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

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.

Ive seen this strategy around, but in a combat situation, I hate taking focus off maneuvering/firing. When I have the enemy in my sights, i want to rain as much firepower as possible and get the fight over with quicker. Unless you're using turreted weapons I suppose.
 
. 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.

Damn, I really liked having that 64-space cargo hold. That's what made the Asp a more lucrative trade ship than the Type-6 for me, especially since it can actually defend my cargo.
 
Ive seen this strategy around, but in a combat situation, I hate taking focus off maneuvering/firing. When I have the enemy in my sights, i want to rain as much firepower as possible and get the fight over with quicker. Unless you're using turreted weapons I suppose.

Silent run and take a second to do this. This will cause your target to lose his lock on you giving you the second(s) you need to turn off the boosters. When the shields come back online, immediatley pop a SCB and take another second to turn the boosters back on as your SCB is charging.
 
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.


I once wondered if Optimal Mass had any quantifiable meaning, but haven't seen any test results or noticed any real differences in effective shield strength. The only effect I've noticed is that if you slot cargo above the maximum mass, the shields will fail on power up. Likewise with FSD max mass ratings. One place where I could see a possible advantage would be ramming outcomes. But that requires more testing, and my initial results show that ramming seems linked to ship mass density, more than shield strength, or optimal mass ratios.


It's important to note that both 6A and 5A shield setups are inferior compared to other specialized combat ships which have better shields and better Power Distribution to support those shields. So I am not sure what you mean when you say "MUCH better performance". Can you quantify that please?
 
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fly safe cmdrs
 
I found six gimbaled multi-cannons work well on the Asp. Should chew through a few ships before you need to reload. They are cheap and not power hungry. You will find shields take longer but armour just melts. BTW the vulture is much better at combat .
 
I found six gimbaled multi-cannons work well on the Asp. Should chew through a few ships before you need to reload. They are cheap and not power hungry. You will find shields take longer but armour just melts. BTW the vulture is much better at combat .

Yeah, kinetics don't do well on shields. Might want to have 4 multi-cannons on the small points, and then two pulse lasers on the mediums. Once you take down the shields with laser fire, you can switch to cannons and shred that hull. :)
 
Works better the other way round (for me) - 4 small gimballed pulses and 2 medium multis. Small kinetics take a penalty against slightly larger ships. Choices are yours, of course.
 
I don't own an Asp, but I do know they're pretty easy to hit. I would go for something more nimble for combat, the Diamondbacks have a good jump range as well and are much smaller targets to hit.
 
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