Asp Explorer missile boat for Odyssey?

Asp Explorer missile boat for Odyssey?

When I posted this Title on the Forum starting a new post I got a message saying five other messages discussed this. I read everyone of them but didn't come close mostly new players asking questions and not getting answers. Well that is the Forum. Let's try my post.

OK, when Odyssey came out I used a Cobra Mk III at first for ground assault missions with stock dumb fire missiles. The problem is the wide spacing on the Cobra hard points having to adjust laterally when firing them. A little on the C2 hard points and a lot on the C1s. Close up hitting the bad guys I have to aim the C1 missiles far to the right to hit the target.

Then the Asp Explorer has been the go to missile boat for years as all six hard points are very close together at the nose of the ship making firing dumb fire missiles a lot more accurate. Players took out +++ high security bases with this build then landed and go get the goodies long before Odyssey showed up.

I'm playing with taking an Asp Explorer out of mothballs. Probably A LOT of overkill not really needed with ground assault in Odyssey as it is pretty easy. My Cobra worked very well after I figured out latterly aiming. But I have all the materials and nothing else to do at the moment. With stock advanced missiles tacks I have 384 missiles. Do I really need to engineer them for ground assault in Odyssey? If I went with high capacity with flow control I get 768 missiles and the Asp would have the power to do it. Light weight won't add a lot to the boost per an already slow turning ship. Rapid fire adds 0.5 percent jitter which is huge in close combat until I fire enough of them as per the Odyssey rules the more I fire the more accurate they get finally hitting the targets. Maybe Sturdy is the way to go with 300 percent in integrity but also has 60 percent more in weapons piercing and a 30 percent drop in thermal load.

UPDATE: Here is the build that I went with. It can fire up to 6 missiles at once with no weapons overheating, 0 pips to WEPS. and plenty of pips for SYS and ENG. Note the Coriolis deployed power at 26.80 doesn't match the 28.53 after actually engineering the ship. Lo-draw on the shields dropped the values slightly while providing 28.54 with the power plant. So everything is online when deploying the hard points.

So if you go into a high CG ground combat in Odyssey could you use someone giving you air support? The problem is I may not know the good guys from the bad guys. But if you see my Asp Explorer in Odyssey say Hi.

Regards
Destiny.jpg
 
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So here is my Asp build I'm playing with taking an Asp Explorer out of mothballs. Probably A LOT of overkill not really needed with ground assault in Odyssey as it is pretty easy. My Cobra worked very well after I figured out latterly aiming. But I have all the materials and nothing else to do at the moment. With this setup I have 384 missiles.
How do you count 384 missiles?
Even if I pack is with Dumbfire missiles, I get 2 x 60 (12+48) in the M slots, and 4 x 24 (8+16) in the S slots. That's 216 in my books.
 
Asp Explorer missile boat for Odyssey?

When I posted this Title on the Forum starting a new post I got a message saying five other messages discussed this. I read everyone of them but didn't come close mostly new players asking questions and not getting answers. Well that is the Forum. Let's try my post.

OK, when Odyssey came out I used a Cobra Mk III at first for ground assault missions with stock dumb fire missiles. The problem is the wide spacing on the Cobra hard points having to adjust laterally when firing them. A little on the C2 hard points and a lot on the C1s. Close up hitting the bad guys I have to aim the C1 missiles far to the right to hit the target.

Then the Asp Explorer has been the go to missile boat for years as all six hard points are very close together at the nose of the ship making firing dumb fire missiles a lot more accurate. Players took out +++ high security bases with this build then landed and go get the goodies long before Odyssey showed up.

So here is my Asp build I'm playing with taking an Asp Explorer out of mothballs. Probably A LOT of overkill not really needed with ground assault in Odyssey as it is pretty easy. My Cobra worked very well after I figured out latterly aiming. But I have all the materials and nothing else to do at the moment. With this setup I have 384 missiles. Do I really need to engineer them for ground assault in Odyssey? High capacity I already have more missiles than I could use. If I went with high capacity with flow control I get 768 missiles and the Asp would have the power to do it. Light weight won't add a lot to the boost per an already slow turning ship. Rapid fire adds 0.5 percent jitter which is huge in close combat until I fire enough of them as per the Odyssey rules the more I fire the more accurate they get finally hitting the targets. Maybe Sturdy is the way to go with 300 percent in integrity but also has 60 percent more in weapons piercing and a 30 percent drop in thermal load.

So if you go into a high CG ground combat in Odyssey could you use someone giving you air support? The problem is I may not know the good guys from the bad guys. A player will have to get into Open mode and talk to me. You decide. But if you see my Asp Explorer in Odyssey say Hi.

RegardsView attachment 309687
I use a DBX hit and run build. 2 medium hi cap missile launchers and a remote release flak launcher on the center large. It is faster than aspx, and harder to hit by defenses. The flak you can bounce it thru doors then release to detonate it inside a building
 
I use a DBX hit and run build. 2 medium hi cap missile launchers and a remote release flak launcher on the center large. It is faster than aspx, and harder to hit by defenses. The flak you can bounce it thru doors then release to detonate it inside a building
.....never thought of ricocheting shots.....I must try this on my air-to-ground Viper platform
 
For attacking troops on the ground i still prefer a small ship (for landing) and find convergence isn't an issue since missile blast radii are good. However, my current ground assault ship is a CM4, 5 missile racks of pure explosive fun.
 
A drop ship at a crash site deposits five unfriendlies but I already know that they are coming so my Asp missile boat is waiting for them in the air. Once they land even two class 1 dumb fire fixed missiles take all 5 of them out. Well, being a Horizons trader moving into in an Odyssey world I let them play nice but no they always fire on me! They started it so only fair I can respond.
 
Still using the iCourier for everything Odyssey here. Of course the convergence is bad, but it is so fast and nimble that a little sway to the left or the right is all it needs to get that missile in.
 
Im using a DBX for ground attack. 1349MJ shields, 2x SRV and still jumping 48ly with enough range to cross the bubble.

the 2x AMR are enough for killing both ground troops or wreck havoc with the internals of any ship.
The large beam is there to clear the enemy shields (if engaging the CAP or a random pirate)
 
I've put one together and it's nice and spicy but medium AMRs only have a larger clip size, the max ammo is the same as smalls. I've been thinking about swapping them out for hounds for the sake of hitting more agile targets, since 4 small AMRs are overkill for ground targets already.

It was fun to take to deciat when I was getting the last mods on and get pulled by a phantom/cobra wing who clearly weren't expecting an asp in deciat to be capable of surviving a frag salvo, much less returning fire.

My main odyssey ship is a viper mk4 running 2 AMRs and 2 hounds, and that makes short work of anything on the ground. Plus disembarks at the front and easier to land. It's a slightly longer run from the front of the ship to the elevators but the V4 is so small it hardly makes a difference compared to the disorientation of getting spun 180 degrees every time I disembark.
 
I've put one together and it's nice and spicy but medium AMRs only have a larger clip size, the max ammo is the same as smalls. I've been thinking about swapping them out for hounds for the sake of hitting more agile targets, since 4 small AMRs are overkill for ground targets already.

In case of an AspX
  • smalls: 2x efficient cytos with phasing (g4 srb with phasing works good too or even overcharged with phasing works if using frags in the medium hardpoints) and 2x small AMR with penetrator payload,
  • mediums 2x hounds or even the plain seekers (they might be better when you only need to kill the drives of the enemy ship) or 2x long range rails or 2x fixed
 
In case of an AspX
  • smalls: 2x efficient cytos with phasing (g4 srb with phasing works good too or even overcharged with phasing works if using frags in the medium hardpoints) and 2x small AMR with penetrator payload,
  • mediums 2x hounds or even the plain seekers (they might be better when you only need to kill the drives of the enemy ship) or 2x long range rails or 2x fixed
I do like my cytos but normally I like something a little more nimble than an asp to use them. Pretty solid though.
The asp is pretty unique for the sheer quantity of hardpoints it has for something its size. Makes me wonder how the cobra4 would hold up, but I can't help but feel that only having 2 utilities hobbles it a bit.
 
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