Ships That Rattle Isn't Just for Show

Glad for the advice they are heavy and useless. I havent got the power for a shield bank and like the idea of A0(x2)C0(x1)E0(x1) shield boosters
 
Glad for the advice they are heavy and useless. I havent got the power for a shield bank and like the idea of A0(x2)C0(x1)E0(x1) shield boosters

Scout is a dodger not a shield tank, so I use 1 B3 SCB and rest cargo. If I can't stay outa the line of fire I don't find Shield Booster's help that much, but that's just my way. That's the best part about Elite Dangerous, there is no "wrong" way. :D
 
Ty. Very true. One build for one is poison to another. Im bounty hunting and am in combat continuously at the mo. Shield boosters seem to be the way ahead but ill juggle with them and a SCB to see what happens. Have dropped hull reinforcers for cargo.
 
Bit of a semi-off topic question related to my ship/build. Whats the best areas to Bounty hunt? Nav beacons, Conflict zones or RES's? Currently at nav beacons with limited success. Also which is specifically a good system to bounty hunt in? 'Good' being active, profitable combat.
 
This is my current build http://coriolis.io/outfit/diamondback/24A4A4A2A3A2A4C27272424040400004030596e.AwRj4yKA.AwjMIzPUg===?bn=BlackmailGnomeDBS.

A brief breakdown of my design choices...

While my favourite weapons are cannons (boom boom BOOM! best noises ever! ), MCs come a close second and are the most cost effective (IMHO) of the kinetic weapons. Gimballed because even with all the manoeuvrability of the Scout I still can't hit anything without help.
2 x Class A shield boosters and 2 x Chaff launchers although am thinking of ditching the boosters in favour of heat sink launchers. Not sure how effective chaff is against NPCs though, but it has seemed to help me when I'm a tad too close to those big ships in a CZ.
The interdictor is standard for when I'm doing various pirate/civilian/authority missions.
Fuel scoop is something that I generally add to any ship, although I was thinking of adding another SCB (3B) and keeping it powered down but to be honest with the MCs needing ammo I rarely burn through the one lot of cells before having to reload anyway.

Looking back at the build though and I feel that it is not living up to the DBS's potential... might strip the shields and try flying naked although I might want to rethink how I approach fights.
 
Here is what I am using to smuggle.

http://coriolis.io/outfit/diamondba...22t020201.Iw1-kA==.Aw1-kA==?bn=SpiderSmuggler

Before anyone balks at the idea of no shields, consider this: bigger opponents will melt your shields quickly, and this thing isn't equipped to carry 9000 SCBs. What the Diamondback does have is great natural armor and low heat development, as well as a good turn of speed and agility. So with this build you can forget about SYS altogether and keep your energy on engines and weapons. Because you're not packing a shield you can fill this with beams if you like. And silent running lasts a good while before you overheat, becoming useful in combat. Because you're not worried about shield recharging you can switch it on and off at will.

Looking back at the build though and I feel that it is not living up to the DBS's potential... might strip the shields and try flying naked although I might want to rethink how I approach fights.

Trust me, have a go at it. Remember to use silent running, chaff, and heat sinks to your advantage. And also pack some mirrored armour. I know nobody really uses the stuff, but it's useful on a ship so small as your powerplant is difficult to hit and your hull will take punishment. Also remember that everyone uses class D sensors - so use silent running for PvP. Just be prepared to get called a "cheater" a lot as you vanish from their sensors.
 
Trust me, have a go at it. Remember to use silent running, chaff, and heat sinks to your advantage. And also pack some mirrored armour. I know nobody really uses the stuff, but it's useful on a ship so small as your powerplant is difficult to hit and your hull will take punishment. Also remember that everyone uses class D sensors - so use silent running for PvP. Just be prepared to get called a "cheater" a lot as you vanish from their sensors.

Did give a shieldless DBS a go the other day - didn't last too long with it though... but I believe a lot of that was due to testing the build against NPCs - read somewhere that their sensors are so good that they can tell the gender of the space lice in your beard! Will strip the shield off later and run naked amongst the stars.... ;)

One of the problems I seem to have is knowing when to use silent running, chaff and heat sinks - when testing the "Shieldless Ducky" build I ran out within a very sort space of time (again against NPCs).
Another is that my MC build seems somewhat lacklustre as it doesn't have the punch needed - any hints on an alternative loadout to try?

Thought - has anyone done a "training" video for stealth based combat? (by training video I don't mean those rather impressive take downs that Na'Qan and co post)
 
Did give a shieldless DBS a go the other day - didn't last too long with it though... but I believe a lot of that was due to testing the build against NPCs - read somewhere that their sensors are so good that they can tell the gender of the space lice in your beard! Will strip the shield off later and run naked amongst the stars.... ;)

One of the problems I seem to have is knowing when to use silent running, chaff and heat sinks - when testing the "Shieldless Ducky" build I ran out within a very sort space of time (again against NPCs).
Another is that my MC build seems somewhat lacklustre as it doesn't have the punch needed - any hints on an alternative loadout to try?

Thought - has anyone done a "training" video for stealth based combat? (by training video I don't mean those rather impressive take downs that Na'Qan and co post)

I've started running medium cannons and small beams, though the beam's won't be good for the stealth as they make heat skyrocket.
 
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Did give a shieldless DBS a go the other day - didn't last too long with it though... but I believe a lot of that was due to testing the build against NPCs - read somewhere that their sensors are so good that they can tell the gender of the space lice in your beard! Will strip the shield off later and run naked amongst the stars.... ;)

One of the problems I seem to have is knowing when to use silent running, chaff and heat sinks - when testing the "Shieldless Ducky" build I ran out within a very sort space of time (again against NPCs).
Another is that my MC build seems somewhat lacklustre as it doesn't have the punch needed - any hints on an alternative loadout to try?

Thought - has anyone done a "training" video for stealth based combat? (by training video I don't mean those rather impressive take downs that Na'Qan and co post)

So here's my tip before I make a training video....

- Silent Running takes roughly 4 seconds to become un-resolved once activated.
- Only effective against players, NPCs cheats.
- Depending on sensor, you're unresolved until your about 500-250m. A-Rated can resolve you at 750-500m, so it only gets shorter as rating drops. Even shorter when inside RES, ~250m!.
- Once resolved, depending on sensor, you can break the resolution by moving away 1.5km
- If you choose to stay in silent running, firing your weapons will resolve you for brief moment, but will build up heat faster.
- 20% heat or below is almost silent running, the lower sensor rating, the shorter range they have to resolve you. I run A-Class sensor in my scout. I can detect targets (especially when they're hot and firing at upto 7km), Usually I'm beyond their scanner range, you can tell when you sit and observe them for several minutes, and they never come and approach you to investigate the un-resolved signal.
- It still leave contrails and your lights stays on. :(
-Better to obvserve a target behind an asteriod, and rely on scanner and target's orientation to determine course of action. Just because they're pointed at you doesnt mean they know youre there. If they approach to investigate, open fire when they come around the rock or when they're within 500m, I wish I can see the look in their face...
-Try to using your Heat Sinks only for cooling down weapons, in silent running. Especially hammers, rails not so much, but still builds up a bit slow.
-Save a few heat sinks for when your BOOSTING while in silent running. Boosting builds up heat. Most useful when your trying to escape.
-Use Chaff when you have to cool down the ship out of silent running or if you're in a slug-fest with the enemy with gimballed lasers. Also useful if your in the process of going silent (4 seconds to shut vents).


Tips for using silent running in combat:

- Only use silent running while maneuvering.
- Disengage silent running right before firing.
- When you have a scout wing, take turns firing and going silent. If you're being fire upon, go silent, and communicate. Your wingman should then know its their turn to attack, rinse and repeat.
- Keep tabs on enemies ship orientation, thats how you know if they've disengage you and selected another target. Also a good time to decide if you should continue the attack or escape.
- If they have seeker missiles/torpedoes, remember the magic number 1.5km. thats when you can be sure you've broken target resolution. You also want to minimize the window of them locking on, by jousting/firing, and quickly turning around behind them.
- If you installed a point defense, it's more effective when missile is chasing you, not coming at you. You give the point defense more time/distance to hit. Also put it the point defense on your tail. Chaffs in front. . If you do get missile lock, make sure you rotate your ship to where you see the missile's elevation lines are above in your scanner. A neat trick is when you do hear a missile fired and locked, quickly go silent running (and stop firing weapons), sometimes it will turn around and hit the other ship.If not, your point defense got you covered win-win. If theyve fired from longer distance, it will likely hit them instead, or any other ship nearby, friend or foe.

Tactics:

-Use the time in silent running to target subsystems (drives or power plant) for your torpedoes, also glance at their load out.
-Hull reinforcements make these ships perfect for ramming. To prevent them from evading the ram, stay in silent running the entire time until you within 500m or less going at full speed toward them. This way, they wont know your range, if they dont know your range, they wont know how fast your coming at them. A revealing yourself from longer distance will bait them lining up for the ram, then go silent. It works almost all the time.
-If they avoid the ram, they know about the build, thats FINE, because thats more pew pew time for you, as they have to pull away, presenting a themselves as a larger target and point their fixed weapons in another direction. (but ramming an un-shielded scout is so tempting... right?
-Let them use up ALL their Weapons capacitor by allowing them to shoot you first while you take evasive action in the opening stages of the battle. When you're certain their WEP is low (not all lasers are firing etc), go for the ram, as most of their pips are probably set to WEPs by this time not in SYS. You can also soften up their shield's 2nd ring but not too low where you've scared them in activating their shield banks, You win by catching them off guard.
-Try to get a lock in torpedoes BEFORE ramming, this way, if their shields does drop, you can fire them point blank, already pre-locked to their drives.
- When escaping, BOOST then go silent, then FA-Off and set 0% throttle to remove contrails. Make sure you select a system and hi-wake. Mass Lock only affects going back to super-cruise.
- To set up a good ram with wing, make sure everyone goes silent EXCEPT the ramming ship, enemy players rely heavily on their scanner to select targets. So by presenting yourself as target, they will turn and face you.
- Alpha Stealth Strike: Simply put, everyone goes silent until everyone has a good clean firing solution. Maintaining distance within 1km-500m (do not overshoot target) Pre-target drives with torps and Clean firing meaning, they're confident they can hit the target 2-3x in a row with rail guns or hammers. multiply this across a wing of 4, you'll melt the target shield, and prevent shield banks ever being activated. Communication is key. Rinse and repeat.
- Baiting: Send one scout ship to engage target and have them move across/perpendicular to the group, to enable clean vector for group to follow and fall on enemy ship's tail. Firing scouts will have more time on target. Bait usually survives, can perform 180, and ram target to stop it from running/ reduce their speed., usually kills enemy if firing scout succeeds in dropping shields and does some hull damage.
- To practice hitting with Rail Guns, install a Fixed C1 Burst Laser in the small slot. ONLY 1 is needed, put a torp in the other. Bind the burst with the Rails Guns. Every 3rd burst of the laser, will complete the Rail Gun's charge time to fire. If your first few burst are not hitting, just release the trigger and it will reset the charging of the rails (saving you ammo). Practice against NPC's as stealth or w/ shields until your comfortable. After a while, you will feel the timing, and can install another torpedo instead. C1 Beam lasers will only eat up your WEP capacitor, preventing you from making follow up shots as often with rails.
-If your canopy breaks, keep fighting, the C1 Burst laser will act as a tracer round and keep you on target. Torps will still lock, just need to listen to the beeps.
-Start practicing how to fight entirely in FA-Off. Vertical and Lateral thrusters does not leave any contrails when throttle is set to zero. Combined with silent running + no contrails, you've reached total stealth. (minus the yellow paint job)
-Know where you can swap to reactive armor and back to mirrored if enemy is equipped with anti-scout builds usually lots of multicannons.
-Fixed kinetic weapons stills needs a gun-sight (leading or trailing) to hit you. If they can target you by going silent, they'll have a harder time. Situational awareness will be key in successfully fighting these builds. (Or bring a Shielded buddy along, quick fix)
-Avoid ramming ships equipped entirely with Cannons. -Your welcome.

If you learn most of these, you will rarely ever get blown up. You can decide when and where to fight, or escape. Like charging your FSD while on silent running, enemy won't be notified. Gives you a head start to the jump.

There are more advanced tactics in the Velite squadron that we're still practicing but if you're interested drop by our TeamSpeak: ts22.gameservers.com:9347 and wing up with us. We might be performing some of these maneuvers. Just have the build ready, if you're Empire or Sirius Corp, you always welcome. Everyone else will have to choose to defect to preferably to Lavigny. This will prevent any kind of confusion in the battlefield.

Fly stealthy!
-Cmdr Na'Qan, Velite Squadron, Lavigny's Legion
 
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I tested against npcs and was pretty successful. I do wish silent running disabled all outside lights though.

I should have clarified, it doesnt work for the NPC's in RES sites. Works from SOME pirates, but I think its all based on their Ranking. But what I mean it doesnt work, is usually at 1.5km away, you break being resolved. However, NPC's turrets are still shooting you. Needs more detailed testig, but theres too many variables to get consistent/confirmed results.
 
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