Newcomer / Intro 2v1 1v2 Multi-cannons/Beam Laser

I have been running around in various ships to get a feel for them, even if I don't stay long, (looking at you, hauler)

I have gotten my self into an Imperial Eagle, Nice little hot-rod ride. (tho, I like my Eagle paint job better, :p )

I wanted to take it out to test it's mettle, got into a low intensity combat zone. I did ..ok, I took a bunch of missiles up the tail pipe and still held together, tough little ship. (3% hull when I got my tiny butt outta there. :eek: )

Also got my Navy Federal rank to Midshipman on a kill contract. All's fine.. .cept for one thing...

I couldn't pull my targets shields down worth a flip, least, not with out extra effort.

Both times, they were bigger targets, but I favor a Beam/Multi-cannon setup the way I fight. until now, I melt their shields with the Beams (and try not to cook my self while I am doing it.) and then I rip them up with my MC afterwards.

This isn't working so well in the I.E.

What I have is this:
Core: Reactive, *A Equipment
Optional: 3C Bi-Weave / 2E Cargo / 2D Hull Ref / 1D Module Ref / 1A FSD Interdictor
Utility: Chaff
Weapons: 2F G MC / 1E G Beam x2

What I am considering is swapping the size for the type. so,
1G G Multi-Cannons x2
2D G Beam Laser

Would the 1 size 2 Beam be better on shields, or am I about to just swap my problem? Melt their shields but can't break through the hull?

This is not my only combat ship, I have other options, and am saving up for other additional ships as well, but I am trying to learn all I can and I figure there is something to learn here that I don't know.

None of this is engineered yet, I'll do those later when I get around to it.

Thanks :cool:
 
Combat zone ships are a lot tougher than pirates so try to find a CNB or res site of your choice of flavour (CNB only if you can kill without help). This maybe why you are having problems. Not sure about balancing 2 class 1s versus 1 class 2 but generally you put your kinetic weapons on the larger slots for armour penetration so suspect 2 off class 2 lasers and 1 off class 2 kinetic would be best but not sure.
 
You're pitting too many factors against yourself.

Firstly you are indeed correct that two C1 beams isn't going to work, but to be honest when unengineered neither will one. I would rather recommend a single C2 pulse, because the effective DPS will be higher if you don't kill your PD.

But the bottom line is an unengineered iEagle won't succeed in a CZ without effective flight skills. Swap the beam for a C2 pulse with two multicannons or cannons depending on whether you want to eat their HP or their subsystems respectively, or get to dem engineers and grab an efficient beam lazor with a charge enhanced distributor.
 
You're pitting too many factors against yourself.

Firstly you are indeed correct that two C1 beams isn't going to work, but to be honest when unengineered neither will one. I would rather recommend a single C2 pulse, because the effective DPS will be higher if you don't kill your PD.

But the bottom line is an unengineered iEagle won't succeed in a CZ without effective flight skills. Swap the beam for a C2 pulse with two multicannons or cannons depending on whether you want to eat their HP or their subsystems respectively, or get to dem engineers and grab an efficient beam lazor with a charge enhanced distributor.

Actually, yea, I realized a CZ is a bit much, I tried an extraction site [low] with:
2F G Burst Laser
1D F Rail Gun
1B F S/ Missile Rack

This did much better, since the eagle is so maneuverable, I can line up the rail shots, and when their shields are down, do some extra punches (or if they evade more then I can handle) with the missiles.

And there is nothing to wake you up more then flying in pitch dark with tones of rocks in the air and only your head-lamps to see that you are about to face plant!!! :eek: Dodged them all!! :cool: Made about 100k on my little jaunt, so the weapons paid for themselves! [yesnod]

P.S. I unlocked one of the engineers who wanted bounty vouchers, so, a worthwhile trip. [alien]
 
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Yes, avoid CZ in iEagle. Go to RES that's not hazardous and kill pirates after cops have engaged them, you just finish them off, easy money. If you like combat, Viper is better option. Vulture is great for CZ, but is more expensive, assuming you have limited amount of credits right now.

If you want to fly iEagle, I suggest one medium beam or burst laser and two small multicannons.
Also, you can try to hull-tank your build with bi-weave shields:

https://eddp.co/u/4tKXGS9F
 
Most of what I posted is still the same, this is the exact spec:

https://eddp.co/u/GdTVQjRP

Works pretty good in Low Res areas.

maybe better options, but this will do for now, getting another ship soon anywho. :D

All this was to teach me more ways to do things, and I learned some stuff, so, goal met. :cool:
 
I have been running around in various ships to get a feel for them, even if I don't stay long, (looking at you, hauler)

Oh, I say! That is rather unfair on the Hauler. For a non-combat starter ship I don't think the Hauler can be beaten. If a pilot wants to do pew-pew then clearly it is not the ship for him or her, but for non-combat activities no other early ship offers the opportunity to earn so much for such little outlay.
 
Most of what I posted is still the same, this is the exact spec:

https://eddp.co/u/GdTVQjRP

Works pretty good in Low Res areas.

maybe better options, but this will do for now, getting another ship soon anywho. :D

All this was to teach me more ways to do things, and I learned some stuff, so, goal met. :cool:

A lot of NPCs (most in a CZ) don't use gimballed/turreted weapons so you could switch out the chaff for a shield booster, because it doesn't fit my play stile I would drop the interdicter and the cargo rack and replace with reinforcements also downgrade the armour to reduce mass and cost.

Glad you met your goals.
 
First don't do low intensity CZ's I wouldn't risk my conda in one, do high intensity or high resource site

Secondly unless you engineer the beam(s) and your distributor I'd run a c2 pulse and 2 multis and drop the cargo rack and add hull or module reinforcement package
 
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