What kind of weapons would be handy for a PvE combat Cobra?

  • Thread starter Deleted member 110222
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Deleted member 110222

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Frankly weapon options are something I struggle with.

So I would like some advice.

Thank you.
 
I prefer an enginered fixed quad multi cannon setup, on the MKIV I add a single cascade topedo on the extra mount. My MKIII Smugglers have two turreted pulse lasers under the ship, two missiles racks on the nose.
 
Solo player here. I recently cleared my save and am now building up my reputation with engineers. I upgraded to Cobra 3 after I was bored to Sidey's fuel tank size. I decided to do something different and armed Cobra 3 with all turreted multicannons. So far I am just concentrating on getting the engineers open (5klys round trip is next on line). I have used turrets couple of times and they seem cool. So far I am happy with Cobra 3 but I want more turrets. My aim is to get Federal Gunship and arm it with all but large turreted multicannon. Just to have the Battle Star Galactica kind of feeling when fighting PvE :)
 
Atm fitted on my Corba MK III
2x C2 LR HY Cannons
2x C1 LR phasing bursts
Is it me or are the small hardpoints a bit far apart for close range to use fixed weapons? At longer distances these work quite well though.
 
Pack hound missile rack in one of the two (or BOTH!) C2 slots. (preferably modified with extended clip, and shield damage) - These are amazing for disabling the weapons on troublesome ships (like anything with rail guns)

A multi-cannon (over charged) with corrosive rounds

Then some lasers, whatever you want really.

But yeah, basically, multis and lasers (with added pack hounds/missiles for awesome)
 
I ran a cobra for ages.

I don't know if it was the "most" combat effective, but, I enjoyed the hell out of having:

1x M Beam Laser & 1x S Beam Laser on the Passenger side hardpoints (Trigger 1)

and then having either 1x M Multi Cannon & 1x S Multi Cannon, -OR- (if I was hunting bigger game) 1x M Cannon & 1x S Cannon on the pilot side hard points (Trigger 2).
 

Deleted member 110222

D
Thanks guys. I think I'll stick with the basics. I'm taking these guns all the way out to Colonia, so I won't have much in the way of choice when I'm actually using them.

By basics I mean pulse & multi.
 
2 Sturdy Imperial Hammers with Plasma Slug.
1 High Capacity turreted Multicannon with Corrosive Shell.
1 High Capacity turreted Cannon with Dispersal Field.

Disclaimer:
This most excellent advice comes from someone who has not flown the Cobra in 2 years.
 
2x small pulse lasers, 2x medium multicannons is a decent basic setup. Go for gimballed weapons if you want.

REP++
This is a pretty good setup. I've run all permutations of this setup: small pulse and medium multicannon, the opposite config, one small and one medium of each. All of it works for Novice level missions and the low RESs, Kzak's setup is probably the most optimal™.
 
The small hardpoints are not in the best location for fixed weapons, so I'd suggest either gimballed on whatever you put in the small spots. If missiles had more ammo, I'd say that they would go great there.
 
Guys, if he's in a Cobra MkIII asking for help I doubt he's got the cash and PP rep to load it up with Plasmas, Packhounds and Imperial Hammers.

I'd go with two fixed medium pulse and two small gimballed cannons on the wings.

Fixed weapons aren't practical for the small hardpoints because they're too spread apart. You could go a all gimballed setup, and it might be technically more effective in PvE, but I like to use fixed weapons. You might as well start practicing now anyway, they likely will come in handy at some point.

The cannons do a bit more damage than the multicannons, and importantly unlike the small multicannons they do a bit more damage to hull to larger ships. The class one gimballed cannons are still fairly cheap so you should be able to afford them.
 
I like 2 gimballed Pulse Lasers on the medium hardpoints, and 2 seeker missiles on the small ones. I know they are smaller in size, but I mod them to hold more rockets and then focus them on debilitating a ship instead of destroying one. Works well for me, as having the more traditional setup (2 small pulse, 2 med multis) always seemed to prevent me from escaping battles against larger targets. With the medium pulses, I can drop the shields of a larger ship and then hammer their engines or weapons away with the missiles if I need to bug out. For smaller ships, the lasers seem to work more than well enough for damage, and I can debilitate their shields, weapons or sensors with the rockets to make sure they can't fight back.
 

Deleted member 110222

D
Guys, if he's in a Cobra MkIII asking for help I doubt he's got the cash and PP rep to load it up with Plasmas, Packhounds and Imperial Hammers.

I'd go with two fixed medium pulse and two small gimballed cannons on the wings.

Fixed weapons aren't practical for the small hardpoints because they're too spread apart. You could go a all gimballed setup, and it might be technically more effective in PvE, but I like to use fixed weapons. You might as well start practicing now anyway, they likely will come in handy at some point.

The cannons do a bit more damage than the multicannons, and importantly unlike the small multicannons they do a bit more damage to hull to larger ships. The class one gimballed cannons are still fairly cheap so you should be able to afford them.

Oh I've got cash, so any normal weapons, yes I can buy. You're right on the PP. Never done that, and don't plan on starting.

I like 2 gimballed Pulse Lasers on the medium hardpoints, and 2 seeker missiles on the small ones. I know they are smaller in size, but I mod them to hold more rockets and then focus them on debilitating a ship instead of destroying one. Works well for me, as having the more traditional setup (2 small pulse, 2 med multis) always seemed to prevent me from escaping battles against larger targets. With the medium pulses, I can drop the shields of a larger ship and then hammer their engines or weapons away with the missiles if I need to bug out. For smaller ships, the lasers seem to work more than well enough for damage, and I can debilitate their shields, weapons or sensors with the rockets to make sure they can't fight back.

Interesting suggestion, and missiles would certainly get around the issue of bad hardpoint placement on the smalls.
 
I prefer an enginered fixed quad multi cannon setup, on the MKIV I add a single cascade topedo on the extra mount. My MKIII Smugglers have two turreted pulse lasers under the ship, two missiles racks on the nose.

Aren't the class 1 hardpoints too far apart for a fixed setup? At least that's what I've experienced. But then I prefer to stay close to my target, lest I get roasted within seconds by some ships. Could work on greater distances though.
I run twin radid fire MCs on the class 2 hardpoints and 2 gimballed MC for the class 1 hardpoints (1 with high capacity corrosive shell and the other one has incendiary rounds, I think it was rapid fire, too)
 
Guys, if he's in a Cobra MkIII asking for help I doubt he's got the cash and PP rep to load it up with Plasmas, Packhounds and Imperial Hammers.
Normal weapons? Tell me more ..

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