FDL loadout help

Hi all, after flying around my FDL post 1.6/2.1 I feel like my ship is lacking in some sense, for one I think my weapon loadout could use some tweeking, as I am running 4x gimbled pulse and one huge gimbled multi. What do you guys use on this ship? I mainly do pve so any help would be appreciated on that front. Also it feels like my shields get ripped to pieces in a matter of seconds, I'm using C5 bi weaves and 4 A rated shield boosters. Would it be better to get an A5 normal shield with the shield boosters? Any input on this would also be help full :)
 
I keep four in sys and flip the two between wep and eng. At 4 sys you get a huge buff to shield strength and with two in weps i can keep my capacitor relatively full.

Though i was using a single 2c beam laser gimballed 4a multi and have yet to find a suitable set of weapons to fill the other three slots.
 
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Go the other way around... 2 pips to weapons 4 to sys.. Im running 4mc and a huge beam... Will thinker with 4 cannons later and then maybe 2 beams huge cannon and 2 cannons.. Ive had 2 beans and 3 mc until now, huge mc.. Testing to see whats better for what layout.. Huge beam cooks small ships without the need of projectiles and the MCs arent that good against bigger ships..

When not beeing fired upon switch to 3 or 4 pips to weapons.. Change it as you go.. Oh, and yes, it is a good idea to have normal A shields with 3 or 4 boosters... As long as you dont take on dangerous or elites or wings of more than 2 you are fine and wont loose shields...
 
Weapon setup was something I was considering asking advice on.

Currently running a huge fixed beam and 4 2F/G Multi-cannons.
 
Pulses are useless for PvE now (unless turreted). I use two beams and two MCs on the top and one MC under the bottom. I'm still considering going back to a cannon under the belly (all gimballed), as the huge MC feels pretty "meh". Or maybe I'll try some of the newest huge energy weapons, but they eat a lot of power. Nevertheless, it's a decent enough loadout. Could use more punch but still hurts a lot.

As for shields, BiWeaves are a must if you wanna "farm". Also put as much boosters as you can. The FdL is an heavily shielded ship, gotta exploit its strengths.
 
Pulses are useless for PvE now (unless turreted). I use two beams and two MCs on the top and one MC under the bottom. I'm still considering going back to a cannon under the belly (all gimballed), as the huge MC feels pretty "meh". Or maybe I'll try some of the newest huge energy weapons, but they eat a lot of power. Nevertheless, it's a decent enough loadout. Could use more punch but still hurts a lot.

As for shields, BiWeaves are a must if you wanna "farm". Also put as much boosters as you can. The FdL is an heavily shielded ship, gotta exploit its strengths.

Weapon wise that was what I was thinking. Undecided about which to use on the belly, cannon or multi-cannon.

Using BiWeave at the moment. One other thing I was curious on was the Bulkheads. Default obviously keeps the speed up and considering the FDL is a shield tank, not certain if I should upgrade or not. I have yet to lose shields on it, yet that is not to say it would not happen in the future.
 
While 4 pips to sys is a life saver while under fire, it's rarely advisable to just park the pips there and leave them. While you're not under fire, those pips aren't really doing much and you're gimping yourself elsewhere.

Some ships it barely matters - vulture is a prime example, even with 0 pips in eng it maintains nearly all forward speed and still turns on a dime. Fdl isn't one of those ships though I'm afraid.

If you can suss out when to put 4 pips in sys immediately before you take hits rather than after, and when it's safe to pump the pips over to eng & wep, then you can get much more threat out of an fdl.
 
Using BiWeave at the moment. One other thing I was curious on was the Bulkheads. Default obviously keeps the speed up and considering the FDL is a shield tank, not certain if I should upgrade or not. I have yet to lose shields on it, yet that is not to say it would not happen in the future.
Use HRPs instead of bulkheads. Much cheaper (gotta keep the rebuy as low as possible), same-ish health points increase (with class 4), much lighter.

At one point I ran with two class 4 HRPs. With that it's no fed mobile turret, but it greatly increases your survivability once shields go down (almost thrice the health points plus a little resistance buff). But of course, that's even less internals to work with ...
 
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Use HRPs instead of bulkheads. Much cheaper (gotta keep the rebuy as low as possible), same-ish health points increase (with class 4), much lighter.

At one point I ran with two class 4 HRPs. With that it's no fed mobile turret, but it greatly increases your survivability once shields go down (almost thrice the health points plus a little resistance buff). But of course, that's even less internals to work with ...

Alright, thanks. Currently using 2 HRP's and by the sound of it, I only have one upgrade left to make on it and the ship will be good to go.
 
Got mine parked in a HRES using 4 gimballed MC and a huge 5A beam that just melts stuff fast.

5 shield booster's/2x hull thingy upgrade/warrant scanner and military hull and have zero power issues.

Don't use chaff as they just don't last that long to cause me issues cmdr.

Just might add that I am saving up for a conda but this FDL is a blast to fly once you get it right.


Cmdr SP1KEY out :)
 
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