Best loadout for combat imperial courier?

I run two gimbaled Pulses on the nacelles, and one The Hammer centrally. The Pulse lasers are enough for most smaller ships, and the hammer comes into use against the big guys.
 
Considering how crappy the power distributor is, I'm surprised people are recommending all-thermal builds. I think you need at least one, ideally two multi cannons to make the most out of this ship. Considering against most other ships you'll want 4 pips to shields or engines at all times, you want the most capacitor-light weapons possible

The courier is an evasive tank. Very viable in PvP as an attrition fighter with 2x, 3x or even 4x chaff. You have plenty of power for SCBs as well.

I would recommend 2x fixed multi cannons on the right and central, and then a gimballed laser to taste on the left. You can't go for symmetry, the two nacelle hard points are too simply too far apartments
 
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Considering how crappy the power distributor is, I'm surprised people are recommending all-thermal builds. I think you need at least one, ideally two multi cannons to make the most out of this ship. Considering against most other ships you'll want 4 pips to shields or engines at all times, you want the most capacitor-light weapons possible

The courier is an evasive tank. Very viable in PvP as an attrition fighter with 2x, 3x or even 4x chaff. You have plenty of power for SCBs as well.

I would recommend 2x fixed multi cannons on the right and central, and then a gimballed laser to taste on the left. You can't go for symmetry, the two nacelle hard points are too simply too far apartments

Two multi-cannon and one beam laser was my original idea, but I found the beam didn't have enough bite to knock shields down (it is less damage and less energy efficient than two pulses).

Also, Railgun class weapons are actually very energy efficient, though you obviously will run into ammo problems and can't sustain as well.
 
Two multi-cannon and one beam laser was my original idea, but I found the beam didn't have enough bite to knock shields down (it is less damage and less energy efficient than two pulses).

Also, Railgun class weapons are actually very energy efficient, though you obviously will run into ammo problems and can't sustain as well.

Two fixed pulses and a gimballed multi cannon would probably be better for PvE. I was more thinking with regard to PvP, where you really need 4 pips to shields the vast majority of the time

Railguns are insanely good, but the ammo limitations really don't fit with the courier's strength (evasiveness, tankiness)
 
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Two multi-cannon and one beam laser was my original idea, but I found the beam didn't have enough bite to knock shields down (it is less damage and less energy efficient than two pulses).

Also, Railgun class weapons are actually very energy efficient, though you obviously will run into ammo problems and can't sustain as well.

I think it depends if you do PVP or PVE. Sadly, in this game, you need dedicated PVP ships that are not much good at anything else but PVP or PVE/mission gameplay ships. Because of the shield cell stacking wars I agree that in PVP you need more thermal shield breaking power but in PVE against the bigger ships (Python, Dropship, Assault Ship, Clipper) I usually stay in motion and just keep the beam on target, using chaff if necessary and once the shield is down the two mulits, which barely drain the capacitor and can fire all day with two pips, finish the target before the shields come back online. And if they do they will be at 50% only and are so much quicker to take down.

I take my double multi-cannon, double booster, double chaff build into haz res sites and only leave when the ammo runs out and I barely need a shield cell. Not because I am that good but because the AI in those res sites is crappy beyound belief. They can't handle the rocks I think and constantly crash and ram themselves to death.
 

That's a nice build! I have something similar but have a single beam that I can fire almost continuously to take down shields and then I switch to my two pulse lasers (which I can also fire continuously) to finish things off.

This might change since I haven't been able to play since the 1.4 update so I don't know how the changes to module sniping have affected things.

I might change those two pulse lasers out for two cannons, as the cannons can punch above their weight and won't suffer so much against large ships.
 
That's a nice build! I have something similar but have a single beam that I can fire almost continuously to take down shields and then I switch to my two pulse lasers (which I can also fire continuously) to finish things off.

This might change since I haven't been able to play since the 1.4 update so I don't know how the changes to module sniping have affected things.

I might change those two pulse lasers out for two cannons, as the cannons can punch above their weight and won't suffer so much against large ships.

From what I have read they have not so much changed but corrected the way armor and hull penetration works. Before 1.4 penetration was higher than it should have been, now it has been scaled down somewhat, meaning you won't penetrate the entire ship to get to the targeted modules, you actually need the right angle. Rail guns however are by design able to punch all the way through and are king of penetration, with kinetecs next before thermal. However, pulses are still better at penetrating than beams. Power play sniping is still viable to disable bigger ships since a destroyed plant reduces them to 50% available power, meaning the ship can't do anything anymore and is a sitting duck for you to kill.
 
I'm still using c2 gimballed beams on the wingtips and a c2 fixed beam on the belly. The belly beam is for when it gets crowded and my target is using chaff. It can sometimes be difficult to keep an eye on the target when I deselect it in a crowded arena. If I'm lined up right, I can use all 3 for a short burst.

It sure heats up quick, but takes shields down on anything in short order. They also do good damage to the hull. I just have to be careful with heat and power management.

I might try swapping for pulses later. The Courier is parked for now, but it's fun to fly.
 

I've been using this for the CG that just ended at Hughes Port:
http://coriolis.io/outfit/imperial_...2t405353532f.AwRj4zKA.EwBhrSvSEYSA?bn=Warbird
It worked exceedingly well for me.
image.jpeg
 
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I just recently purchased a Courier and I absolutely love it. The Vulture seems to get more money out of the HiRES but the Courier sounds and flies so sweet, the Vulture is gathering dust for now :)
 
Why all the class B shield cells? Aren't they too heavy? Do they impact the maneuverability of the ship?

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Last message for Cyfur. Sorry
 
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