Newcomer / Intro Need advice on combat ship

I think I'll just try for Etienne Dorn next.
dorn2.jpg
 
Thank you for that, it's another little gem I didn't know about. I went back to Brandon's and redid everything, I put the high-grade capacitor experimental effect on the Bi-weaves, rolled the shield cell banks to grade 5 with quick charge experimental, did the beam lasers double braced to grade 5 with those fancy capacitors and put some kind of heat resistant thingy on my grade 5 dirty drive thrusters to help with heat output.

So, I need to think about unlocking the other engineers out here in Colonia. I think I'll just try for Etienne Dorn next.

Just remember, those fighter are quick and nimble... That is why it is important to be well positioned... Once you detect that light tunnel, immediately prepare your finger onthe targeting button, once the fighter shows up, immediately target him and start shooting at him before he starts flying around you like crazy...
 
Just remember, those fighter are quick and nimble... That is why it is important to be well positioned... Once you detect that light tunnel, immediately prepare your finger onthe targeting button, once the fighter shows up, immediately target him and start shooting at him before he starts flying around you like crazy...
So I take it you can't nail them while their on the launch pad, eh? Well then, I'll just have to get my own fighter and have an NPC fighter dual, or maybe a joust?
 
I love threads like this because even though I've dabbled quite a bit in combat, there are huge gaps in my knowledge and it's great to hear tips of all kinds.
One tip I do recall reading a while back about ramming (though I rarely remember to do it in combat!) is to put 4 pips to SYS before impact :) as it makes quite a difference to the shield strength. Can't recall precisely how much but I think it's more than a factor of 2 relative to 0 pips. (Apologies if this is already mentioned above, but I didn't spot it :D)
 
I love threads like this because even though I've dabbled quite a bit in combat, there are huge gaps in my knowledge and it's great to hear tips of all kinds.
One tip I do recall reading a while back about ramming (though I rarely remember to do it in combat!) is to put 4 pips to SYS before impact :) as it makes quite a difference to the shield strength. Can't recall precisely how much but I think it's more than a factor of 2 relative to 0 pips. (Apologies if this is already mentioned above, but I didn't spot it :D)
No, not the part about pips, I had a Chieftan ram me at a fair clip and took my grade 5 bi-weave's out completely and immediately started firing missiles, it was clearly a strategy.
 
So I take it you can't nail them while their on the launch pad, eh? Well then, I'll just have to get my own fighter and have an NPC fighter dual, or maybe a joust?
If you see a fighter just as it launches that is when it is easiest to hit after that their combination of speed agility and small size make them a difficult target and like the small ships in a wing they nibble away at you while you are busy with the main target.
After they have launched it is often quicker to just blow up the ship that launched them, with their pilot gone the SLF just blows up.

As for engineering your drives I find the heat from Dirty Drives usually isn’t a significant issue so go with the Drag Drives experimental the speed increase let’s me get away with fewer pips in Eng so more for Sys and Wep.

There is a multiplier to shields due to pips in Sys 4 pips makes shields about 2.5 times stronger which is handy if you have a build fitted with low power draw weapons that can get by with only 1or 2 pips.
 
I came to tap your immense expertise on building a combat ship, shields, weapons and handling. I'll be going after NPC's (need bounty vouchers for Mel Brandon) and I have a PC and use a very expensive xbox controller. Money is no object, I can engineer shields, weapons and thrusters. If you need more information, just let me know. Oh, I'm in the Colonia area (home base at Jaques Station).
Use DBX, put long range/plasma slug railguns and a long range/Thermal Vent beam laser. Boost out to 5KM and you can solo wings of elite anacondas and any other NPC. Just reverski and spam ur rails or beam.
 
Another tip I was using for wing missions, while doing them alone: usually you will be against difficult enemies flying in wings... I first try an ambush and see whether they are easier to defeat, but usually they are tough as hell, so I will just attack the main target and then start flying away... They will start chasing you, but the wingmen will slowly start falling off to the point, that eventually only the main target is chasing you... Then I turn back and deal with him... The way you can tell that they are falling off is the wing indicator on the left display will be decreasing...
 
My vote is for a viper. Tank up some armor, but not too much. Agility and speed are key. Run a bi weave and some combination of lasers and cannons. Dont mess around with C1 multi cannons. They are just pea shooters. Fixed C1 cannons can actually do a little bit of damage to enemy modules. If you can master flying a viper, you will be a much better pilot for it.
Both the Viper and Cobra suffer from bad hardpoint placement, which restrict the fire-power for inexperienced players. In that price range. a DBS is a much better option, as it has all the hardpoints on the front, so you get more effective fire-power and the rest of the stats are similar to the Viper.
 
I went back to the Has Rez site and did what was suggested and went for the wing leader first and ignored the rest. My shields did extremely well, by the time I took out all 4 ships, only 1 ring had been stripped off. I put 4 pips to shields and gathered mats from the debris, when they were reconstituted, I went after another 4 ship wing for a total of 2.2 million credits. The system authorities showed up to help with the second wing. Your info was right on the money again, thanks a bunch......... (y)
 
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