Exploration Shields and Weapons

My Viper MK IV comes loaded with the highest possible shields as well as the most mine launchers I can take, here is my setup

Engineer Mods on weapons and shields:

Lightweight Mount on all mine launchers, 1 got lucky and has Ion Disruptor experimental effect
Enhanced / Low Power Shields on Shield Generator

With all the mods including a Grade 5 Increased Fsd Range, I currently have a jump range of 31.03ly
 
My Viper MK IV comes loaded with the highest possible shields as well as the most mine launchers I can take, here is my setup

Engineer Mods on weapons and shields:

Lightweight Mount on all mine launchers, 1 got lucky and has Ion Disruptor experimental effect
Enhanced / Low Power Shields on Shield Generator

With all the mods including a Grade 5 Increased Fsd Range, I currently have a jump range of 31.03ly
Impressive.
 
Surely, they aren't planning to populate whole galaxy with trigger happy NPCs (again)?

I personally foresee pockets of the Galaxy that are... badlands... the rewards are great, but the risks consummately so. As Explorers we'll need to pick our way around the Galaxy more carefully to avoid these areas, unless we're more the Livingstone type, rather than the Palin :)
 
If there are aliens I plan on either selling them lemonade or ignoring them entirely. If they become hostile I will cease to be an explorer, because to me exploration is about peaceful relaxing sightseeing among the stars.
 
i always kept going out with beams and multis on gimbaled mounts, mostly because i didnt know who i'd have to fight off. since we don't yet know what kind of aliens we might encounter and what their weakness might be i also recommend mines. good shields, 1-2 boosters and point defence as well + engineers perks and you should be golden.
also don't save too much on weight. go for the biggest thrusters and distributor for maximum speed and boosterness.
not much use having all that stuff if you can't run away.
 
Ah but what if they have these?

[video=youtube_share;wzJv2dCJ2xk]https://youtu.be/wzJv2dCJ2xk[/video]

We're arl doomed!
 
also don't save too much on weight. go for the biggest thrusters and distributor for maximum speed and boosterness.
not much use having all that stuff if you can't run away.

This depends entirely on the ship class you're flying; it might make sense to put drive tuning on an Asp, but putting either clean or dirty drives on an Anaconda won't exactly make her faster than most other ships; on a ship like that it's good shielding and possibly point defense that will let you survive without damage before you can wake out.
 
<cough> <cough> um...

I actually want to be useful for this expedition so was thinking of um, errr... not taking a sidewinder :eek:

Shhh...don't tell anyone (especially my fellow Cmdrs in the Sidewinder Appreciation Society)

Frawd

Too late, stumbled upon it myself. Curiosity... [sad]
 
This depends entirely on the ship class you're flying; it might make sense to put drive tuning on an Asp, but putting either clean or dirty drives on an Anaconda won't exactly make her faster than most other ships; on a ship like that it's good shielding and possibly point defense that will let you survive without damage before you can wake out.

you dont have to be faster, just fast enough for the big ships to need 4 pips to engines in order to keep up. that means less pew pew power for them to pew pew your way.
and you dont have to be faster than smaller ships since they have no way of going through your shields until you can highwake out anyways.
that said it's not dependend on the ship (except a t9 maybe) and always makes sense to pimp your thrusters to the max
 
you dont have to be faster, just fast enough for the big ships to need 4 pips to engines in order to keep up. that means less pew pew power for them to pew pew your way.
and you dont have to be faster than smaller ships since they have no way of going through your shields until you can highwake out anyways.
that said it's not dependend on the ship (except a t9 maybe) and always makes sense to pimp your thrusters to the max


If you're flying a Conda and you get interdicted by a Clipper, he won't need full pips to engines to keep up no matter what you did with your thrusters. And that's hardly the only ship this applies to. Bigger, slower ships rely on shields, smaller faster ones on speed to survive. So it does depend on ship class.
 
If you're flying a Conda and you get interdicted by a Clipper, he won't need full pips to engines to keep up no matter what you did with your thrusters. And that's hardly the only ship this applies to. Bigger, slower ships rely on shields, smaller faster ones on speed to survive. So it does depend on ship class.

If you fit paper thin shields on your conda then yes of course. But this applies to all ships then and if your conda has shields weak enough for a clipper to rip through within 15 seconds then you've done something horribly wrong. A conda has a lot of utility mounts than can hold shield boosters.
The clipper is about the only thing that can travel at great speeds while holding guns big enough to make a dent. For every other possible enemy ship, speed will force the attacker to pip up his engines and possibly boost.
That being said (again) greater speed will increase your chances of survival in every situation and will always give your attacker a harder time.
 
So, got behind the cockpit of a T7 for the first time yesterday and found the cockpit stunning. Sure, it's like piloting a warehouse, but that cockpit! So it got me thinking and I was wondering if anyone had a decent guess as to how far I could extend the jump on a build like this (with fsd range extension):
https://coriolis.io/outfit/type_7_t...50sv4482i2f.Iw1-gDKQ.IwBj4y2AmUyA?bn=Gambit X
51900573.jpg
 
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The clipper is about the only thing that can travel at great speeds while holding guns big enough to make a dent. For every other possible enemy ship, speed will force the attacker to pip up his engines and possibly boost.

you have to take powerdistributor size of the attacker into account, too. e.g. a cutters or pythons PD is large enough to fire pulses 20 sec+ with zero pips to WEP ;-)

obviously, more speed=better, more shields=better.. but when we are talking about "exploration builds", we are talking about compromising defense with power requirements (powerplant size),weight (jumprange) and heat. e.g. - obviously a cobra mkIV will be "more safe" with A-class thrusters, A class PD, a L5 dirty drive tuning, A4 shields reinforced or thermal resistant, 3 or 4 a-classs boosters, a class 4A scb - and some additional HRP ... but this build will hardly be called an explorer build ;-)

so, the question stands - what gives you more safety for the same weight, heat and power-requirements?

and this can only be answered depending ship-types. a ship(build) above a critical speed, will win more safety from thruster upgrades (which add to powerrequirements and heat) and powerdistributor modding (for constant boost), while a ship below that critical speed will only gain very small to none advantages from thruster and powerdistributor upgrades. the anaconda is for sure one of the ships missing critical speed, the DBE is exactly at the turning point (e.g. it can get fast enough to outrun NPC in a short time, if you take hits on weight and heat for A-class thrusters and modify thrusters to the max.), and the AspE depends very much on thruster class and quality.

also, there is a diminuishing return - the difference, if my cobra mkIII boosts to 520 m/s (which it does) to it boosting to 480 m/s is close to zero pve.

tl,dr: if you rely on shields to survive, focus your power, weight and heat management there - if you rely on speed, put your focus on thrusters and PD. have in mind, that if your only target is to survive and encounter, there is no need to waste power, weight and heat above a certain critical value.
 
you have to take powerdistributor size of the attacker into account, too. e.g. a cutters or pythons PD is large enough to fire pulses 20 sec+ with zero pips to WEP ;-)

obviously, more speed=better, more shields=better.. but when we are talking about "exploration builds", we are talking about compromising defense with power requirements (powerplant size),weight (jumprange) and heat. e.g. - obviously a cobra mkIV will be "more safe" with A-class thrusters, A class PD, a L5 dirty drive tuning, A4 shields reinforced or thermal resistant, 3 or 4 a-classs boosters, a class 4A scb - and some additional HRP ... but this build will hardly be called an explorer build ;-)

so, the question stands - what gives you more safety for the same weight, heat and power-requirements?

and this can only be answered depending ship-types. a ship(build) above a critical speed, will win more safety from thruster upgrades (which add to powerrequirements and heat) and powerdistributor modding (for constant boost), while a ship below that critical speed will only gain very small to none advantages from thruster and powerdistributor upgrades. the anaconda is for sure one of the ships missing critical speed, the DBE is exactly at the turning point (e.g. it can get fast enough to outrun NPC in a short time, if you take hits on weight and heat for A-class thrusters and modify thrusters to the max.), and the AspE depends very much on thruster class and quality.

also, there is a diminuishing return - the difference, if my cobra mkIII boosts to 520 m/s (which it does) to it boosting to 480 m/s is close to zero pve.

tl,dr: if you rely on shields to survive, focus your power, weight and heat management there - if you rely on speed, put your focus on thrusters and PD. have in mind, that if your only target is to survive and encounter, there is no need to waste power, weight and heat above a certain critical value.

That is all true and i can only agree in (nearly) every point.
Tho i can't agree with the speed argument right here. Better thrusters not only improve your forward speed but also turning speed and acceleration, which in turn helps you to shake off fixed guns.
And then there is a thing such as distance to target and corresponding damage. Most weapons suffer dramatic damage drops with increasing distance to the point where laser weapons already lose ~50% of effect above 1500m distance. Therefore every second you can boost and run after being pulled out saves you time on your shields because your attacker will have to fire a lot longer until your shields go down which again drains his weapons charge.

Yes speed isn't everything and slower vessels need decent shields, i totally agree. But if you compare a stripped down exploration build with fat shields but little thrusters and pd to a build with only decent shields and top thrusters + large pd you will see that running away from a fast predator is going to be a lot safer with speed while still maintaining exploration capability.

quick example:
Fat shields Conda
Speedy Conda

Jumprange goes down from 36.62 to 32.62 while maximum speed goes up from 180m/s to 279m/s. That's a lot of speed and 32.62LY jump range still gets you pretty much everywhere in the galaxy and the rim.

If you don't believe me, try it out with another Commander. Place yourselves at Interception distance and then accelerate at the same time while you run like a mad man and the other guy tries to murder your face off. I guarantee you the faster build will lose less shields.

fly and fight save :)
 
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