Unique yet Useful Builds/ Favorite Builds

I keep hearing about 900ms + vipers and eagles but in Coriolis I can't get near 900ms

860ms boost speed is the best I can get on a virtual (coriolis) viper with enhanced thrusters, 784ms for an eagle. These are both shieldless, no weapons, no optional internals, no utility mounts, with pretty much everything D rated and stripped down.

So can anyone post their 900ms + builds please...I'd love to see how you achieve it.
 
I keep hearing about 900ms + vipers and eagles but in Coriolis I can't get near 900ms

860ms boost speed is the best I can get on a virtual (coriolis) viper with enhanced thrusters, 784ms for an eagle. These are both shieldless, no weapons, no optional internals, no utility mounts, with pretty much everything D rated and stripped down.

So can anyone post their 900ms + builds please...I'd love to see how you achieve it.
 
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I keep hearing about 900ms + vipers and eagles but in Coriolis I can't get near 900ms

860ms boost speed is the best I can get on a virtual (coriolis) viper with enhanced thrusters, 784ms for an eagle. These are both shieldless, no weapons, no optional internals, no utility mounts, with pretty much everything D rated and stripped down.

So can anyone post their 900ms + builds please...I'd love to see how you achieve it.
Nope... Those ships, as you noticed, just don't...
(The Imp Eagle can though!?)

I sit corrected... But couldn't get the Viper to play earlier!
(Why do I always forget the smaller fuel tank?)

815 for the Eagle: https://s.orbis.zone/c9gt
 
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Though they don't go out of their way to seek new member's there are groups of cmdr's that have more than one game of ED going on, I am only one of assumable 100 that have at least two account. One of which I play quite normally, the other I'm only involved in a private mode game. In which my self and almost a dozen when they desire all utilize only stock ships and stock mods. None of us or our ship(s) are engineered which includes no alien technology. Even though we all started after the noob zone was implemented, and a few of them are still in the noob zone. It makes for some interesting game play when one plays without any assistance of engineering or alien tech. When one is normally use to maximizing engineering and utilizing alien teck.

Most player forget that one can start or join a private mode extremely easy. Doing so with like minded friends, changes the normal dynamics of playing in open. Playing in private mode is like playing in the best of both open and solo at the same time.
 
Current incarnation of my CMDR's trade Corvette:

There are various weapon loadouts I try but often seem to struggle with management as a result. How do you get the best results with combining weapons like Frags (instant one shot per trigger input,) beams and multis (continuous fire but also, potentially, using lasers and then multis or lasers then both) plus rails that have a build up firing process?

Clearly, it may just be my lack of skill managing the whole process.
 
There are various weapon loadouts I try but often seem to struggle with management as a result. How do you get the best results with combining weapons like Frags (instant one shot per trigger input,) beams and multis (continuous fire but also, potentially, using lasers and then multis or lasers then both) plus rails that have a build up firing process?

Clearly, it may just be my lack of skill managing the whole process.

The main fire-group (in the 'middle' of my group arrangement), with all weapons on it, goes something like this:

Beams are on my pinky trigger, frag and rails on my primary trigger. Quick pulses of the primary trigger fires the drag frag, longer pulses fire the rails. Wasting a few shots of frags is nearly irrelevant if I neglect to switch fire groups (it's shieldless and isn't suited for protracted firefights anyway...but it can crush any and all NPCs encountered due to missions and catch plenty of unsuspecting CMDR pirates/gankers off guard), and is no waste at all at point blank range (the best range). Turrets are usually in fire-at-will mode in the secondary firegroup.

I then have other firegroups that strip out weapons to manage ammunition expenditure. Previous group strips out the frag; group before that strips out the rail, but leaves the frag. Next group removes both turrets, group after that restores the emissive turret, group after that restores just the corrosive one. Sometimes I'll have a final group that is just a beam laser on each trigger so I'm not using any ammo at all on softer NPCs.

I've used various permutations of this loadout (swapping out the large hardpoint as necessary) since early 2017, so it's pretty second nature to me at this point.
 
Nope... Those ships, as you noticed, just don't...
(The Imp Eagle can though!?)

I sit corrected... But couldn't get the Viper to play earlier!
(Why do I always forget the smaller fuel tank?)

815 for the Eagle: https://s.orbis.zone/c9gt
I have a Viper AND an Imp Eagle that can boost to 932m/s - the Viper is faster without boost though

Both are pretty much useless for anything except flying through canyons and racing though...

Imperial Eagle - "Speed Max"

Viper Mk3 - "Speed Demon"

The 1C fuel tank is the key, as you say (y)
 
The main fire-group (in the 'middle' of my group arrangement), with all weapons on it, goes something like this:

Beams are on my pinky trigger, frag and rails on my primary trigger. Quick pulses of the primary trigger fires the drag frag, longer pulses fire the rails. Wasting a few shots of frags is nearly irrelevant if I neglect to switch fire groups (it's shieldless and isn't suited for protracted firefights anyway...but it can crush any and all NPCs encountered due to missions and catch plenty of unsuspecting CMDR pirates/gankers off guard), and is no waste at all at point blank range (the best range). Turrets are usually in fire-at-will mode in the secondary firegroup.

I then have other firegroups that strip out weapons to manage ammunition expenditure. Previous group strips out the frag; group before that strips out the rail, but leaves the frag. Next group removes both turrets, group after that restores the emissive turret, group after that restores just the corrosive one. Sometimes I'll have a final group that is just a beam laser on each trigger so I'm not using any ammo at all on softer NPCs.

I've used various permutations of this loadout (swapping out the large hardpoint as necessary) since early 2017, so it's pretty second nature to me at this point.

Thanks for going through that Morbad. I think I'm overlooking the obvious fact we can pulse the trigger as well as pull. Frags and Rails together makes perfect sense when used in that way. I'll have to rethink some of my builds with this expansion in mind.
 
It may sound like nitpicking, but that's exactly what you are not doing here.
I get what you mean, lol. My intention for this thread is A) see some cool/funny unique builds (which I think has worked out pretty good so far); and B) as I am not the most knowledgeable cmdr yet, I want to learn what people are doing and why with different ship/module combos, even if it is ridiculous, so that I may incorporate what I've learned into a Frankenstein of my own preference.
 
I get what you mean, lol. My intention for this thread is A) see some cool/funny unique builds (which I think has worked out pretty good so far); and B) as I am not the most knowledgeable cmdr yet, I want to learn what people are doing and why with different ship/module combos, even if it is ridiculous, so that I may incorporate what I've learned into a Frankenstein of my own preference.

If so, here you go:

My Anaconda universal miner, it has everything you'd wish for: 320t cargo, 9 collectors, 2 prospectors, all mining tools, fuel scoop, decent shields, self defense under the form of 2 large beams. And most important, it makes use of the Condas unique feat - the front cargo hatch, sensibly shortening the limpet path and so getting a nice improvement in mining speed.
Also engineering eco-friendly by saving engineering materials by using Guardian PP&PD

And OhForF, the funny DBS that from time to time i use to pick up pirate assassination missions. Fast, solid and deadly. (cytos and dumbfires go so nicely together). I usually replace the interdictor with a second MRP since in pve the interdictor is useless most of the time.
 
I use an old stealth build DBS, from way back when when stealth was a thing, but nowadays its used primarily as an SRV dropship, for mission running base assaults...

It's main purpose in life is to land near a surface installation, and be sitting there with its tail pointed towards the base, so when I am beating a hasty retreat, as in running for my life, the DBS is there waiting fro me, no need to faff about turning to whatever way the ship is. The DBS is ideal for this for a couple of reasons, first off it is able to set down virtually anywhere, secondly, and most importantly, the forward landing leg is in the perfect position to act as a set of buffers for stop the SRV under the cargo hatch in the correct position to be loaded back into the ship. That is to say, you don't need to think about decelerating, just aim to hit the forward leg like a runaway train hitting the buffers. So a hot exfiltration is basically me in the SRV pinning it between the two aft legs, skidding into the forward leg which stops the SRV dead, load into ship, silent running pop a heatshink and gain altitude. If there is a ship from the base on my six, once I've got a klick of altitude, I'll turn and engage it.

The build itself is the usual suspects for a vintage "stealth", slightly updated using new (2017/2018) engineering. So you're looking at 2x small beams with thermal conduit to use the enemy as a heatsink to help keep the ship cool and off their scanner, although I think against NPC's that's a placebo(?), the lasers also slowly melt their shields, then there are 2x multi cannons with high capacity and autoloader for a constant stream of dakka, clean drive thrusters, armoured thermal spread power plant to keep the signature uber-low, then all the armour heavy duty + deep plated. There's also an Interdictor and a tiny little fuel scoop in there as the class 1 slots add naff all armour so it might as well give me options, like interdicting an NPC, or being able to extend the range to get to an interstellar factor / another ship I've got parked elsewhere.
 
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