Please help me, Im really struggling here....

Once you've got a good pillow of money from Hi-res bounty hunting try going to Robigo and doing shadow missions. Start out with an asp full of cargo racks, fuel tanks, and 2 gimballed pulse lasers to smack the cops with a shot to cancel the cargo scan (fails all missions at once if allowed). Fuel scooping and avoiding interdictions is basically hard mode.

Once you have a decent amount of money from that buy a python and repeat. With a python you can get 30m+ an hour. Just get ready for interdiction spam from npcs.
 
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Looked at your Vulture loadout.

No KWS will reduce your earnings by quite a bit.
I ran a Vulture for a while and never bothered with armour or bulkheads but did pack a few SCBs also point defence is probably worth having. In my Vulture my coda was: "once the shields are down, run away" so the strength was not really all that important as I never hung around long enough to take a fatal amount of damage, minor damage is pretty cheap to fix on a Vulture - don't be tempted just to finish off the current attacker if you are taking damage in a Vulture, once the shields are down it's made from tissue paper and spit.
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KWS is questionable, it makes one waste time on scans and travel to other jurisdictions to collect those bounties.
Everything else is just old pre-2.0 info and is currently not true. Armour now provides much better protection, and vulture with its oversized thrusters can pack considerable amount of it without compromising speed/maneuverability. Smaller than class 4 SCB-s were heavily nerfed, and class 4 is not that effective either. So class 5 shield + HRP-s in all other internals + military grade armour seems to be the best protection one can get from vulture.
 
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To the OP: you can start to run smuggling missions in just a CobraMK3 and it works fine; a lot more money than bounty hunting. If you really want to make money with your guns you can also add another 5 millions per week pretty easy if you join one of the powers in the power play and stay on rank 4 every week; easy 5 millions per week with max one hour used to undermine in enemy systems.
 
KWS is questionable, it makes one waste time on scans and travel to other jurisdictions to collect those bounties.

Bind it to a slider or rotational on your HOTAS and it becomes automatic, so no delay before you shoot. It'll scan while you're shooting. It gets a lot of extra money (about 20% extra) from adjacent systems, which you can claim from your own station. Then you can get another 10% if you travel to get Emmpire/Federation/Alliance money. Wait until you've accumulated 20 mil or more to make it worthwhile.

In summary, a KWS is money for nothing. Highly recommendedfor bounty hunting.
 
Bind it to a slider or rotational on your HOTAS and it becomes automatic, so no delay before you shoot. It'll scan while you're shooting. It gets a lot of extra money (about 20% extra) from adjacent systems, which you can claim from your own station. Then you can get another 10% if you travel to get Emmpire/Federation/Alliance money. Wait until you've accumulated 20 mil or more to make it worthwhile.

In summary, a KWS is money for nothing. Highly recommendedfor bounty hunting.
Well, i did not use KWS since 1.2, probably, so... did they add a separate button for KWS? Because binding one of fire buttons to slider or does not sound good. Additional fire group you need to create is not awesome too.
I will not argue about those %, but back when i compared it, i did not get a lot mor mone in average with KWS.
Also it wastes power and utility mount.
So looks like it depends on personal preference. I would prefer to get a bit less money, but without useless modules on my ship and without need to fly 100-200LY to claim part of them. Some people will probably choose additional money, regardless of all drawbacks..
 
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Well, i did not use KWS since 1.2, probably, so... did they add a separate button for KWS? Because binding one of fire buttons to slider or does not sound good. Additional fire group you need to create is not awesome too.

Assign the KWS to secondary fire, then bind any latching switch to it. The slider or one of the rotational knobs on a X52 is perfect. You just switch it on and leave it on so that it starts scanning as soon as you target any ship, and it keeps scanning while you shoot it. No need to wait for anything. Unfortunately, that's not possible with a keyboard unless you can find a way to hold a key down permanently. You still need to re-initialise it from time to time, so gluing a key down wouldn't work.
 
For combat zones. Choose Low Intensity unless you are Dangerous in Combat or above. Spawn rate, ship mix but key is enemy pilot rank is the difference between the types.

When in the low intensity start by circling the battlefield you want all the reds committed before you come in. Nothing wrong in running away to start with and them coming in again We're going for a similar concept to Res sites - your going to use the greens as your buddies. Look for a 3 on one (2 on 1 may do depending on the ratio of green to red) - and go and help out. Follow the greens and help with the next target. Rinse and Repeat. If someone is shooting at you pull them through your new buddies - 9 times out of 10 they will help. Sooner or later your buddies will join the other greens. With practise in a vulture in a Low intensity combat zones you should be able to wipe out the reds before they respawn. At that point again follow the majority of greens - and help out.

My friends and I use the above strategy withcheap Diamondback Scouts in Low Intensity combat zones on our 2nd accounts which are way down in the pecking order. We developed it to max kills in combat zones for use in the BGS.

Other point to make - there is more money to be made in Res sites - choose one with Medium Security or civil unrest in the controlling faction to max out security in the Res site if your going to use the "assist the police" method.

Hope this helps

Simon
 
Assign the KWS to secondary fire, then bind any latching switch to it. The slider or one of the rotational knobs on a X52 is perfect. You just switch it on and leave it on so that it starts scanning as soon as you target any ship, and it keeps scanning while you shoot it. No need to wait for anything. Unfortunately, that's not possible with a keyboard unless you can find a way to hold a key down permanently. You still need to re-initialise it from time to time, so gluing a key down wouldn't work.
But then you cannot use secondary fire for something other than KWS right? That's unacceptable for most ship configurations...
 
Some good advice from my fellow CMDR's on this thread.

If you want to earn money and hone combat skills try High RES: good money and System Authority ships to help you out, especially if you are Allied to the local faction.

I run an almost A-rated Corvette and don't enter a CZ lightly (unless you get a friendly capital ship jump in, then it is just AMAZING).

When I am in a CZ, get to the outside of the CZ and away from all ships before you choose a side, that stops you suddenly getting targeted by lots of hostile units and allows you to initiate combat rather than be caught on the back foot. Then stay on the periphery of the CZ. There will normally be a core of Pythons, Anacondas and other large ships but you really don't want to go too close as you'll be surrounded on all sides.

If you are suddenly targeted by multiple hostile units, get 4 pips of shields, 2 to eng and boost towards the largest cluster of friendly units. Pulling hostile ships through a group of friendlies will strip a few off and they tend to change target when engaged by other units. You can then turn and engage the other units with a much better chance of success.
 
But then you cannot use secondary fire for something other than KWS right? That's unacceptable for most ship configurations...

I have mine set to secondary fire on my Vulture, which is a great ship to earn credits at res sites in. Weapons are two pulses which are on fire 1, KWS is on 2. Chaff has its own hotkey which can be set independently so you don't need to map it to either primary or secondary fire. Don't need anything else.

My combat Python also uses full pulses in its res site variant and also has the KWS on fire 2, exactly the same as above.

My FAS res site build uses a beam and pulses - they are in three separate groups (pulses only, beam only, all weapons) and in all three configs fire 1 is weapons, fire 2 is KWS. It takes no time at all to toggle between the three fire groups and there's no combination of weapons I could fire using both fire buttons that I can't fire using those groups. I've also used it with a plasma accelerator in place of the beam, I still have it set up in exactly the same way and it still works just fine.

Unless you're using some espcially exotic combination of weapons in res sites, I really can't see many useful combos which can't be set up in two or three fire groups rather than using both buttons and you can toggle between fire groups using a single key, button or switch in a fraction of a second without ever stopping shooting. It's not like we have 17 different kinds of gun in 17 hardpoints.

A KWS is free money. Someone said 20% extra on your bounties above, my own experience is that it's a damn sight more than that. Also with the exception of the major factions (for example any Empire or Aliance bounties if you're in a Fed system) you can claim the additional bounties in the same system usually. The sub-faction's bounties alone will often be equal to whatever you're getting from the major faction in the system, it's madness to bounty hunt in a res site without one.
 
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I use different weapon types on most ships, either kinetics + lasers, or lasers + rail/PA. And being unable to shoot both without switching firegroups is major disadvantage. If i need to cycle through fire groups just to fire single PA shot i will never be able to hit and PA itself will be just a waste of time.
"All pulse" loadouts do work, but they are generally way less effective than hybrid ones, which require both triggers to be available.
 
Main things are i) get yourself a fast ship and agile ship with strong shields (eg. Imperial courier) and ii) when multiple enemies target you simultaneously it's time to *leave* - chaff and boost away to get out of range, run for a bit and recharge your shields. Get out early!

Also, if you know you are about to take heavy fire such as a head on pass with an anaconda, divert power to your shields (makes them much stronger) and boost past it to minimise your exposure time to its heavy weapons.
 
Main things are i) get yourself a fast ship and agile ship with strong shields (eg. Imperial courier) and ii) when multiple enemies target you simultaneously it's time to *leave* - chaff and boost away to get out of range, run for a bit and recharge your shields. Get out early!

Also, if you know you are about to take heavy fire such as a head on pass with an anaconda, divert power to your shields (makes them much stronger) and boost past it to minimise your exposure time to its heavy weapons.

This is all good advice but the best bit is highlighted.
Keep one eye on your scanner and if the reds start to outnumber the greens then you need to start planning an exit strategy, the same as when more than one or two start shooting at you and you can tell who is shooting at you because their icon on the radar map flashes red / white. One last thing - if you shoot at someone they will generally target you, so don't go flying through a pack of enemy taking a shot at everyone as you go because if you do you will suddenly become very popular. Pick a target and stick with him until he pops and your next target should be anyone who just shot at or is shooting at you.
 
I use different weapon types on most ships, either kinetics + lasers, or lasers + rail/PA. And being unable to shoot both without switching firegroups is major disadvantage. If i need to cycle through fire groups just to fire single PA shot i will never be able to hit and PA itself will be just a waste of time.
"All pulse" loadouts do work, but they are generally way less effective than hybrid ones, which require both triggers to be available.

Must just be a personal thing, as I said I've run a plasma accelerator in the top hardpoint on my FAS in a separate fire group with no problems hitting at all, it's literally pressing a button to switch groups at the same time as I'm lining up on the target, or whilst holding on target. As for all pulse set ups, I use them in res sites simply to save me having to mess about docking to reload or faff about gathering materials all the time.
 
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Must just be a personal thing, as I said I've run a plasma accelerator in the top hardpoint on my FAS in a separate fire group with no problems hitting at all, it's literally pressing a button to switch groups at the same time as I'm lining up on the target, or whilst holding on target. As for all pulse set ups, I use them in res sites simply to save me having to mess about docking to reload or faff about gathering materials all the time.
Yes, most likely i am just lazy and do not like to use 2 buttons when only one is necessary, and too used to simplicity of just 2 buttons firing different guns without any firegroup switching :)
After all it is all about personal preference, use KWS or not, use 2 triggers or just one and firegroups...
 
But then you cannot use secondary fire for something other than KWS right? That's unacceptable for most ship configurations...

All you need for RES farming are pulse lasers. Chaff and SCBs can have their own buttons, so don't need to be in any fire group. What would you want on a secondary fire button other than a KWS?
 
But then you cannot use secondary fire for something other than KWS right? That's unacceptable for most ship configurations...

That's why there are multiple configurable fire groups. I have a fire group with all weapons enabled, and a fire group with main lasers on primary and KWS on secondary, and switch between them with a button. On the Vulture is easier because the usual configuration is two pulses that you bind on primary, so you have secondary free for the KWS.

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All you need for RES farming are pulse lasers. Chaff and SCBs can have their own buttons, so don't need to be in any fire group. What would you want on a secondary fire button other than a KWS?

Because you have different weapons? The typical configuration is thermal on primary and kinetic on secondary, or the other way around if you like. I have pulses on primary and beams on secondary.
 
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