Ship Builds & Load Outs 330 mil of combat ship...... Advice please

Hi I have a FAS (unmodified), a passenger Python, bits of a mining Python, a trading Asp Ex. and a proper exploring Asp, but want a combat zone worthy craft.

The FAS is outdated now, so I'm led to believe but could be used. I don't really want to keep messing up the Python builds and the Asps, well no.

So I'm light on funds for an Anaconda, so what's the best option? I'm thinking Fed Gunship, Ferdelance or an Imperial ship or even a Beluga?????

I'm not looking for PVP as what's the point of that, apart from being a bit of an ? I'm not looking for abuse either but maybe I deserve some? I have good access to various engineers and am happy to open the others except the founder's world one.

Any advice on ships with up-to-date builds? Thanks just for reading all this.....
 
take a FDL. it is cheap and easy to fly compared to a conda, it is fast if things go south, so you can jump out, and is has massive shields.

there is a reason why everybody is flying FDLs these days ;-)

try huge MC + 4 pulses for PVE - again a bit of a low skill loadout, but highly effective (i fly it myself). maybe take 1 pulse turret - keeps the pressure on any target.

also - if you are not primarily a combat pilot (i am not), sound design of a FDl is very nice, cosy and luxury in CZ.
 
You can outfit a good ferdy for that money. They're still very effective in combat (despite some minor nerfing) and a hoot to fly.

With some engineering they can still hold up in pvp just in case + you get to play with that class 4 hardpoint which is always good :D

The only thing that will hurt is the jump range. Even engineered it's no more than 19ly.
 
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The only thing that will hurt is the jump range. Even engineered it's no more than 19ly.

mine has 20,5 on a full tank - the large MC is lightweight G5.... weighs less than the medium pulselasers...

but yeah. i promised myself not to fly it till ship transfer is ingame. shiptransfer is ingame, and i fly it regularly.
 
The rapid fire pulse weapons have excellent energy efficiency and DPS but they generate a lot of heat because of the high rate of fire so I'd suggest no more than two of them at L5, OC pulse have higher PD drain but don't generate as much heat so I'd fit them in the other medium hardpoints.
 
Thinking of changing the fixed MC to gimballed, although I haven't really started yet as not in game. What engineering effects work best? Again replies appreciated. Concerned about heat as I know my Python suffers that way.
 
drop a-class lifesupport, go for bi-weave (anyway better in CZ and RES), drop kws to d or c class (good enough!) and you can run the build with a undersized powerplant - and won't have problems with heat.

go to an engineer and run a Grade 1 overcharged powerplant mod, roll as long as you get increased power capacity and better heatefficiency.

for the pulses - i run 1 low emission and 3 overcharged, and have no problem with heat. i recommend getting 1 emissive munition special - it greatly improves gimballed targeting. all other effects are not that usefull PVE - but 1 thermal shock will reduce npc enemies chance to use scb or railguns. scramble specturm is fun to watch.

drop the armour, FDL shields shouldn't go down, and if they do, you anyway need to run. you can go for a G5 heavy duty armour on lightweight bulkheads, no extra mass. some smallish HRP are a good idea, though.

for CZ and RES you want to have at least one pointdefence above your thrusters, in case shields go down and you need to run.

mod your booster with added resistance.

my multicannon is leightweight - but i'm a speed and manouverability junkie... you could go overcharged, and maybe change one pulse to a medium overcharged MC with corrosive effect.

...

but basically: upgrade thrusters, and take her a bit into combat. there are so many weapon combos which are fun in a FDL - you'll find your own style soon, and you have the number of harpoints to try them all!
 
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