Ships Jump softly but carry a big stick - Phantom build

Is it too much to ask for good jump range + good speed + be able to wreck PVE pirates?

My wish list:
Greater than 50 LY jump range
Greater than 575 boost speed
Greater than 2000 mj of effective shielding per type
-An effective weapon system that can work at range or close up and remove shields efficiently
-have collector limpets for material gathering and a little cargo space for moving black boxes / life pods or whatever presents itself.

My solution: The Falcon Punch

I havent built it yet in the planning stage (my favorite part).

What would you change? What would be better? Favor a different ship? post your build!
07
 
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Looks good but I think with the Krait Mk II you get 3 large hardpoints versus the 2 you get on the phantom. I might be mistaken.
 
I would replace the A shield with a Bi-Weave. Lose a little bit of shields but 3 times better recharge rate. Which really counts in pve.
basically this: https://s.orbis.zone/697q

Otherwise, if you are really confortable running A shields in PVE, i'd recommend you to get Prismatics.
 
Looks good but I think with the Krait Mk II you get 3 large hardpoints versus the 2 you get on the phantom. I might be mistaken.
Sure it's better at combat but will it be able to meet my first requirement of +50 LY jump range and still be good at combat?

This is a material gathering, mission running, gaurdian unlocking, time efficient design 1st. Combat is the second directive and requires a balanced design.

I would love to see your krait II design

I would replace the A shield with a Bi-Weave. Lose a little bit of shields but 3 times better recharge rate. Which really counts in pve.
basically this: https://s.orbis.zone/697q

Otherwise, if you are really confortable running A shields in PVE, i'd recommend you to get Prismatics.
I had my doubts I could get a bi weave shield to reach 2k effective numbers and keep the 50 LY jump range. Prismatic shields are 100% heavier and require more power.

I like your adjustments tho, not much shield power lost and good recharge that would work well with this designs speed. Very nice and I think it's an improvement!

Edit: I later realized your design stepped the distributor down from 6a to 6d. I will have to test that change out after I build it. I am unsure beams and rails are going to like lower recharge but it may be fine. After some testing I will know if it needs a 7a or can go 6d.
 
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I think your shield/booster combo could be buffed:

You are using A rated boosters for added resistance (heavy & power hungry)
E rated boosters carry the same resistance, are lighter and use way less power

Will post a build when at PC

[Edit]:

Falcon Punch Mk 2

  • Just under the 2k mj of shields but has all resistances around 60, so will last just slightly less time.
  • Shield recharge time is halved.
  • Power is now under the max so no juggling with power priorities.
  • Lost weight and gained 0.76 Ly jump range.

Northpin makes a good point - the A-rated shield is good for one-off PVE combat (bounty hunting/assassinations etc.), go Bi-weaves for CZ & HazRes sites.

MP
 
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I think your shield/booster combo could be buffed:

You are using A rated boosters for added resistance (heavy & power hungry)
E rated boosters carry the same resistance, are lighter and use way less power

Will post a build when at PC

[Edit]:

Falcon Punch Mk 2

  • Just under the 2k mj of shields but has all resistances around 60, so will last just slightly less time.
  • Shield recharge time is halved.
  • Power is now under the max so no juggling with power priorities.
  • Lost weight and gained 0.76 Ly jump range.

Northpin makes a good point - the A-rated shield is good for one-off PVE combat (bounty hunting/assassinations etc.), go Bi-weaves for CZ & HazRes sites.

MP
That was a great point but unfortunately the lowest effective by damage type is kinetic at 1652. Misses the goal by 348.

I tried a few combinations and ended up looking at downgrading the distributor. Going to a stripped down 7d distro and increasing shield booster quality and dropping the lone hull boost model for a shield boost module made it past all the goals I set

Falcon Punch Mk 3

Possible issues:
Fast ship but no hull for an all shield build.
Can an engineered 7D distro handle 2 large beams and 2 rails? I have little experience to even say.
 
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Can an engineered 7D distro handle 2 large beams and 2 rails? I have little experience to even say.

You dont lose much from 6A to 7D PD. And you should probably not spam Rails while also continuously firing the lasers.
Using Bi-weaves means that you can tackle more fights with little to no downtime recharging the shields

Mk3 is quite solid, but if you lose shields you'll have to pop a heatsink and boost away really fast - that hull will crumble in a quite spectacular way :)

Regarding weapons, if you dont plan to engage in long combat sessions, you could consider running either
  • a full MC build with 2 medium incendiary MC and 2 large normal MC (maybe one corrosive) all lightweight
  • a full Frag build also with a mix of incendiary/kinetic engineering will prove even more entertaining
 
Why such large shield MJ requirements?

My Mamba only runs 780mj of shields I can easily clear HI CZ's... taking on the odd NPC pirate is doable in your sleep with those stats...

I'd not worry so much about the shielding when you go to those speeds and offensive capability IMO.. might free up some options for ship choice etc
 
Why such large shield MJ requirements?

My Mamba only runs 780mj of shields I can easily clear HI CZ's... taking on the odd NPC pirate is doable in your sleep with those stats...

I'd not worry so much about the shielding when you go to those speeds and offensive capability IMO.. might free up some options for ship choice etc
It was an idea for a design challenge. I like a ship design that could conceivably head out to colonia and rip to shreds 98% of any ship it meets once it arrives. Is 2k effective shielding necessary? No it was just a nice number I wanted to see if I could make happen.

I probably will play around with the build more after trying it out. I likely will back off a tad for more hull and may even go back to the better PD with less powerful shields.
 
Is it too much to ask for good jump range + good speed + be able to wreck PVE pirates?

My wish list:
Greater than 50 LY jump range
Greater than 575 boost speed
Greater than 2000 mj of effective shielding per type
-An effective weapon system that can work at range or close up and remove shields efficiently
-have collector limpets for material gathering and a little cargo space for moving black boxes / life pods or whatever presents itself.

My solution: The Falcon Punch

I havent built it yet in the planning stage (my favorite part).

What would you change? What would be better? Favor a different ship? post your build!
07
a big PA and keep the other beam
 
  • a full MC build with 2 medium incendiary MC and 2 large normal MC (maybe one corrosive) all lightweight
I feel like this is the obvious answer but I wanted to explore how far you could push the design limits going that route making an exploration bounty hunter hybrid...

Falcon Punch Mk 4 LR
^57 LY jump range! Just barely short on shield and boost speed but it's close.

a big PA and keep the other beam

Let's remove the jump range requirement and go more battle focused using rails and PAs and shield cell bank...

Falcon Throat Punch

Kept the fuel scoop and jump booster for a 40 LY jump range but they could be dropped for hull boosts or we could go to a 7A PP to run prismatic shields and add a second 5A shield cell. This seems like a beast
 
Here is what I am building. Thanks to all for your input.

Falcon Punch 4B

This is my bubble jumping taxi, do a little of everything design but specifically good for gathering whatever is needed at the moment. Should be able to fight off pve pirates. For full on cz or bounty hunting I would use a focused combat ship.

For gaurdian collection duty swap out the heat sink for a PD module on the dorsal side of the ship.

Thanks again
07
 
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