Ships Girl lost in space Need Tip on how to fit my ASP for combat

This is a decent 15M build if you absolutely have to fly around in an Asp and do combat missions:

http://www.edshipyard.com/#/L=70g,0...7u57u5,2-8I8I7_6u6Q8S8I,52W7TC7fO9qc7fO2jw2Uc

Tbh, the Asp takes about 40-50 million to properly outfit for combat, and even then it's only "OK" compared to a Cobra or DB Scout since it has just 2 extra small hardpoints and slightly better power distribution. The bigger ship has more armor and shields, but it is also A LOT easier to hit, so they don't help much.

Where the Asp really shines is as an explorer vessel, or a rares trading ship if you're into that kind of thing.
 
I actually found the Asp to be quite a decent little combat vessel once its maxed out. It has SIX hardpoints which means that it can pack quite a decent punch. Go with Two Class2 Beam Lasers and Four Class1 multi cannons and watch those pirates vapourise. The downside is the ammo will eventually run out which can be a bit frustrating if you are in a good HRES but in my opinion it's the best load out for the Asp. Happy hunting.....:):):)

This....
 
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This is a decent 15M build if you absolutely have to fly around in an Asp and do combat missions:

http://www.edshipyard.com/#/L=70g,0...7u57u5,2-8I8I7_6u6Q8S8I,52W7TC7fO9qc7fO2jw2Uc

Tbh, the Asp takes about 40-50 million to properly outfit for combat, and even then it's only "OK" compared to a Cobra or DB Scout since it has just 2 extra small hardpoints and slightly better power distribution. The bigger ship has more armor and shields, but it is also A LOT easier to hit, so they don't help much.

Where the Asp really shines is as an explorer vessel, or a rares trading ship if you're into that kind of thing.


I know after lot of read here that it is explorer vessel first, But so far my experience is that I do better in combat vs. NPC in the ASP than both DB Scout DB Exp. have tested a lot of different armaments for reading on this forum, . and that in somthing similar this, that you post.

Do not say you are wrong, has not worked for me just :(


My question now do you earn as much on having a A5 Shield VS A6 shield? The price difference is huge
 
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Are you sure about the name of that system, or is it NANOMAM?


You're right, I wrote wrong :( NANOMAM is the name, travel in these areas, in the power play to get things for Hudson`s Forty mission.

Slept, but is back up and running so if someone wants to play together I am there in NANOMAM systems :)
 
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Well.. as far as which Asp would be the best that's really down to individual preference. Particularly concerning weapon loadout. But when I was doing combat in a Asp here is what I used.
Nothing really fancy. 4 pulse lasers to drop the shields & 2 multi-cannons to shred the hull. Only thing that got tricky was managing power for the shield cells once the first bank was dry.
However this Asp is up around the 41M price point.

Yes the last part is somthing I practice on now, get it as smooth as possible, managing power for the shield cells once them get dry. But the big question is now ,do you earn as much on having a A5 Shield VS A6 shield? The price difference is huge
 
One day I'll buy it back :) I have spend so crazy lot of time in my Cobra,So now is the time for something new :) now my ASP :) must have help of you ppl to get as cruel as possible: P

In a combat ship...you always buy the biggest shields you can...there are exceptions..i.e...FDL..where power management becomes an issue...but in multi role ships like the Asp...power is in abundance....somewhat....
 
I've flown Vulture, Explorer Asp, Trade Asp, and Combat Asp. I'm able to configure a Trade Asp for 15M (http://coriolis.io/outfit/asp/04A5D...0202400101.Iw18WQ==.EwBhrSqjjkg=?bn=Trade Asp). I'm able to configure a Combat Asp for 50M (http://coriolis.io/outfit/asp/25A5A...b.Iw18WQ==.CwBhrSuhGAmAzHYwg===?bn=Combat Asp). Anything less than the full combat configuration allows you to survive for awhile in a RES but gets you killed quickly in a CZ. An A-grade Vulture for CZ, RES, and BH is 26M (http://coriolis.io/outfit/vulture/2...6.Iw1kAylxA===.CwBhrSpBGGCZhA==?bn=BH Vulture) and it rules in RES and CZ.
 
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My question now do you earn as much on having a A5 Shield VS A6 shield? The price difference is huge

No need for an A6 shield on an Asp. It's not much difference and will only amount to 40MJ difference even with 4 classA shield boosters. That is only a ~10% difference in shield strength for more than 3 times the cost. That class 6 slot was obviously NOT intended for use with a shield. You'll get better utility from a class 6 Fuel Scoop or perhaps a Cargo Rack.

If you enjoy the Asp, and can get decent results from using it for combat, then by all means, fly it instead. Not everyone has the same combat style or level of experience, and this game recognizes and supports those differences. I used to think the Asp was better too, but then I got a little more experience, and now my favorite combat ship is the Cobra. I used to hate the Cobra when I first got the game, but now that I realize what it can do, I love it.
 
No need for an A6 shield on an Asp. It's not much difference and will only amount to 40MJ difference even with 4 classA shield boosters. That is only a ~10% difference in shield strength for more than 3 times the cost. That class 6 slot was obviously NOT intended for use with a shield. You'll get better utility from a class 6 Fuel Scoop or perhaps a Cargo Rack.

If you enjoy the Asp, and can get decent results from using it for combat, then by all means, fly it instead. Not everyone has the same combat style or level of experience, and this game recognizes and supports those differences. I used to think the Asp was better too, but then I got a little more experience, and now my favorite combat ship is the Cobra. I used to hate the Cobra when I first got the game, but now that I realize what it can do, I love it.

Maybe it also gets my experience later in the game :) But for now, so crazy tired of Cobra, sure IT is great ship, yes. As I have said tested DB Scout and DB exp, Not work for me,, but who knows, later in the game I might discover my stupidity in using my ASP for battle :) Now I begin to get fluency with my Asp vs NPC in the powerplay military zons

~ 10% difference in shield strength for more than 3 times the cost, then it may wait a while, so I put that money on something else instead, when I become richer in the game, maybe I can think of to treat me A6 shield then :) if I still have not realized the crazy in ASP for Combat: D








Thank you for that answer.
 
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Yes the last part is somthing I practice on now, get it as smooth as possible, managing power for the shield cells once them get dry. But the big question is now ,do you earn as much on having a A5 Shield VS A6 shield? The price difference is huge

You should go to the ED Shipyard and play with some shield stuff; it's a balancing act, as you know.

There's some stuff about shields that DOESN'T seem well-known so I will add:

You want to cover HULL MASS; that is what shield figures are about; they do not count loadout, cargo, guns or anything else! Here are some figures to look at - the Asp is capable of taking a 6 slot for shields, but:

6A - 235.41MJ 40t - 16,179,531
6D - 193.41MJ 16t - 599,242
5A - 211.32MJ 20t - 5,103,953

If you take a 5A shield generator & add two 0A boosters = 295.84MJ + 7t + 12 PWR @ 362,000cr
= 5,465,953 - 27t - you save both on weight and on price and get more shield.

A stock Asp has a hull mass of 280t. A 5A shield generator has an Optimum Mass of 405t; Max: 1,013t. You also get the multiplier because Optimal Mass > Hull Mass.

* If the shield generator's Optimal Mass = your ship's Hull Mass, you get the shield strength listed on the ship
* If Optimal Mass > Hull Mass, shield strength is increased
* If Optimal Mass < Hull Mass, shield strength is reduced


The boosters will suck power; that's why it's good to play with setups at the Shipyard. I wouldn't go B or C on the shields; too much heat/weight for not enough extra.

You'll have to see what you can be comfortable. I like having extra shield multipliers in combat, although boosters have their own problems (slower shield recharges). Also, note that in general you are better off buying two lower-grade shield boosters than a single higher-grade shield booster.


Now you know about shields :D
 
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No need for an A6 shield on an Asp. It's not much difference and will only amount to 40MJ difference even with 4 classA shield boosters. That is only a ~10% difference in shield strength for more than 3 times the cost. That class 6 slot was obviously NOT intended for use with a shield. You'll get better utility from a class 6 Fuel Scoop or perhaps a Cargo Rack.

If you enjoy the Asp, and can get decent results from using it for combat, then by all means, fly it instead. Not everyone has the same combat style or level of experience, and this game recognizes and supports those differences. I used to think the Asp was better too, but then I got a little more experience, and now my favorite combat ship is the Cobra. I used to hate the Cobra when I first got the game, but now that I realize what it can do, I love it.

This advice about the A5 vs A6 shield sounds good but it doesn't acknowledge the ship mechanics that are part of the game. Each shield generator has an optimal mass and max mass. Optimal/Max mass for A5 is 405/1013 and for A6 is 540/1350. The max mass doesn't matter because the shield generator mass specs are relevant to the ships hull mass which is 280T for the Asp, far below the max mass for both shield generators. But the optimal mass makes a critical difference between the A5 and A6 shields. If the A5 and A6 both had the same optimal mass, then the difference in the strength (211MJ vs 235MJ) is only 24MJ which doesn't justify the huge price difference. But the A5 and A6 have very different optimal mass. Per FD comments, the greater the difference between optimal mass and hull mass, the greater the difference in shield performance. The difference in optimal and hull mass for A5 is (405-280) = 125T while the difference for A6 is (540-280) = 260T. So, the A6 performs MUCH better than the A5, even though the raw strength difference is only 24MJ. Thus, the much higher price for the A6. If you're going to use the Asp for combat, buy the A6.
 
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Maybe it also gets my experience later in the game :) But for now, so crazy tired of Cobra, sure IT is great ship, yes. As I have said tested DB Scout and DB exp, Not work for me,, but who knows, later in the game I might discover my stupidity in using my ASP for battle :) Now I begin to get fluency with my Asp vs NPC in the powerplay military zones.

I used a multi-role Asp during the recent Bast CG. It had 2 D2 gimbaled beam lasers and 4 G1 gimbaled pulse lasers. It melted NPC pirates within seconds. But you have to use FAOFF to beat the smaller, more maneuverable ships. Not hard to do but a little learning is required.
 
I have a build for you, but I am sorry about first having to put in my "two cents". I think that if your interest is in combat, you are infinitely better off with a Vulture, and you can equip it mostly with A parts and stay within your budget. The Asp gets more expensive to equip it for A parts, which are all crucial, particularly, thrusters and the Distributor, along with maintaining lighter modules to keep the ship as agile as possible and higher top speeds to keep up with fleeing NPC's. To equip an A rated Asp for combat, you will need twice your budget, about 30 million. Whereas, the Vulture, anything between 15 and 20 million will build you an excellent and very capable ship, plus it is infinitely more agile than the Asp, which is going to be a bit of a shock and require some considerable adjustment to your playstyle when it comes to flying the ship out of supercruise.

That being said, I built out a combat based Asp Explorer for you, linked below, using coriolis.io, which is a much better tool than Shipyard. This build will NOT require power management, and you will still have 88 cargo to perform cargo runs, cargo missions, PP cargo runs, and trades at your leisure. As you make more money, I strongly recommend that you invest into the A rated parts then go on to invest into more shield boosters, chaff's and SCBs. For now, this should serve you find to hunt out pirates in any RES, and it budgeted to 15.8million, including an interdictor for those types of missions that require interdicting bounties or if you wanted to interdict pirates. I left out the fuel scoop since you have a 32t fuel tank. You might want to consider dropping the fuel tank to 16t to reduce weight and increase top speed and accelleration. Bare in mind that you will need 750,000 to insure this ship at 5% insurance so don't pinch yourself to the point where you cannot insure the ship if it explodes.

As a final note, I definitely understand how you feel about your ship, I am the same when it comes to my FDL... I just cannot part with it! I hope that this helps you with your build.

Enjoy:

http://coriolis.io/outfit/asp/05B5C5C4D4A5D5C2727181818180m04--054a0202025353.Iw18WQ==.Aw18WQ==
 
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The problem wit the ASP as a fighter is that its round and thick shape makes it a very easy target. This is no little issue to take care of.
 
You should go to the ED Shipyard and play with some shield stuff; it's a balancing act, as you know.

There's some stuff about shields that DOESN'T seem well-known so I will add:

You want to cover HULL MASS; that is what shield figures are about; they do not count loadout, cargo, guns or anything else! Here are some figures to look at - the Asp is capable of taking a 6 slot for shields, but:

6A - 235.41MJ 40t - 16,179,531
6D - 193.41MJ 16t - 599,242
5A - 211.32MJ 20t - 5,103,953

If you take a 5A shield generator & add two 0A boosters = 295.84MJ + 7t + 12 PWR @ 362,000cr
= 5,465,953 - 27t - you save both on weight and on price and get more shield.

A stock Asp has a hull mass of 280t. A 5A shield generator has an Optimum Mass of 405t; Max: 1,013t. You also get the multiplier because Optimal Mass > Hull Mass.

* If the shield generator's Optimal Mass = your ship's Hull Mass, you get the shield strength listed on the ship
* If Optimal Mass > Hull Mass, shield strength is increased
* If Optimal Mass < Hull Mass, shield strength is reduced


The boosters will suck power; that's why it's good to play with setups at the Shipyard. I wouldn't go B or C on the shields; too much heat/weight for not enough extra.

You'll have to see what you can be comfortable. I like having extra shield multipliers in combat, although boosters have their own problems (slower shield recharges). Also, note that in general you are better off buying two lower-grade shield boosters than a single higher-grade shield booster.


Now you know about shields :D

This was interesting, thanks for taking the time to explain in detail,
 
Thanks to you all, taught me a lot. Must actually admit I added something to your many proposals on the set-ups, docking computer :) yeah I know embarrassing, but is not good at it, especially not at those smaller space stations, will soon load up my exact setup , it worked super for me at the Military strike sites, instead of maybe 5 points each round with the Cobra, I take 15 to 20 points: P and now finally almost 22 points and had to turn for ammo was out: P not my shields for once :)

Probably not so much for you pros, but feels like a step up for me;)


Thanks again, all the kind souls on this forum for all help

//Judith
 
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Excuse me, may I ask: why the Asp?
Do you plan to fit cargo in your combat oriented ship?
Because from my personal experience since latest patch, it's not easy to fight against good NPC or anyway against many NPC.
This is even more true if you sacrifice slot for cargo and become a critical factor if you load that cargo space.

I imagine you want to go into a system and farm enemy npc right?
let's say you only attack NPC faction cargo, to maximize your merits per hour you scoop what they drop.
If this is your plan I suggest to reconsider or to switch to a less expensive and faster ship, like the cobra. basically you are "pirating" imho.
What happen after you become wanted? NPC drop to your location, faster and faster, also u get interdicted by NPC faction fighters that can be even elite or dangerous rank, with a loaded ASP you won't beat them and possibly you won't even outrun them.

If you want only to fight then asp shield even with A6 is not that great.
if you want have real fun get a Imperial Courier or Vulture to farm.
You can easily do 1vs3 NPC faction fighter and MOST important thing, if you get interdicted by enemy player you can fight or run away.

I had a "multyrole" asp, fully A kited, A6 shield, some SCB, and some cargo, wanted to piracy wanted NPC smugglers/pirates. Well I didn't even have the time to use the SCB against a group of 3 npc...
 
One day I'll buy it back :) I have spend so crazy lot of time in my Cobra,So now is the time for something new :) now my ASP :) must have help of you ppl to get as cruel as possible: P

hi judith ,

versuche mal auf dieser seite ein wenig zu experimentieren , meine gruppe nutzt und liebt die seite
http://coriolis.io/
ich bin mir sicher mit 15 mill kannst du schon einiges aus der ASP rausholen , meine a klasse ASP für combat lag bei 25 mill , war aber auch ein überzüchtetes TIER :)

fly safe and take care judith

cmdr noast - recruitment
 
Maybe it also gets my experience later in the game :) But for now, so crazy tired of Cobra, sure IT is great ship, yes. As I have said tested DB Scout and DB exp, Not work for me,, but who knows, later in the game I might discover my stupidity in using my ASP for battle :) Now I begin to get fluency with my Asp vs NPC in the powerplay military zons

At this current moment in time I'm finding that the Scout is by far the best ship that I have ever flown... it's the most fun, nippy little creature that really compliments my style of flying. It is not the best (on paper, in spreadsheets or even on the back of napkins) but it works for me.

You love the Asp, so stick with it - if you are finding that it works for you just go with the flow and enjoy it. Perhaps in the future you might find it limiting, or you might even want to try your hand at something totally off the wall but if you are finding the Asp your thing then just keep at it. Besides it's got a great sounding engine, and if you ever feel inclined putting six cannons on it makes a great sounding ship even better! (something tells me that I've lost my train of thought somewhere in the last sentence or two)
 
Regarding shield boosters increasing recharge time; whenever my shields go down I go to the modules tab and turn them off manually. Some shield is better than none, and I can always reengage them when the shields go back up.
 
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