FDL, needing a little advice from seasoned Cmdr's

Lolz FDL:

4x Packhound launchers (High Capacity 2x thermal, 2x err.. I forget)
1x Huge Beam
2x heat sink launchers.

Usual other bits.

Completely ineffective in most battles, overheats like nothing else, but brilliant to watch. :D
 
FDL is a dedicated combat ship with awesome shields and a build should acknowledge that and work with those strengths, rather than diluting them.

Thermal bi-weaves with 4 resist boosters for most combat purposes. You could run prismatic for assassination jobs, but 9 times out of 10 the biweave's regen will far outweigh the extra MJ from the prismatics, even setting side the prismatic mass and power requirements.

Forget HRPs: You're in a shield tank.
Don't design for failure [shields dropping]; design for success. 4B SCBs are your friends [I like the 4 shots of over the 3 of Class A]. I use the Class 2 slot for another SCB, but go for cargo or whatever
You'll want an engineered 3-shot heat sink launcher to back those SCBs up. 2 for preference. Trigger 2 SCBs in tandem with each heat sink.

Over-charge your PP as little as possible, or you'll cook! Dirty A-class drives are of course desirable.

I tend to use the widely hated A Class sensors instead of D class when BHing or in a CZ, simply because the additional range speeds up the entire process of hunting and killing things.

A lot of weapons choice is preference, but I tend to use:

C4 gimballed overcharged MC with autoloader. I absolutely stand by that C4 mount being used for hull-wrecking weapons, rather than anti-shield weapons. Larger class weapons are much more effective against larger-hulled vessels. That's the way the mechanics work, and that dictates what goes in that Class 4 slot, to my mind. If you aren't running other MCs, then Corrosive is perhaps better than autoloader, as it will up the effectiveness of your other weapons.

Honourable mentions for C4 fixed cannon and PAs in that Huge slot. Lots of fun.

I used to run a pure gimballed MC load on th C2 slots: All overcharged, with 2 incendiary, 1 emissive, 1 corrosive. It's effective, but not really a combo that will improve your skills. Switching one out for a SCB busting railgun is good practice and satisfying. Moreso with an Imperial Hammer.

Another combo that I had a lot of fun with leaves 2 OC MCs in place [1 corrosive, 1 emissive], and mounts a pair of long range fixed beam lasers [1 with thermal vent]. There are few things more satisfying than popping a foe at 6km.


One thing that I should make clear is just how much time I spend overheating in a FDL. My knees are scorched from the flames jetting out of the dashboard! Managing the temperature is a trade-off for the sheer murderous power that hot-running modifications give you.
 
Last edited:
Lolz FDL:

4x Packhound launchers (High Capacity 2x thermal, 2x err.. I forget)
1x Huge Beam
2x heat sink launchers.

Usual other bits.

Completely ineffective in most battles, overheats like nothing else, but brilliant to watch. :D

Once ran a gank build with two Imperial Hammers and three Packhounds. Utterly ridiculous, but by gods did it rock and roll.

Still not as metal as that guitar player from Mad Max: Fury Road tho.
 
Awesome feedback cmdr's, im seeing a general consensus on running 1 corrosive so ill definitely be getting that done now im back home.

Im seeing a lot of mixed views on weapon loadouts but definitely see that an overcharged mc is the way to go, as ive already got the huge gimbal mc ill change that from rapid fire.

I had already g5'd my fixed beams with flow control and was having no heat issues, ive seen some say thermal vents are the way to go, would these be better on gimbals? How bad is the heat gen with it when you miss?

would it be more advisable to drop a beam for a c2 mc with corrosive to run on the same trigger as the huge mc and beams on the other trigger... or does everyone just run 1 trigger?


As for the sensors and life support, they have been D rated on all ships ive bought, i found that out when i started playing.

I only used the hrp because they was in my vulture at the time of buying my fdl, was trying to find out if the scb was the way to go and clearly it is.

I havent got all engineers yet but im working my way through them slowly...

but i would say treat it as though i do.
 
Hey, which mod you vets use on your power distributor when running an FDL with high MW consumption weapons like rails, hammers or PAs? Im leaning towards charge enhanced but weapon focused looks tasty.

Cheers ;)
 
Hey, which mod you vets use on your power distributor when running an FDL with high MW consumption weapons like rails, hammers or PAs? Im leaning towards charge enhanced but weapon focused looks tasty.

Cheers ;)
Given the demands on systems and engines that combat entails, I pretty much universally use Charge Enhanced with Super Conduits.

Weapon Focused may be beneficial depending on power demands and pip management but it is worth keeping in mind that both Systems and Engines will suffer as a consequence - that means less power for engines and shields.
 
How is FDL in heat capacity? Does it fry fast if you decide to fire 5 PA or say 5 hammers at once? Possible to go about without using heat sinks?

Cheers ;)
 
How is FDL in heat capacity? Does it fry fast if you decide to fire 5 PA or say 5 hammers at once? Possible to go about without using heat sinks?

Cheers ;)

I don't know about the hammers, but the PA's are pretty manageable if you mod them for Efficient. She runs a little toasty, but you learn to like it spicy.
 
Fireproof kneepads are in this year.

I find fixed long range lasers more effective and fun than gimbal, but YMMV. I use gimbal sometimes, too. They're perfectly viable.

I tend to A-rate G5 lightweight my life support, because I like the 25m lifeline.
 
Last edited:
Not trashing you personally but I have to agree with other posters this is not a good FDL build to recommend to a player asking for advice.
The build was presented as-is in the context of what I personally use not necessarily as a recommendation. Whether the OP is inspired at all by any of my specific choices is a bonus, but personally I would not run a 4 medium beam build for heat and power efficiency reasons - even with efficient mods - but I did not pass comment on it because that is their choice and everyone has a right to play ED as they wish to.

The "advice" they were asking for was related purely the modding of their Huge multi-cannon, which I gave my perspective on in the same post.

4A sensors and life support to begin with - for what? You need 25minutes to get to a station if your canopy pops? Extra weight for no reason at all. 4A sensors will come in handy almost never. D class on those 2 are a no brainer. Half the weight of E and enough usefulness.
I disagree on both counts - scanner range becomes important when you start using LR weapon mods which I tend to prefer.

An extra fuel tank? FDL is an air superiority fighter. Why do you need more fuel/weight? Same with the fuel scoop, planetary vehicle hanger and ADS. Those belong on ships that jump a lot. Wasted use of a space you could fit hull or module reinforcements or SCBs.
If you never plan to leave a given system then fuel capacity becomes irrelevant; However, if you plan to actually follow targets outside of a given system using the Wake Scanner to identify where they have jumped to then it becomes ALOT more relevant.

FDL is not an air-superiority fighter by any stretch of the imagination. It is however, a combat focused space craft and that is the beginning and end of it. :rolleyes:

And maybe I'm just lucky but on a medium ship I see no point to dual point defense either. One in my experience covers me well vs. missiles on a ship that size.

This build is some sort of multi-purpose build I'd expect to see on an ASPx or Python maybe. To fit this stuff on an FDL is like putting a luxury cabin on an F-16.
Point defence is more a precaution than anything else, I rather have them and not need them than need them and not have them. If the point defence weapons were covering the same arc, I might agree but in my case they are covering both arcs and can serve to defend my weapon hard points from module targeted seeker missile attacks. Missiles are not always used by NPCs but I have encountered cases of wings of NPCs where more than one of them has missiles.

Your comparison of an FDL with an F-16 speaks volumes. An F-16 comes in many different variants and is a multi-role combat aircraft; However, where the FDL is concerned we do not necessarily have refuelling points at our beck and call (Fuel Ratting excluded) nor is there (currently) a mobile base of operations (that we have control of the location of) to operate and refuel from (c/f aircraft carriers in the real world that at least some variants of the F-16 can operate from). Further more, there are wide expanses of the galaxy where fixed refuelling points are scarce to non-existent - for example, try flying to Colonia without a fuel scoop.

There is nothing explicitly wrong with not fitting a fuel tank nor a fuel scoop to an FDL just as there is nothing wrong with fitting either or both. The same goes with any other load-out choices, some load-outs may be ill-advised for various reasons but that is far from the case where my posted build is concerned. It is perfectly effective in a PvE setting, and that makes it a valid build for consideration regardless of what meta-sheep may promote.
 
Last edited:
How is FDL in heat capacity? Does it fry fast if you decide to fire 5 PA or say 5 hammers at once? Possible to go about without using heat sinks?

Cheers ;)
Personally, I find the heating/cooling factors of the FDL limiting enough to not recommend running too many heat intensive weapons. You may be able to get away with it but personally I think you would be ill-advised to consider it even with efficient mods given there are probably better load out options. The choice is up to you though.
 
Personally, I find the heating/cooling factors of the FDL limiting enough to not recommend running too many heat intensive weapons. You may be able to get away with it but personally I think you would be ill-advised to consider it even with efficient mods given there are probably better load out options. The choice is up to you though.

I was shot down for saying that in another thread, but that has always been my experience too.

Certainly with the new engineering recipes you could produce enough power for a typical shield-tank build using only a G2 overcharged and then adding thermal spread. That would give you 30MW at <0.4 efficiency which should help enormously with the heat. My legacy FdL power plant relies on a G4 roll that happened to have an an excellent efficiency secondary, but I'm still at 0.5 which is at least 25% hotter than if I re-rolled now.
 
I would vehemently disagree with the idea of mounting twin PDs on a [PvE] FDL. It's not concentrated coverage which might actually stop a gank-torpedo in PVP and - more crucially - you are engineering for failure [shields have dropped, missile spam commenced] instead of engineering for success [HAHAHAHA I laugh at your puny missiles with my stacked resists!!! If my shields don't drop, they won't even bother launching them!]. It's covering off a weakness which - if you instead leverage the STRENGTH of the ship - does not need to be a weakness.


You're sacrificing 25% across the board resistance [including explosive] and a 40% MJ boost for what... the ability to mostly ignore a missile which comprises maybe 5% of incoming attacks and you'd be reducing damage by 25% against, anyway.

If fuel is an issue during ferrying, a scoop offers longer legs than an aux. tank and I would always plump for that, unless using plasma slugs. In either case, once in your area of ops, it should be swapped out for something useful [an SCB, typically], rather than wasting space. Thus it's not relevant to the build-in-use.
 
Last edited:
Back
Top Bottom