Mamba for Conflict Zones?

As the title suggests. Is this viable? Solely for CZs? If not, what other ships (apart from the big 3..4..5 :p . I want a challenge, sort of)? Any other ships around the Mamba, FDL etc range.
 

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Mamba price range?

Might be worth looking at either Krait.
 
I never considered any of the Kraits actually or a DBS.

I'm just looking for something that I can be tested in and learn new skills. Having a heavily engineered Corvette is not really a challenge or that fun anymore.
 
I never considered any of the Kraits actually or a DBS.

I'm just looking for something that I can be tested in and learn new skills. Having a heavily engineered Corvette is not really a challenge or that fun anymore.

His is almost identical to mine (I swear I built mine first!) He uses Hammers, but I use all-rails

[video=youtube_share;X11swEUxtCI]https://youtu.be/X11swEUxtCI[/video]
 
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Mamba or fdl are fantastic in CZs, personally I love my Gunship for CZs but I've also seen players ripping them apart in Krait mk2.

Yeah I have a Gunship and did consider it. My friend he's currently using one for CZs and he's enjoying it.

I've gone with the Mamba, I'll see how it goes. Although Bongo has me thinking about that DBS build now :p
 
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Bongo was right about the hit and run. Im tryin various load outs at min and c4 fixed beam and twin c2 rails really work as you can line up from a distance boost in guns blazing and be out of range again in a jiffy. Its never gona win a dance off with any of the middle weight Core Dynamics ships but it great for fast hit and run.
Yes i know you will all think im crazy but i think it could be a torpedo ( yes i said torpedo) boat.
 
Oh hai [smile]

In a CZ personally I prefer a medium pad ship, over a large. Then enjoying all the benefits thereof. Here's a few suggestions you may wish to consider some builds with. In no particular order:

Chieftain - Grand in CZ. The size 2 under the nose is perfect for a PA, frag cannon, rail, etc. It also has the agility to make good use of high power, single shot, fixed weapons. The two large hard points on top can be a little fragile though. Restricted by military slots.

Challenger - Once engineered this thing is formidable. Nippy and quick to turn. Decent hard point placement. Good armour stat. Restricted by military slots.

Krait Mk II - Again another solid choice, though the class 2 hard points on the front can be a little restrictive. Can be overcome by using them for fixed mounts. Can carry a SLF if wanted. Decent size shield too. Oversized distributor & power plant options available.

Krait Phantom - Also a good ship for CZ. Very agile. Pleasant boost sound. Oversized distributor & power plant options available. Could do with another hard point though.

Fer-de-Lance - I'm still building mine. But what I've noticed versus the Mamba is that a bit slower, but it's far more agile. The better of the two, imho. A huge hard point is a bonus, but it is underslung. Real lack of internal space.

Mamba - Ridiculously fast in a straight line. There will be much wooshing. Where it lets itself down, imho, is on the turn. There just isn't enough to be able to make good use of those well placed weapons. Shares the FDL's lack of internal space. Huge hard point above your head for maximum dakka dakka.

Fed Gunship - Fantastic hard points giving good coverage. SLF option available. Decent size slot for a shield. Speed and agility are it's Achilles heel. Restricted by military slots.

Fed Assault Ship - Decent speed, in the top tier for agility for the medium pad ships. A fine PA and or frag boat. Restricted by military slots.

Python - As it is with most things, a great all rounder. Though no SLF option. SLF don't last long in a CZ anyway.

A few small pad options, though the distributor can really let you down with the smaller ships.

Diamondback Scout - What bongo said. Though I'd probably arm it differently.

Diamondback Explorer - Also not a bad choice, and sports a large hard point on the centre line.

Imperial Courier - Superb little thing. With a swarm of bees in a metal dumpster engine sounds. Central hard point right under the pilot seat.

Adder - Stick a PA on the class 2. Pleasantly surprising experience, though won't take much punishment. Makes amusing sounds too. Better with the drive distributor experimental, this is the exception here.

Cobra Mk III & IV - Really rather average, but can get the job done. The PD doesn't allow for the high draw weapons. The III has the edge with speed and agility and some of the more unique paint jobs. Canopy is a bit weak. Cheap as chips and has that nostalgic vibe.

Vulture - A tough little cookie. Fast, agile. A little weaker with the shields and armour stats. Two size 3 hard points make up for that. Though distributor is a size too small, imho.

Viper Mk IV - Another tough little ship. Fast and reasonably agile. Though as with the Mk III the underside medium hard points can be problematic. Also only two utility mounts.

ASP Scout or Explorer - This thing has the moves. But the canopy is just so weak. It will be the first thing to make you bug out for repairs. However, the hard point positions are some of the best out there. The options for a size 6 shield in the ASP Explorer shouldn't exclude it from the list.

All are obviously subject to some decent engineering. Reactive armour, with complimentary hull reinforcements. Best shield that can be fitted. G5 dragged dirty drives, etc.

The Clipper can have an honourable mention, as far as CZ goes. The chance for a good large shield.

Happy pew pewing. o7
 
With the newly buffed CZ I might return to my Corvette for CZ. I've built my Mamba for it, but the Vette is a lot more durable and efficient.
 
Oh hai [smile]

In a CZ personally I prefer a medium pad ship, over a large. Then enjoying all the benefits thereof. Here's a few suggestions you may wish to consider some builds with. In no particular order:

Chieftain - Grand in CZ. The size 2 under the nose is perfect for a PA, frag cannon, rail, etc. It also has the agility to make good use of high power, single shot, fixed weapons. The two large hard points on top can be a little fragile though. Restricted by military slots.

Challenger - Once engineered this thing is formidable. Nippy and quick to turn. Decent hard point placement. Good armour stat. Restricted by military slots.

Krait Mk II - Again another solid choice, though the class 2 hard points on the front can be a little restrictive. Can be overcome by using them for fixed mounts. Can carry a SLF if wanted. Decent size shield too. Oversized distributor & power plant options available.

Krait Phantom - Also a good ship for CZ. Very agile. Pleasant boost sound. Oversized distributor & power plant options available. Could do with another hard point though.

Fer-de-Lance - I'm still building mine. But what I've noticed versus the Mamba is that a bit slower, but it's far more agile. The better of the two, imho. A huge hard point is a bonus, but it is underslung. Real lack of internal space.

Mamba - Ridiculously fast in a straight line. There will be much wooshing. Where it lets itself down, imho, is on the turn. There just isn't enough to be able to make good use of those well placed weapons. Shares the FDL's lack of internal space. Huge hard point above your head for maximum dakka dakka.

Fed Gunship - Fantastic hard points giving good coverage. SLF option available. Decent size slot for a shield. Speed and agility are it's Achilles heel. Restricted by military slots.

Fed Assault Ship - Decent speed, in the top tier for agility for the medium pad ships. A fine PA and or frag boat. Restricted by military slots.

Python - As it is with most things, a great all rounder. Though no SLF option. SLF don't last long in a CZ anyway.

A few small pad options, though the distributor can really let you down with the smaller ships.

Diamondback Scout - What bongo said. Though I'd probably arm it differently.

Diamondback Explorer - Also not a bad choice, and sports a large hard point on the centre line.

Imperial Courier - Superb little thing. With a swarm of bees in a metal dumpster engine sounds. Central hard point right under the pilot seat.

Adder - Stick a PA on the class 2. Pleasantly surprising experience, though won't take much punishment. Makes amusing sounds too. Better with the drive distributor experimental, this is the exception here.

Cobra Mk III & IV - Really rather average, but can get the job done. The PD doesn't allow for the high draw weapons. The III has the edge with speed and agility and some of the more unique paint jobs. Canopy is a bit weak. Cheap as chips and has that nostalgic vibe.

Vulture - A tough little cookie. Fast, agile. A little weaker with the shields and armour stats. Two size 3 hard points make up for that. Though distributor is a size too small, imho.

Viper Mk IV - Another tough little ship. Fast and reasonably agile. Though as with the Mk III the underside medium hard points can be problematic. Also only two utility mounts.

ASP Scout or Explorer - This thing has the moves. But the canopy is just so weak. It will be the first thing to make you bug out for repairs. However, the hard point positions are some of the best out there. The options for a size 6 shield in the ASP Explorer shouldn't exclude it from the list.

All are obviously subject to some decent engineering. Reactive armour, with complimentary hull reinforcements. Best shield that can be fitted. G5 dragged dirty drives, etc.

The Clipper can have an honourable mention, as far as CZ goes. The chance for a good large shield.

Happy pew pewing. o7

Hey :p

Thanks for the advice. This was the sort of thing I was after.
 
I recently took a res zone farmer Mamba into high and medium czs. This mamba has all energy weapons for long term sustain in the res. I was successful, but it was tricky. The spec ops targets really do need to be burst down before they tear up the ally forces. The big boost is definitely a plus, but a damage avoidance strategy is not really viable given that some of the spec ops guys will have phasing sequence mods. A good, balanced build with biweave should be fine. I did find having a thermal vent mod to be helpful to deal with mamba heat.
 
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