Ships ASP Explorer setup for Combat - suggestions?

Good luck. Personally, I would go 1 medium beam and 1 small beam as you won't be able to fire 2 medium beams constantly without pausing but it comes down to how you use them. I would also go with a size 3A fuel scoop as the 2A takes forever to fill a tank.
 
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Good luck. Personally, I would go 1 medium beam and 1 small beam as you won't be able to fire 2 medium beams constantly without pausing but it comes down to how you use them. I would also go with a size 3A fuel scoop as the 2A takes forever to fill a tank.

Thanks for the suggestion :)

I can use all the help I can get :)
 
To make the Asp viable for combat you really need a 5A thruster and keeping the mass low is also advisable so I'd lose some of the HRP's as well.

For weapons I'd suggest some pulse turrets on the lowest hardpoints as even with 5A thrusters you'll struggle to turn with Eagles and the like, beams will empty the weapon cap real quick so perhaps gimballed m-cannon in the mid hardpoint and class 2 gimballed pulse in the upper location.
 
I can suggest you this version of a Combat-ASP:

https://coriolis.io/outfit/asp/2pft...20304B12d29296g2727.Iw18WQ==.EwBjYRhCd8fKEQ==

My style goes more for hull than SCB's since the SCB's need heatsinks. The Bi-Weaves making their job great, regenerate fast during the fights and recover very fast if they went down. In this time the hull can take enough to finish your opponent off or to run away.
The Weapon-loadout seems uncommon now. The ASP has only a grade 4 Powerdistributor what makes using beams quite different during battle even with 4 pips on weapons, so the choice here is for Pulses. And yes of course the solid MC's doing their jobs great espacially with upgrades. The Missile Racks i have choosen because they got an enormous Buff. Railguns? Yes you can. Torpedos? Yes you can.
But i can suggest the Missiles (not important if search/dumb) because they blast external modules away. This means that you can disarm resistant enemies and making them harmless. I have learned this lesson in my FAS. Got shot with missiles, stayed at 89% Hull, but didn't had weapons and utilities anymore^^ Great stuff!!!
 
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Pre horizons I used to run my Asp as a Giggle ship. Whats a Giggle ship I hear you ask... it's 6 railguns on whatever else you can add to make it fly :D

It was COMPLETELY impractical due to the lack of ammo but, with the new plasma slug effect I think I may give this another try when I get back from the CNE. If anyone wants to give it a try and report back.... :D
 
I am going to work on getting this setup unless others have better suggestions for a ASP setup for combat with some minor cargo.

As others have said, you definitely want A-rated engines. I would drop the KWS down in class and save a lot of power there too. Also, your 6A shield gives you all of 32MJ over a 5A. To me, that's basically irrelevant.

I would go with something like this.

I personally really like bi-weaves, and going with a class 5 over class 6 helps to keep your weight closer to the magic "50% optimal mass" point. 3A SCB's are plenty for this level of shielding (and generate less heat), as they still restore almost half of your shields, which for me is right about when I want to fire an SCB anyway. You could swap one or both of them out for HRP's though. Since you had a vehicle hanger, I figured you might want to scout around some, so the Discovery Scanner will help out there a lot. Depending on what you value more, you could go with a C6 cargo rack and a C3 scoop, or vice versa. If you don't mind having to reload more often, swapping 2 of the multis out for missiles will give you a heck of a punch. Bursts instead of beams gives you similar damage, but a much better firing time and less heat.

I find in my Asp, with a similar setup, I can use SCB's without ever going over ~80% heat, so no heatsinks needed.

This setup gives you a longer jump, more speed, more agility, very similar firepower, more overall shielding and more flexibility (Disco scanner, better scoop or cargo), all for 11 million less.

If you find yourself not really needing two SCB's, swap one out for a collector limpet to harvest Engineering materials.
 
May I present an alternative to all the gimballed variants, the AspX's hardpoints are very good for fixed loadouts, and keeping it reasonably light, maybe with some engine tunings turn rate is not that terrible either:
4*enforcer cannons on the small slots,
2*fixed MC on the medium slots,
all firing togethet,
shredding shields and hull surprisingly fast.

This is something to consider, the unique aspect of this ship is the 4 small hardpoints, and as Enforcer cannons having similar stats to class 2 multicannons, I believe this is the way to "break" this ship, its like having 6* class 2 multicannons. Quite powerful, just try it!

I modded mine to only grade3 (grade 4-5 I feel too powerful - makes PvE combat too trivial) and it is a fun ship to fly.
 
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May I present an alternative to all the gimballed variants, the AspX's hardpoints are very good for fixed loadouts, and keeping it reasonably light, maybe with some engine tunings turn rate is not that terrible either:
4*enforcer cannons on the small slots,
2*fixed MC on the medium slots,
all firing togethet,
shredding shields and hull surprisingly fast.

Any ideas for alternative for the small hardpoints?
 
ok this is my ASP X i use for everyday . its not really setup for bounty hunting but it works well if you get interdicted a lot while running cargo.

https://coriolis.io/outfit/asp/2pft...0pQCwpEA?bn=Jack of all Trades Master of None

with the 4 Mine Launchers i just boost ahead to about 3.5K and drop mines it usually only takes 4 sets of 4 mines to kill anything below a Vulture. i would use 6 Mines 4 small and 2 medium but for some reason the medium mine launchers fire the mines into your shields and they are destroyed before they arm.
 
A bit late to the party here, but i've been having fun with 6x gimballed frag canons. Currently all 6 have incendiary rounds, but thinking of putting drag munition on one of the small canons.

Using double shot as the main mod.
 
I run the A class engine (costs about 5 Mill, but worth it).
Saving up for the matching thrusters and power coupling.
Two medium, gimballed Beams and 4 small gimballed multi cannons.
Heatsink, Chaff shield booster.
4 pips in Weps and most ships shields are fried, then let rip with the multi cannons, adding some beam into the mix when the power climbs.

I find it handles pretty well and If you find something out turning you, pop a chaff and drop the power so they overshoot, then you are back on their 6 o'clock.

I am toying with swapping the multis for ordinary cannons, but it's down the list behind thrusters, coupling and better shields at the moment.

Considering I have a good scoop, advanced discovery scanner etc A ship that can carry 72 Tonnes and still fight well or run if that's what's needed...Hell of an improvement over my Cobra 3 and Type 6 (God, I hated that 6).
 

Deleted member 110222

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My Asp will be for mining operations, so only the smalls will have lethal weapons. The two mediums will have mining lasers.
 
Hi,

I am currently at the 17 VIRGINIS system and want to setup a newly brought ASP but can't find 5A components, can someone please advise any system nearby where I can buy these ?

Thank you and sorry for hijacking thread, well sort of...
 
Hi,

I am currently at the 17 VIRGINIS system and want to setup a newly brought ASP but can't find 5A components, can someone please advise any system nearby where I can buy these ?

Thank you and sorry for hijacking thread, well sort of...

Hi there,
I guess that you are new here? If you introduce yourself in the section, you will get many useful links for this sort of stuff.
Where to find components, commodities, trade-routes etc ;)

https://forums.frontier.co.uk/forumdisplay.php/75-Newcomers-Forum
 
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I am going to work on getting this setup unless others have better suggestions for a ASP setup for combat with some minor cargo.

Suggestions for setting up an Asp for combat: Choose another ship for combat. The Asp is an "all-around" ship that leans toward exploration and some hauling. It does most jobs fair to middling well, will do some jobs very well, is spectacular at nothing, though some will argue for exploration. There are combat ships in the game, the Vulture comes to mind, less expensive than an Asp, built for combat, a limited cargo capacity, not made out of glass. The Asp IMO is basically a good all-around, medium-sized trading/hauling ship and a great exploring ship that can usually hold its own against other ships its own size and at least outrun anything bigger. Regarding combat I think its yaw rate is just a little above 0 degrees/sec and even A-rated its power generating capability is only fair.
 
Hi there,
I guess that you are new here? If you introduce yourself in the section, you will get many useful links for this sort of stuff.
Where to find components, commodities, trade-routes etc ;)

https://forums.frontier.co.uk/forumdisplay.php/75-Newcomers-Forum

Hello,

not exactly new, brought the game the day it came out on steam if not mistaken, played it for a couple of months, got bored and stopped playing it until a month or so ago.

I think I have also introduced myself at the time

Now with Horizons, planetary landings, etc game is much better and enjoyable so I'm having fun doing missions to earn credits.

I already have TCE installed for commodities, trades routes, ect, but not for components

Just brought the ASP and want to upgrade it for some exploration.

Anyway I have found a system with the components I needed, just filtered for high tech system and found a nice one.

Kind Regards
 
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