Newcomer / Intro Anyone have some interesting non-meta load outs?

I really enjoy missiles. Just for the hell of it. :)
Packhounds especially, if you can be bothered to unlock them.

Basically I suck at combat (as a prefix to my following statements, just so you know whos talking) so I have never really been ambitious (trying to be competitive in PvP etc..). None of my loadouts are "meta" in any way. I just try everything and use what's fun. I think that's how the whole game should be played anyway.

I have a really good NPC pilot and I use fixed beam SLFs, so I never had an issue with enemy shields. Many smaller ships, my fighter can just deal with on her own so my loadouts can be as ineffective and weird as I like and I am still more or less successful in PvE combat.
So missiles are fun. I also like large cannons because they sound awesome and if you have a crap ton of them on something like Federal Gunship, it's hilarious. Same with Frag cannons - just turn your whole ship into a giant flying shotgun, screw aiming and high-level manoeuvres, just get close and fill their ship with pellets the size of cars. :LOL:

I also really like burst laser turrets. One of my favourite "combat" ships is the Cutter. I put "combat" in quotes, because my favourite way of "combat" in a Cutter is sitting in the middle of the RES in the external camera mod, watching my SLF pilot and my turrets melt everything around them. Very relaxing. Almost like mining. :)

As far as engineering goes, I usually mod my kinetic weapons for projectile speed (because it's easier to hit with them, although you have to make sure all your projectiles have the SAME speed), missiles for ammo capacity and lasers for lower heat generation.
But again, I am pretty much the opposite of a good combat pilot so don't take my advice seriously in any way.

Just have fun. ;)
 
Don't know if this is, was or will be a meta for anything, but my current "do everything" loadout for my Krait Mk.II has three Pacifiers, two (gimballed) MCs and a pulse laser SLF. Only downside is that I have to watch my ammo - shredding the 4 elite NPC condas some missions can throw at you lets me hope that that outpost has restock.
Just don't take that into a CZ. Those Pacifiers are a bit... indiscriminate.

Engineering? Everything. The Pacs are rapid fire/screening shell, the MCs are high cap/corrosive and overcharged/thermal.
 
I have an all short-range cannon Chieftain (PvE) that works remarkably well. Even against big shields. I added a railgun with feedback cascade to counter shield cell spamming. Works fine against large and medium ships but fighting small manoeuvrable ships like Eagles, Vipers, etc. is tedious. I avoid those. It can fight with just 1/2 a pip in WEP because the cannons draw very little distributor power. That leaves 3 1/2 pips in ENG for maximum manoeuvrability and 2 pips in SYS for those occasional hits (also thanks to double chaff).

 
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Krait Mk2, for PvE / PvP pirating:
3x large cannon, long-range, High-Yield Shell / Thermal Cascade
2x medium pulse laser, rapid fire, scrambled spectrum / phasing sequence

I also use frag cannons on my FAS, it's a lot of fun and very effective.
 
I'm currently experimenting with The Enforcer on a Diamondback Scout and, tomorrow, on a Viper Mk III.

Fun fact: the Diamondback isn't named after a snake, although there is a snake with that name. It's named after a moth (look at the wings on both variants; they're like a moth's.)
 
Krait mkII unfinished build.
3 High capacity large turreted cannons with a mix of experimentals.
2 Efficient beam lasers no experimentals applied.
Most of my builds have too many turrets or gimbals to be considered meta.
 
iEagle, for really close-range up-the-tail-pipe combat.

Rapid Fire Corrosive Frag and Efficient Cytoscramblers, Enhanced Thrusters, Guardian PP, lightweight hull/armour/boosters.

115 raw DPS for a small ship (if you land the shots). Swap out the AFMU for more hull/module/G shield booster if the going gets tough.

Drop all modules/guns for 890m/s canyon fun ;)

At 5.3 ly range, she's no traveler (ship it in, or Guardian FSD booster in class 3 slot for additional 7ly)
 
A Sidewinder with grade 5 dirty enhanced thrusters and an FSD interdictor is all you need to make the griefers cry.
 
A Sidewinder with grade 5 dirty enhanced thrusters and an FSD interdictor is all you need to make the griefers cry.
I like flying my little fully engineered Sidewinder. Just wish the PD was 1 size bigger for more boosts.

For my "non-meta" ship, I guess my Chieftain is the closest, using 3 Cyto with phasing, 1 medium corrosive MC and 2 Pacifiers (OC+screening) - get Close and stay close!

I'm still playing around with a DBS too. Not fully settled on a loadout.
 
I have an iCourier that does 851m/s. It's loadout is interesting in that it has just about nothing - no armour, shields, guns - to hinder speed. It accelerates harder than a top fuel dragster with a tail wind and enough G's to turn your face into a shape a cup would be proud to sit on.

However...

Yeah... it's pretty naff at everything else and won't get out of bed quickly in case something breaks.
 
I have an iCourier that does 851m/s. It's loadout is interesting in that it has just about nothing - no armour, shields, guns - to hinder speed. It accelerates harder than a top fuel dragster with a tail wind and enough G's to turn your face into a shape a cup would be proud to sit on.

However...

Yeah... it's pretty naff at everything else and won't get out of bed quickly in case something breaks.
If you sacrifice 6 m/s, you can get something that can throw an impressive punch (adjust the weapons loadout to your taste) - unfortunately, unless you get really good with dive bombing mines, not enough of a punch to seriously inconvenience a real combat ship.

 
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