Newcomer / Intro Upgrading options for Cobra Mk3

Hi All ...
Just wondering what the recommended upgrades are for the Cobra MkIII.
I am mostly using her as a multi-purpose, mostly courier missions.
I currently have a 4E Power Plant & FSD .. am thinking about upgrading both to a 4C ( Im assuming from what I gather this should improve my jump range and not overload my powerplant ??

Thanks in advance from a newbie noob ;)
 
Grade D is the 1st upgrade you should do to all.internals as soon as physically possible. Light and cheap, do it now, then see what cash you have. You never lose money by trading internals, so doesn't matter if you try and decide you don't like it.
After that I would rarely go to anything other than A when you can afford them.

Fsd, thruster, power distribution are the important ones, upgrading pp if you need it.
 
The level of upgrading depends on how many credits you have - remembering to keepsufficient for a couple of rebuys!

For short range jumps (most courier missions are <13ly), I'd suggest:-
A rated thrusters to avoid interdictions, or escape rapidly.
A rated FSD for fuel economy.
A rated power distributor for rapid recharge so you can boost repeatedly.
A rated power unit for better heat management - check out in the outditting screen, you can probably drop to a lower number unit and still have enough power.
D rated everything else for least mass
Add a docking computer.
Remove all weapons - you're delivering data, not hunting pirates...
Add heatsink - use at 6km from a station to help avoid scans...for those sensitive missions
 
Get as good a grade FSD as you can afford, but never drop down a size.

A Cobra is fast enough to run away from any NPC, even with E-rated thrusters, so you can sell your weapons if you need the power.
 
As the Cobra is multi-role the fitout will depend on what you use it for and what you can afford. Generally Best FSD you can afford is a good start as this makes travelling much easier, good thrusters and a power supply big enough to power them. Also a good shield if you want to survive either to escape or for combat, although in a Cobra good thrusters might be enough as it is "quite" fast. The rest really depends on role, you might fit cargo racks, passenger cabins or mining gear for example. Mine was always armed and I did use it for combat as well as cargo runs, that to me is why you buy a multi-role ship you just have to be aware that a specialist fighter will be better in combat.
 
Thing that I didn't realise for ages was the E -> D -> C -> B -> A aren't all straight upgrades -

E - standard
D - lightweight (better jump range)
C - I don't use*
B - I don't use*
A - might be a bit heavier, but best

You need to look at how the numbers on the right change and decide which ones you care about.

* B/C - these tend to be heavier, and heavy reduces jump range. Might be worth the tradeoff, but depends.

So basically A rate the FSD, D rate everything else (unless you fight). If you run out of power start A-rating power plant etc. Utterly failed to find a guide to outfitting, surely there's one somewhere if you have a dig - even an old guide should be okish.
 
The level of upgrading depends on how many credits you have - remembering to keepsufficient for a couple of rebuys!

For short range jumps (most courier missions are <13ly), I'd suggest:-
A rated thrusters to avoid interdictions, or escape rapidly.
A rated FSD for fuel economy.
A rated power distributor for rapid recharge so you can boost repeatedly.
A rated power unit for better heat management - check out in the outditting screen, you can probably drop to a lower number unit and still have enough power.
D rated everything else for least mass
Add a docking computer.
Remove all weapons - you're delivering data, not hunting pirates...
Add heatsink - use at 6km from a station to help avoid scans...for those sensitive missions

I'm curious, I know the OP is doing data missions and not smuggling but, that sounds much like the set-up I used on my old sidewinder for smuggling to unlock The Dweller. Come out of SC at the station, drop a heat sink, get clearance and let the computer line me up whilst I'm at near 0 degrees celcius, then boost through the mailslot and slam the throttle back to let the computer slow me down and dock whilst I have a slurp of coffee. Worked a treat.

Anywaaaay, don't wish to derail.

On topic a little more. I've only ever A or D rated, it's always seemed to me the other ratings are far too much of a compromise. Perhaps some ships or load outs benefit, the choice is bewildering at times.
 
Hi All ...
Just wondering what the recommended upgrades are for the Cobra MkIII.
I am mostly using her as a multi-purpose, mostly courier missions.
I currently have a 4E Power Plant & FSD .. am thinking about upgrading both to a 4C ( Im assuming from what I gather this should improve my jump range and not overload my powerplant ??
Thanks in advance from a newbie noob ;)

[noob] If you are a new CMDR do not make the mistake of thinking "multi-purpose" means you cram as many different capabilities into your ship as possible. Your "multi-purpose" ship is not a Swiss Army pocket knife. It is a single-bladed knife, one with an interchangeable blade that can be switched out for a different blade as needs dictate. An explorer one day, a miner the next, a bounty hunter the day after that. You fit your ship for the job at hand and when that job is finished for that day you refit the ship for the next job. Trying to cram too much different capability into your ship introduces compromises in the outfitting that will negatively affect your ship's ability to perform any single job extremely well.

There is some overlap for instance, fitting your ship for combat will often set it up nicely for bounty hunting or piracy depending on which modules are fitted but, the setup that optimizes a ship for combat will generally cause it to suck at mining and a mining outfit will generally cause it to suck at passenger hauling so do not try to build a ship that can do both. Set it up for one job, then refit as necessary for the next job. That's what "multi-purpose" is.

That being said, the first thing I would upgrade on a C3 would be to upgrade and then work towards an A-rated the Frame Shift Drive (FSD) module. Initially the C3's jump-range is pretty anemic and upgrading the FSD gives it some legs so the CMDR can get around and start earning. After that, your outfitting will depend greatly on what job you want her to do on any given day.

For courier missions I would try to D-rate as many modules as possible (except the FSD) as all D-rated modules have the least mass (are the lightest) and so will increase your C3's jump-range. Also, CMDRs choice but I would remove all the weapons (guns are heavy) to further increase your ship's jump-range and learn to win the interdiction mini-game to defeat interdiction attempts as well as learn to master the "submit and run" method of escaping interdictions.

A quick rundown on module sizes and ratings:

The number relates to module size.
The letter relates to module rating.

The higher the number, the larger the module. A size 5 module is larger, more powerful and will fit into a larger module slot than say, for instance a size 3 module.
The lower the letter, the better rated (with exceptions) the module. An A-rated module is always better than an E-rated module but note that I said with exceptions. While an A-rated module is often the best module to use, there are situations where lower-letter modules would be better suited for instance: for exploration a CMDR will usually want his or her ship to be as light as possible in order to maximise jump-range. In this situation, D-rated modules are often indicated since D-rated modules are always the least massive (lightest) modules.

Notes on Module Ratings:

A = A-number-one. Usually the best and most expensive but not the lightest. Often half the mass (weight) of a B-rated module.
B = Better. Usually second best when you cannot afford A-rated modules BUT, also usually the most massive (heaviest) of modules. EDIT: As another poster pointed out, B-rated modules also have the highest Integrity.
C = Compromise. Usually a good compromise between mass (weight), cost and capability. EDIT: As another poster pointed out, C-rated modules are often the same mass as A-rated modules but with less capability.
D = Da least massive (lightest). Usually better for explorers and anyone trying to maximise jump-range but with correspondingly lower capability/power.
E = Economy. For when you cannot afford anything else and "E" is usually the "stock" rating for modules that come with ships purchased from the shipyards.

Before you sell any ship be sure to sell off or store any modules rated above "E" (including the planetary landing suite) and sell off or store ALL your "optional" modules to recoup 100% of your credits spent on those modules and replace them with "E" rated modules. You recoup 100% of costs on modules you sell before selling a ship's hull (you always lose 10% when you sell the hull) but if upgraded modules are left with the ship when the ship is sold you lose 10% value of those modules cost too, just as you do on the hull. Strip your ship of everything before selling it, including weapons, scanners, shield boosters, defenses, everything to maximise your return on investment. If you sell any modules that must be left on the ship those modules, when sold will automatically be replaced with "E" rated modules.
 
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Thing that I didn't realise for ages was the E -> D -> C -> B -> A aren't all straight upgrades -

E - standard
D - lightweight (better jump range)
C - I don't use*
B - I don't use*
A - might be a bit heavier, but best

......

The point of C grades is that they are the same mass as A grade but cost a lot less since they are less capable / efficient - so someone working-up to being able to afford the better modules can fit something which is a significant improvement to the stock E ones.

The B grade modules are much more robust / sturdy so have a larger mass than others - but if you are looking for a combat-build with highest integrity then B modules are your choice.


TL/DR - C modules are a stepping-stone, B modules are for specialised roles.

(I am sure you know this, my purpose in posting is just for clarity in case newcomers read the thread.)
 
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The point of C grades is that they are the same mass as A grade but cost a lot less since they are less capable / efficient - so someone working-up to being able to afford the better modules can fit something which is a significant improvement to the stock E ones.
The B grade modules are much more robust / sturdy so have a larger mass than others - but if you are looking for a combat-build with highest integrity then B modules are your choice.
TL/DR - C modules are a stepping-stone, B modules are for specialised roles.
(I am sure you know this, my purpose in posting is just for clarity in case newcomers read the thread.)

I modified my post to include your feedback, thanks. But I respectfully disagree with your labeling of E-rated modules as "standard". If E-rated modules are a standard, then it is a very low standard. "Factory Stock" might be a better description since E-rated modules are usually what is fitted in ships fresh from the Shipyards. They'll get your ship up into the air, so to speak but that is about all. For my two cents E-rated modules are the first credit-sink any new CMDR encounters in Elite Dangerous. They're so bad they make you want to spend credits to upgrade. o7
 
I modified my post to include your feedback, thanks. But I respectfully disagree with your labeling of E-rated modules as "standard". If E-rated modules are a standard, then it is a very low standard. "Factory Stock" might be a better description since E-rated modules are usually what is fitted in ships fresh from the Shipyards. They'll get your ship up into the air, so to speak but that is about all. For my two cents E-rated modules are the first credit-sink any new CMDR encounters in Elite Dangerous. They're so bad they make you want to spend credits to upgrade. o7

Well, I understand your assertion but it is common usage to say something is standard-fit if that is how it is sold. So for example you can buy a car as it is normally produced with all it's standard equipment, you then specify enhancements to your purchase (options). In E D the shipyards don't have an options menu - you can only buy a ship with it's standard equipment - you then have to outfit it yourself to replace the standard equipment with the options you want.

So it is just a matter of perception / semantics - the fact is it comes with E grade as standard equipment and you replace these when you can afford to as I know of no operational advantage provided by any E grade item.
 
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I didn’t realise that, I’d thought B was fairly redundant (which didn’t appear to make much sense admittedly.) Yet, if I’m building a short distance/local fighter then B is, potentially, a much better choice than A grade modules and a bit cheaper.

It’s very easy as a newcomer to hear/read all the talk of A rated ships and jump straight into an ‘A = Best, D= Explore’ mentality.

I can’t help wondering if C grade is almost a relic of an older ED, money seems so easy to get that I’ve never really had much issue in upgrading and so bypassed C without ever considering it.
 
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I can’t help wondering if C grade is almost a relic of an older ED, money seems so easy to get that I’ve never really had much issue in upgrading and so bypassed C without ever considering it.

It is true that gaining credits as a new player is much easier than when I started 3 years ago so back then most new ship purchases saw one fitting certain C-rated modules at first (like power plant and thrusters) until one had the bank balance to buy A grade ones.

Nowadays the price hike from C to A grade in an Anaconda for example is still huge but with the exploits that have been floating around 50 million was just an hour or two and even the size 8 power-plant C to A 140 million difference is money down the back of the sofa to exploit-chasers.
 
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