Newcomer / Intro A few questions

1) Galactic News articles sometimes disappear. For example on some stations I get news about the daughter of the prince saying slavery should be abolished in the Empire, and on other stations I see news about the Sohola rebellion, but never together. Is this by design? Are there several versions of news depending on whether station (system?) belongs to one of the factions?

2) Cobra loadout. I've tried several loadouts and failed to find something that suits my needs. Currently I'm running with 2 manual lvl2 multicannons and 2 gimballed lvl1 pulse lasers.
Unfortunately, manual multicannons work for me only with myself and maybe one more player in the same instance. Matchmaking, servers based in Ireland, me being from Southeastern Europe and P2P networking are making aiming multicannons quite a bit hard once 2 or more people join my instance because of all the rubber-banding, teleporting, disappearing etc. I was thinking of switching to railguns for primary slots, but the price of their ammo makes them a bad choice against small/mid sized ships.

3) I've never tried cannons or scatterguns. How are they in combat? How expensive is their ammo? Does chaff work on scatterguns? What is that antimatter gun or whatever it's called?

4) I'd like to move to next ship class ASAP, since I strongly dislike Cobra's lvl1 gun mounts positions. What's the best choice to upgrade for someone who is interested in all aspects of the game, but likes his ship to be menacing in combat. Is Asp a good choice? How are its gun mounts positioned? Is there an alternative?

5) What's FDev's official stance on macros? I've bound my system management (keyboard arrows) presets on mouse buttons, is this illegal?
 
Try gimbled pulse or beams in the lvl 2 slots and gimbled multicannons in the lvl 1 . Cannons are only any good against large ships Ive found. Scatters are a bit yuk IMHO. Dont forget to upgrade your sensors to help the gimbled weapons.

Macro away FD dont mind.
 
1. Yes I think news does depend on the system you're in.

2. For a Cobra I personally prefer to load out fully on one weapon system, or one + missiles. If you have the enemy in your sights you want high damage output, as it's more difficult to get the enemy back in your sights than if you're flying a smaller ship. So I'd suggest 4x burst lasers - this may also help.

3. Cannons were awesome last time I had them, but that was several betas ago - 4x cannon on a Viper could one-shot many ships.

4. The Cobra is the best multirole ship for some time - the next step up probably is the Asp, can't say more as I've not flown it.

5. People have been using macros since the early betas without any complaint from FDev - so long as the macros run the commands in the game rather than doing something screwy with it. Advanced HOTAS users and voice command users are particularly keen on macros. Some people have got macros that means one syllable works out as "Barrel roll left, throw chaff, speed boost, full power to shields..."
 
The Cobra is a very capable ship. I run 2 gimballed beams and 2 gimballed multicannons,. Use the beams to chew through the shields, and finish them off with the multicannons.

The ASP would be your next goal, but honestly I would work on the Cobra a while and see how it works out for you once you have it all kitted out with upgrades.
 
@Druid: Wouldn't a completely gimballed weapon loadout be crippled against someone who uses chaff? I didn't know that sensors had an effect on precision, thanks for that tip :) Is advanced sensors effect enough to counter the chaff efficiency?

@The Land: Wouldn't 4 burst lasers have a problem against ships with stronger hull? Are missiles as an alternative worth it as far as cost of ammo goes?

@Tronicus: The problem I'm having with Cobra wing weapons placements is that they are both spread out (making them unviable for medium and close range combat) and slightly below the cockpit (making me have to chose if I want to sacrifice DPS and keep the target in the most visible part of screen with target always moving upwards, or sacrificing visibility making me vulnerable to quick maneuvers). This issue unfortunately cannot be solved with better gear. :(

Does Asp suffer from similar restrictive weapons placements?
 
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