Asp loadout

So I finally managed to work my way up to the Asp and was wondering what are good loadouts for it? I am currently running 4 gimballed burts lasers and 2 medium multicannons
 
I've thought of getting 2 medium fixed lasers, probably will start with pulse ones, and 4 gimballed multicannons. Just gotta hoard some more cash for the A6 shields first... :)
 
I'm using
1 Medium Beam Laser
1 Medium Multi Cannon
4 Small Multi Cannon
(All Gimbals)

The single 500,000cr beam can be fired continously with and A4 distributor. And the 5 Multi Cannons are devastating for the bigger prey.

I find the beam laser works fine on its own for smaller craft upto the Vipers, so no ammo cost involved.

A full ammo refill for the 5 Multi's is under 10k too so around 1 decent Bounty covers that.
 
I did it the other way around:
4 fixed pulse or burst lasers in the small slots for shield crunching or small enemies
2 fixed Multicannons in the medium slots for large targets hull.

Why all fixed? Maximum damage. Large targets (Clipper, Python, Anaconda) have sufficient area (if alinged properly) to hit with all fixed weapons at the same time.

While your thrusters are not fully upgraded, gimballed lasers might be better.

Rail guns in the medium slots are fun too, but fight for cooling capacity with the lasers-->firing all at once is not feasible.

Regards,
IceFire.
 
If you can gimbal the different velocity weapons, you can concentrate fire on subsystems much more effectively which outweighs the extra damage you get from going all fixed. The large targets will go pop long before you've chewed through the entire hull.

Is there a significant damage difference between gimbaled and fixed?
 
I run a split of multis and beam lasers, all gimballed, one medium two small of each. I'm happy with the combat performance.
 
To be honest you cant really go wrong no matter what you put on it.

The awesome hardpoint convergence means that nearly everything will hit the smallest targets at long range.

Have fun experimenting would be my advice.
 
I don't do bounty hunting at the moment, so I have setup my Asp only for unwanted encounters.

4x small gimbaled pulse for shields stripping.
2x medium missile launcher with heatseekers to make a quick roast of anybody same size or smaller than my Asp (ones that I cannot outrun).

When I am doing "things" that requires lot of "shooting" either way, I swap the missile launchers to 2 medium pulse lasers (gimbaled) to totally avoid ammo costs. This (for example in bounty hunting or pirating) can really save you big credit.

-v
 
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I went all multicannons after watching a video of a guy just destroying with that loadout. I have to say, it's pretty effective. 6 multicannons take down shields almost as fast as 2 class 2 lasers or 4 class one lasers. Once the shields are down, they absolutely DESTROY armor. Really very effective. You don't have quite the same longevity as you do with a laser/multicannon mix, since you are using ammo to take down shields, but I can't complain about the effectiveness.

I also find multicannons have a slightly longer range then lasers, so you can still hit people out 1.5 Km pretty well.
 
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