Ship Builds & Load Outs Trying to make a monster out of type 10

Heres what im working with https://s.orbis.zone/2h0z im thinkin shield biweave high resistance so it comes back quik and long range beams too lure them in burst overcharged to shred them when they get close and lots of limpets to pick up those mats any tips? What would you do to impove this build? Thanks
 
Good luck with that.

I cannot understand why FDev limited a wallowing behemoth like the T-10 to a size 6 power plant when the T-10 is supposed to be some kind of super destructive Anti-Xeno juggernaut.

A-rated, with a couple of medium sized (4) SCBs and some shield boosters it is over budget on power even before adding any weapons. I have to overcharge the power plant to G3 just to get it under 100% power without any weapons.

IMO the T-10 has simply not lived up to all the pre-release hype, not even close and it still has that unreasonable limit of 4 AX weapons. [rolleyes] o7
 
Last edited:
Agreed sir i thhink the ship could be alot better there is just somthing about it tho i like flying it and i think this is a good niche for it im just trying to maximize its combat effectivness as much as possible
 
Good luck with that.

I cannot understand why FDev limited a wallowing behemoth like the T-10 to a size 6 power plant when the T-10 is supposed to be some kind of super destructive Anti-Xeno juggernaut.

Not sure, what you stuffed into your T-10s power plant slot, but my T-10 has a class 8 power plant.

Its biggest drawback compared to the other big ships is its ridiculously low shield strength. Should be at least 50-100% stronger for a crawling barndoor like the T-10.
 
Ya i got class 8 i could prob get away with a 7 and the build i had dident work close i could shred but it was too slow to stay on the so i kept big 4 same then made smaller into gimble beam long distance mod and i think it works good shreds large ships but i think maybe switch the large 4 to muli cannon hmmmm im gunna waste so many mats perfecting this lol
 
Heres what im working with https://s.orbis.zone/2h0z im thinkin shield biweave high resistance so it comes back quik and long range beams too lure them in burst overcharged to shred them when they get close and lots of limpets to pick up those mats any tips? What would you do to impove this build? Thanks


G5 OC powerplant is a last choice option imo.
It just runs way too hot and has poor integrity.
Use armored.

Stripped down on the PD should be replaced with super conduits.
You need some kinetic weapons and all overcharged lasers is a no-go.
You'll just drain your wep cap in a few seconds as is.

If you want to lure them in like you described, I'd suggest overcharged/screening shell frags for the close up work.
Put those on all the large hardpoints.
You can use long range or efficient lasers on the mediums.
Add 1 ea, small hi-cap corrosive MC and dispersal cannon.

HD/deep plating reactive bulkheads + 1 thermal deep plating HRP will give you way better hull numbers.

As a matter of preference, I'd use long range sensors, especially for CZs etc, where you want to be able to see as many targets as possible.
 
Last edited:
Bob i just wanna say thanks your awesone and i cant wait to try out this build i just had one question if i turret the frags wont the shoot too early too be effective? Ive never tryed them and again for helping me out with this
 
Bob i just wanna say thanks your awesone and i cant wait to try out this build i just had one question if i turret the frags wont the shoot too early too be effective? Ive never tryed them and again for helping me out with this

To be honest I haven't used the frag turrets but my understanding is they won't fire until the target is in range.
I don't think they even auto fire at the full range of the normal frag cannon, iirc.
That makes them a very close range weapon.

Turrets take a pretty big damage hit, so I don't use them often.
They also miss a lot especially with kinetics, but frags have a spread so even small ships should get hit too, just not with all of the pellets.
That gets worse with range naturally.

The c3 MCs have a really long spin up time so I'm not a fan of that size, but that's still another decent option to consider.
The higher projectile speed and longer range is a benefit.
I'd say use overcharged/autoloader on those if you go that route.
 
Last edited:
Awesome this is so helpful i saved the build as bobs beast in your honor good sir! I really like those frag numbers this build is perfect and deff going to switch from turret to gimbal thanks again for all the tips very good stuff
 
Awesome this is so helpful i saved the build as bobs beast in your honor good sir! I really like those frag numbers this build is perfect and deff going to switch from turret to gimbal thanks again for all the tips very good stuff


Cool, glad to help!
The small corrosive MC and dispersal cannon can still be turrets, and that might even be ideal.
Long range for even higher projectile speed (read: better tracking) is another option on those.
I tend to suggest hicap because corrosive takes a ammo cap hit, and that corrosive debuff is really powerful.
 
First of all my compliments for trying to make this ship the best it can be, because i can say for experience that this is the hardest ship to properly outfit in this game IMO.

Im trying to make it a beast myself and i can say the chalenges are endless. Every thing new you try has more cons then pros moust of the time and many weapons that u try to use have poor performance and that sucks. I believe this is the reason why a lot of people just give up along the way in making this thing work.

The ship has the highest number of hardpoints in the game but certainly does not have the highest damage because the hardpoint placemente are BY FAR THE WORST IN THE ENTIRE GAME FOR FIXED WEAPONS.

8/9 eight of the nine hardpoints u can use cannot hit with fixed weapons, because 1) they are too far away from each other; 2) they aren't located in the midlle of the ship, making a lot of weapons that rely on good aim to be useless. This is quite a damage dropoff because the best weapons in this game are fixed (alas plasma acelerators) and the ship cannot use it properly.

This is the main reason why this ship strugles to deal with anacondas and corvettes. Since we cant use fixed weapons we have to use turrets (that i dont like mutch) or gimbailed, bouth weak against chaft and have lower damage. Is very anoyning when you start to shoot an anaconda and it uses chaft and cell banks, making you waste a long time to bring it down.

Now that i have gave quitte a review about the ship shortcomings, let me say the things i believe you can improve in your set-up.

If you notice i said eight of the nine hardpoints are the worst in the entire game, and this is the first thing i have to recomend you changing in your build.

The Medium hardpoint that is located under the ship, that moust people think is out of place and is overlooked, is the ONLY hardpoint that is where it should be.

That medium hardpoint is BY FAR THE BEST EXAMPLE OF A PERFECT HARDPOINT FOR FIXED WEAPON IN THE GAME, anything you decide to use there will trive, that is why i strongly recomend you to put a plasma acelerator with the efficient mod there. For the effect i sugest using slug, because it will lower the termal gain by a good amount, making the weapon spamable. The plasma aceletator will help you deal with the ships that you strugle to kill, like condas, vettes and even fer de lances.

The power plant depends of your outfit, best is if you have bouth, overcharged and armored.

Armored for extraction sites, and i dont recomend improving it needlesly. If a level 3 armored is enought for your energy consumition, dont improve it further, you will gain extra weight for no reason. (you can put the effect to improve the energy by 5% if that will sufice your energy need.

Overcharged for conflict zones and builds that you decide to put cellbanks, since you will need more energy. Level 3 or 4 is probably enought for your energy consumition on moust cases, you will have to see for yourself what fits perfetly in your build. If you go overcharged in conflict zones consider another module reinforcements pkg.

About the frag cannon, i dont recomend using it, i think you will probably hit once or twice at best with it, making the dps lower than choosing a different weapon, and again the chaft will make you waste a lot of shots for no reason. But give it a go and say if it works for you or not.

i recomend going gimbailed over turrets set-ups, because they are amoust the same and the gimbailed do more damage and can snipe sub-sistems.

if i find more good tips i will post again, this is huge by now. (sorry about that)

best regards and good luck.
 
How to make a Monster out of the T10:

scrap the hull, buy a Corvette and start from scratch :LOL:

On a more serious note, I have a T10 similar to the build Bob provided, with gimballed Frags, a 8C bi-weave and some Guardian reinforcements
for assassination duties, when Vesper-M4 was still a thing. https://s.orbis.zone/2oe1
It has lots of collector limpets though, for scrapping up materials and no special hull. (Oh, and I think the shield boosters are wrong in the above link)
It's sole purpose was the murder of T9s :)
 
Back
Top Bottom