2-3m5K4s3m3m5K3c,03w7OW7e84wE

Ok I might have over sold the Viper Interceptors jump range a little but in my defence I did put it together back pre shield booster days also pre-shield cell bank nerf. But this design worked with no changes post shield cell bank nerf and its still good to go now.

Internals
Hardpoints
The jump range is just short of 18 lightyears not over but I did have one version that was over but tweaked it for a little bit more power.

Its been combat tested and came out well but remember its for long range hit and run missions not sitting in high intensity combat zone grinding kills.

Nicely done.
 
The ship building is one of the things I really like, but the Viper is just unable to get those little extra's that would give it a nice sheen...

I trimmed down all the modules, and such to squeeze what I got onto her, and I even settled back into the thought that while ferrying her around I gotta give up stuff. Which actually sort of sucks because sometimes where I am going does not have the replacement parts.

[Viper]
M: 2E/F Multi-cannon
M: 2E/F Multi-cannon
S: 1E/F Beam Laser
S: 1E/F Beam Laser
U: 0I Point Defence
U: 0D Kill Warrant Scanner


BH: 1I Military Grade Composite
RB: 3A Power Plant
TM: 3A Thrusters
FH: 3A Frame Shift Drive
EC: 2A Life Support
PC: 3A Power Distributor
SS: 3A Sensors
FS: 2C Fuel Tank (Capacity: 4)


3: 3D Hull Reinforcement Package
3: 3A Shield Generator
2: 1D Frame Shift Drive Interdictor
1: 1D Fuel Scoop
---
Shield: 178.50 MJ
Power : 9.84 MW retracted (82%)
12.54 MW deployed (105%)
12.00 MW available
Cargo : 0 T
Fuel : 4 T
Mass : 121.3 T empty
125.3 T full
Range : 12.31 LY unladen
12.31 LY laden
Price : 2,964,461 CR
Re-Buy: 148,223 CR @ 95% insurance


I think I run her pretty lean...

Lean? You've completely A Specced all the core modules! If you want more power drop the sensors and life support at least. And you're even running this thing only at 82% without HP deployed.

You could also switch off the cargo hatch and set up the modules so that the FSD and fuel scoops deactivate when you deploy weapons.

If anything you've proved the Viper has plenty of spare capacity in the power department.
 
Back
Top Bottom