ASP setup for combat?

would someone be willing to share a good setup for an asp? How much will it cost? I am not good at combat and want to mine, once 1.3 comes out if mining fixed. apparently there are going to be lost of npc interdictions while mining. sigh. anyway any help will be appreciated and I knowit is asking a lot so if no replies I get it.
 
I've got my Asp set up with 4 C1 Beams (thinking about downgrading to bursts) and 2 C2 Railguns.

I have to admit I REALLY enjoyed the damage I did with it, even compared to my fully kitted Clipper (which had C3 beams and C2 Multicannons).

THe C1 beams peal away shields quickly enough and the railguns can take out the subsystems of anything too big for the C1 beams to deal with in the hull.

However, whether this remains a valid strategy for NCPs in 1.3 remains to be seen. As my recent crash reminded me, the Asp is NOT terribly manouverable. The Clipper, however, is (though it has serious inertia issues too, as you would expect for a massive ship).
 
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yes I use t he shipyard but you have to know what you really need and understand what is needed for combat. not my fortay however. I have tried several setups for fighting ships but when I get out there I run out of power and guns will not fire. maybe they are just stuborn but... in any case thx for help so far. I get the guns part above but really need whole setup so maybe I can actually fire and survive with power. lol shipyard shows cost going up fast so maybei don't need all the "A" stuff..
 
For NPC combat in the Beta I've been using gimbaled Class 2 pulse lasers and 4 m cannon turrets (turrets are now safe to use :)) the laser can strip the shields and the m cannons work on the hull letting the weapon cap recharge

Something like this, if you got cash to spare more power and better shields are always useful ;) swap out two of the m cannons for mining lasers add a 6+ bin refinery, a drone collector controller and around 20 drones in cargo (I reckon the Asp is about as small a ship that's viable for mining due to the space needed for the drone controller and drones) and you're sorted.

http://www.edshipyard.com/#/L=70g,0...5Rr5Rr,2-6Q8S8I6u6Q8S8I,0AA7TC05U05U05U03w2Uc

Mining in a RES will attract pirates but the asteroid clusters are generally empty but the mining isn't as good as some of the higher risk RES, it's important to find a good cluster or RES that's not depleted so I'd suggest using the navmap to check nearby system for good mining locations first,
 
yes I use t he shipyard but you have to know what you really need and understand what is needed for combat. not my fortay however. I have tried several setups for fighting ships but when I get out there I run out of power and guns will not fire. maybe they are just stuborn but... in any case thx for help so far. I get the guns part above but really need whole setup so maybe I can actually fire and survive with power. lol shipyard shows cost going up fast so maybei don't need all the "A" stuff..

What's with all the Asp posts today :) This is quite an old video and I haven't actually watched his one on the ASP, but SquidOfLove's videos are highly informative and well presented - usually cover a trading, mining, exploration, and combat loadout:
https://www.youtube.com/watch?v=ZbcCgI_gJ0U
 
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I'm using 4x C1 beams and 2x C2 Multicannons. All gimbled. The beams eat through shields, and the MCs tear up subsystems.
 
An A-rated Asp will probably set you back in the region of 30-35m. I'll agree with mossfoot above, going with 4 x small lasers (I like beams myself) and then something with a bit more bite for the 2 x medium (I currently have cannon, but am thinking of either railgun or plasma accelerator).

For power you should look into the power priority on the ship's right panel. You want to put at minimum the FSD and cargo scoop down to their lowest priority (and fuel scoop too if you have one). As you're not going to be using any of them whilst your hardpoints are deployed and are fighting. Using ED Shipyard or Coriolis for ship config is a must, depending on your loadout you should aim for the region of 100% power usage with FSD/scoops not included in the calculations.

If you've tried an Eagle, Viper or Vulture for combat before then they're all slightly down on power as to what you'd really want, so usually require some careful tweaking (and the odd comprimise) to get the best out of them. The multipurpose ships like Cobra and Asp don't have that particular problem, but to make up for it are a bit slower and don't have optimal weapon placement.
 
[Asp]
U: 0A Shield Booster
U: 0I Chaff Launcher
U: 0I Chaff Launcher
U: 0D Kill Warrant Scanner
S: 1D/F Mining Laser
S: 1G/G Multi-cannon
S: 1G/G Multi-cannon
S: 1G/G Multi-cannon
M: 2C/F Plasma Accelerator
M: 2C/F Plasma Accelerator


BH: 1I Military Grade Composite
RB: 5A Power Plant
TM: 5D Thrusters
FH: 5A Frame Shift Drive
EC: 4D Life Support
PC: 4A Power Distributor
SS: 5D Sensors
FS: 4C Fuel Tank (Capacity: 16)


6: 6E Cargo Rack (Capacity: 64)
5: 5B Shield Generator
3: 3A Collector Limpet Controller
3: 3A Refinery
3: 3B Shield Cell Bank
2: 2B Shield Cell Bank
2: 1A Collector Limpet Controller
---
Shield: 236.78 MJ
Power : 15.02 MW retracted (74%)
19.89 MW deployed (98%)
20.40 MW available
Cargo : 64 T
Fuel : 16 T
Mass : 459.4 T empty
539.4 T full
Range : 25.91 LY unladen
22.83 LY laden
Price : 29,549,220 CR
Re-Buy: 1,477,461 CR @ 95% insurance

http://www.edshipyard.com/#/L=70g,3...4yH5wc,2-7_7_7_6u6Q7_6k,0AA7Sk05U05U0a62jw2UI


This is the Asp I'm going to go mining in, should be ok for combat also, don't listen to anyone, you always need more Plasma Cannon :)

I was docking at Irkutsk station, Alioth (to get an ASP and an Orca) when the servers went down, so I'm a little nervous that my Python "Lee Jackson" is ok.
 
thanks guys/gals. looks like I need to rethink this as price is much more than I thought it would be. I have around 16M and price way above that. I need to be over powered with weapons probably as I said I suck at combat as I do not do it ever. maybe even less than suck even. I have tried fighting at nav to practice in viper but.... anyway thanks. IK see that update is on for today so I have 6 hrs or so t o think it out or forget it. appreciate the answers.
 
If you're short on cash try this:

[Hauler]
S: 1D/F Mining Laser
U: 0I Chaff Launcher
U: 0I Chaff Launcher


BH: 1I Lightweight Alloy
RB: 2A Power Plant
TM: 2A Thrusters
FH: 2A Frame Shift Drive
EC: 1D Life Support
PC: 1A Power Distributor
SS: 1D Sensors
FS: 2C Fuel Tank (Capacity: 4)


3: 3E Cargo Rack (Capacity: 8)
3: 3A Refinery
2: 2A Shield Generator
1: 1A Collector Limpet Controller
---
Shield: 85.00 MJ
Power : 8.22 MW retracted (86%)
8.72 MW deployed (91%)
9.60 MW available
Cargo : 8 T
Fuel : 4 T
Mass : 31.7 T empty
43.7 T full
Range : 21.83 LY unladen
17.84 LY laden
Price : 2,884,457 CR
Re-Buy: 144,223 CR @ 95% insurance


8t of ore in cargo +8 in the Refinery, cheapest robot-using miner I could think of.
 
like I said, I have 16million so not short just not fat. ;) umm, well compared to lots of you guys I am short I guess. for me I am good but not great. :)

edit: reason for thinking about asp is for survivability. I don't last long in combat. maybe not right ship.
 
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Hey Gyrehawk,

I'd play around a bit to see what works best to be honest. Everybody has their own preference.

If you are running out of power fast, try maxing out the power distributor first - that gives you more energy stored, and what's even more important: better recharge rate.

What I usually do when I test a new weapon setup, is go outside the station away from the no-fire zone, and start shooting to see how long it takes to deplete my power with 2 pips on weapons, then how long it takes with 4 pips.

Then I try to set up a group of weapons that can fire (almost) constantly with 2 pips. (eg your recharge rate is almost the same as the power draw of these weapons - usually they will be the smaller ones of course)

What this means is I can still constantly fight with those weapons even if I have 4 pips on shield, and also if I put 4 pips on weapons they actually _charge_ when I'm happily firing them. (meaning in a couple of seconds I can start firing the "main" weapon group)

Hope this helps :)
Rau
 
If it survivability you're after grab a Cobra, nothings faster so it's the king of a get-out-of-dodge situation.

Pretty cheap too, so you're not going to feel any pain if mining is not for you.
 
yes t hat helps and I should have thought of part of it. sigh. oldster is supposed to know more but in reality they have just forgotten more. :(
 
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