2 quick questions.

What does the sensor options linear and logarithmic do? I cant see a difference.

Whats is the recommended load out for the cobra MK3?
 
Essentially logarithmic shows closer objects as being further apart, the distance between you and the object appears less as the contact gets further away.

Linear keeps the distance uniform between all targets.

Opinions will differ on the recommended load-out. I think 2 gimballed multi-cannons are a good idea as using four laser weapons will require constant power diversion to weapons and creates lots of heat. 2 fixed pulse weapons are probably a good compliment to that, so you can burn through shields with the pulse then attack the hull with the multi-cannons.
 
I originally went for 4 Fixed multicannons, all as primary but it took forever to kill an NPC pirate, I was missing alot like,

I have effectively avoided all combat thus far, I have a Cobra Mk3 and 1 kill. Now I have a ship capable of fighting I was kind of up for looking for some trouble :)

Oh, and thanks, I will have a bit mess about and see what I prefer with the sensor.
 
As Zeewolf (what a great game that was! :) ) points out - opinions will vary. Personally I don't like limited ammo. I go for lazors therefore. I've tried:

Class 3 gimballed pulse and Class 1 gimballed pulse together - nice damage, when your guns aren't cooling down.

Class 4 fixed beam and class 2 fixed beam together - nice damage, when you hit and when your guns aren't cooling down.

Class 1 gimballed beam and class 1 gimballed pulse - nice damage and not too long to wait between firing bursts.

Obviously I have no great desire to manage weapons terribly effectively, I simply want to point, pull trigger and kill things. I like the pew pew without thinking too much. Lazy? yes. Most effective and efficent? Definitely not.

I will probably go for four class 1 gimballed pulse (can't seem to find class 2 gimballed pulse) lazors, sit back and shoot. I don't much like the idea of class 4 hardpoints having class 1 gimballed weapons in them, but until there's some way other than 4 pips to increase cool downs I find class 3 gimballed pulse lasers simply too power hungry to be satisfying.
I'd rather nibble piranha style at a Cobra's rear-end until it explodes than slam it into the two-shot rail-gun wall - simply because I'd miss with rail guns or mis-time the shots and end up more frustrated than satisfied.

This is just my way of playing, natch.
 
At the moment I'm just grinding the federal distress call on Eranin's side. The federal fighters are quite weak but nimble.
In my Cobra I have 2 class 3 gimbal pulse and 2 class 1 gimbal pulse.
On average, with 4 pips on weapon (and 2 on system for shield), I get a federal fighter just as I go on cooldown. When I swirl around to lock on to a new target, the cooldown is usually all gone, and I can concentrate completely on the new one without worrying about overheating too much.
Even when they overheat, the Class 1 keeps on going but with reduced firing speed (although the lowered speed is hardly noticable with 4 pips), so I usually get them anyway, as long as they are not directly upon me. Then I have serious trouble as a Cobra.
 
In the outfitting section, where it says power, I guess that means power used and not damage dealt as the class 3 gimballed weapons would be more powerful than a class 4 fixed.

And what does the repair module do, I assumed it would repair the ship but it doesnt seem to do anything.
 
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...what does the repair module do, I assumed it would repair the ship but it doesnt seem to do anything.

In your right-hand ui panel, modules tab, you can switch modules between On, Off (repair), and Off.
If you have the auto repair module, that's how you trigger it.
 
I found the most effective combination to be 2 gimballed class 1 pulse and 2 gimballed class 3 pulse lasers.
When the class 3 give up due to heat, the class 1 lasers come back online quickly so if you keep your finger on the trigger you can get a sequence of extra shots in when you're overheating. Useful for the last couple of seconds in a firefight.
Taken out quite a few PC adversaries just because my class 1 lasers could still fire when the class 3 units were in overheat.

Last loadout was 4 beams, same classes. Very power intensive but if you manage it correctly it's almost as quick as the pulse setup to kill another ship.
By ship I'm talking about those puny Fed fighters.

Tried the multicannons too and they are very effective but as has been said I find the requirement for reloading ammo to be an unacceptable risk in combat.
Something that does work very well if you can get the firing controls to work for you, is 2 class 1 multicannons and 2 class 3 pulse lasers but set up with the lasers as primary and the cannons as secondary.
Shields go down with the lasers and then the cannons tear their hull to shreds. Works very well against bigger ships.

Something else handy about multicannons is their range.
I think the HUD says 3000m for the range of your weapons and if you fire outside that your lasers will have dramatically reduced effectiveness assuming you can hit the target.
But the multicannon projectiles just keep going.
If you have someone lined up and they're not altering their vector, i.e. just coming head-on, then as soon as they're in the crosshairs open up the cannons. Even at 5000m they will start taking damage.
How do I know this ?
Someone used precisely this tactic against me. Only just got away with that battle. Actually that was thanks to the class 1 pulse lasers not overheating as I mentioned above.
 
I had
1 class 3 homing beam laser,
1 class 3 homing multicannon,
and 2 class 1 homing multicannons

and against an anaconda the only thing that seemed to do any damage was the beam laser.

I swapped to 4 fixed pulse lasers, but I think I caused a bug as only 2 seem to work (yes, they all all assigned) and have a permanent point defence deployed in my primary?? I dont know what..

I could barely hit anything either, so I'm now going to try 4 homing pulse lasers as suggested by CMDR Dave.

Just saw CMDR backer 90,000. Big leap in numbers by the looks of it :)
 
The idea of logarithmic sensors hurt my tiny fleshy mind.
A nice option to see though, I'll try it out as I don't really have any concept of range on the scanner anyway!

OP - The idea with a logarithmic distance value on the sensor is that you would not need to adjust the scanner range so much. It could display a larger range of distance. Accurately on the ships closest to you, while giving useful data on the direction of more distant ships and less useful data their actual range (unless you have a better brain than me which is not unlikely!)

Edit: Also gimballed weapons on small ships are for scrubs :p
 
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