Asp - shield boosters worth it?

I was finally able to afford to buy an Asp! Yay! :) (Ok, so I'm easily entertained, and don't have a lot of time to play so I don't get into the game as often as I'd like. :D)

I've seen some discussions here that suggest that for some ships shield boosters are well worth it and for others they aren't worth the mass & energy costs. So I figured I'd ask here.

I now have 4 utility mounts - what's a good loadout for those mounts? Four shield boosters, assuming that they're deemed as "good to have" on this ship? Shield boosters & other stuff (in which case, what other stuff)? Just a bunch of other stuff (again, in which case, what would you recommend)?

I'd love to get some ideas, so if you have them, please let me know.

On the hardpoints, I've currently got to class 2 beam lasers and 4 class 1 multi-canons. It's just too much fun watching what happens when all four of those unload on a ship with its shields down. :) I'll probably change that up at sometime, but for now I'm enjoying watching the effect. All weapons are on gimbols (sp?), because frankly, I can't aim worth crap. lol

Anyway, thanks for any feedback on suggested utility loadouts for this ship.
 
Thanks, I looked that over. Question: Why do you have a 5D Shield in there? Wouldn't a 5A provide better protection?

As to the Thruster, I agree with you on that - I've seen enough comments regarding that to know that's a good choice. I've currently got a 5B installed, because that was all I could afford when I purchased the Asp. As soon as I'm able to raise another 5+ million creds, I plan to upgrade to the 5A Thruster for sure. :)
 
I use a 6B shield generator and 2 shield boosters, that combined with a shield cell bank makes for a really sturdy ship. For weapons I run 4 Burst Lasers on small points and 2 rail guns on the medium points.

It is one helluva boat at the moment.
 
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I would definitely put one or two chaffs in the utility slots and less shield booster.

Some armor if and when you can afford.

4A or 5x shield depending on what you want to do. 4 for trading and running away, 5 for medium combat. And at least 1 SCB.
 
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I am guessing this is for a multi-role/combat load out?
my Asp used to be-almost totally A-rated with x2 class 2 cannon and x4 class 1 beam lasers. Utility wise I have a kws plus 2 shield boosters plus 1 chaff launcher. This was a fairly competent combat ship. Melt the shields and then boom, boom with the canon and it's all over. As someone else has said, A-rated thrusters are a must because the Asp is not a small or nimble ship but manoeuvres ok with decent thrusters

i have downgraded a bit since then to improve my jump range for long range exploration, but I do have a Vulture for BH these days
 
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The best investment I made in my Asp was the 16 million for a 6A shield gen. OK it meant losing 32t cargo capacity but for rares trading 60t capacity was more than enough. The 6A shields meant that when I was interdicted (a lot!) I could quite happily take on the naughty pirate with my 2D gimbal beams to shred their shields and my cannons and multi-cannons to rip their hull. I really loved my A-grade Asp (still got it in the hangar) - apart from those annoying blue lights in the cockpit of course - even if it's thrusters do sound like a flatulent duck in a tin bath.
 
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I am guessing this is for a multi-role/combat load out?
my Asp used to be-almost totally A-rated with x2 class 2 cannon and x4 class 1 beam lasers. Utility wise I have a kws plus 2 shield boosters plus 1 chaff launcher. This was a fairly competent combat ship. Melt the shields and then boom, boom with the canon and it's all over. As someone else has said, A-rated thrusters are a must because the Asp is not a small or nimble ship but manoeuvres ok with decent thrusters
Yup, that's exactly right. Multipurpose - combat and trading. For now, at least, I can only afford the one ship (had to trade in my fully loaded (A everything) Cobra Mk III in order to afford the purchase. Hopefully I'll eventually have enough money in-game that I can afford the luxury of owning more than one ship that I can customize for various tasks (trading/smuggling, hunting pirates, deep exploring, etc.).

How are the 4 1A (I'm assuming) beam lasers doing, power-wise? I've found that the two 2B beam lasers do a pretty good job of pulling down the weapons energy gauge pretty quickly (though in most cases, by the time the gauge is depleted, target shields are down). If I can get more "burn for the buck" by going with 4 class 1's, it might be worth it for me to reverse what I've got and put the canons up top and the lasers on the bottom. :)

The best investment I made in my Asp was the 16 million for a 6A shield gen. OK it meant losing 32t cargo capacity but for rares trading 60t capacity was more than enough. The 6A shields meant that when I was interdicted (a lot!) I could quite happily take on the naughty pirate with my 2D gimbal beams to shred their shields and my cannons and multi-cannons to rip their hull. I really loved my A-grade Asp (still got it in the hangar) - apart from those annoying blue lights in the cockpit of course - even if it's thrusters do sound like a flatulent duck in a tin bath.
lol - I never thought of the sound of the thrusters that way. Expensive shields! With 6A shield gen, do you still have shield boosters on the utility points, or are those so good that the boosters are a waste of mass & energy?
 
I use mine for deep space exploration, it does well enough when I get interdicted. I do take some hull damage, but I'm able to boost away when I divert power into engines. I hate being in the core systems until they balance the interdictions and fix the bugs.
 
Yup, that's exactly right. Multipurpose - combat and trading. For now, at least, I can only afford the one ship (had to trade in my fully loaded (A everything) Cobra Mk III in order to afford the purchase. Hopefully I'll eventually have enough money in-game that I can afford the luxury of owning more than one ship that I can customize for various tasks (trading/smuggling, hunting pirates, deep exploring, etc.).

How are the 4 1A (I'm assuming) beam lasers doing, power-wise? I've found that the two 2B beam lasers do a pretty good job of pulling down the weapons energy gauge pretty quickly (though in most cases, by the time the gauge is depleted, target shields are down). If I can get more "burn for the buck" by going with 4 class 1's, it might be worth it for me to reverse what I've got and put the canons up top and the lasers on the bottom. :)


lol - I never thought of the sound of the thrusters that way. Expensive shields! With 6A shield gen, do you still have shield boosters on the utility points, or are those so good that the boosters are a waste of mass & energy?


1. I think you mean 2D beams. I found they stripped most pirates shields by the time the 3.5 pip capacitor setting I use ran out.

2. I never used shield boosters (or SCBs either for that matter) - I have this aversion to missiles (yes I know they are useless) so I have a point defence top and bottom, chaff and KWS take the other two slots. I found the 6A shields to be more than enough for most opponents. Mind you, I never took on big bad pirates - I would run from pythons and up - only ever lost my Asp once, before I learned that being mass-locked doesn't stop you from making a hyper-jump to escape.

3. I only PvE so I can't compare my usage with others but I found the Asp to be quite handy in combat with NPC pirates - when you consider how much damage elite NPC Asps deal out in CZ and HazRES it makes you appreciate quite what a punch they can pack.
 
1. I think you mean 2D beams. I found they stripped most pirates shields by the time the 3.5 pip capacitor setting I use ran out.
Yeah, sorry. I meant 2D beams.

2. I never used shield boosters (or SCBs either for that matter) - I have this aversion to missiles (yes I know they are useless) so I have a point defence top and bottom, chaff and KWS take the other two slots. I found the 6A shields to be more than enough for most opponents. Mind you, I never took on big bad pirates - I would run from pythons and up - only ever lost my Asp once, before I learned that being mass-locked doesn't stop you from making a hyper-jump to escape.

3. I only PvE so I can't compare my usage with others but I found the Asp to be quite handy in combat with NPC pirates - when you consider how much damage elite NPC Asps deal out in CZ and HazRES it makes you appreciate quite what a punch they can pack.
Yup, I play in the Mobius group for the same reason - I much prefer PvE over PvP. So I don't have to worry about player pirates. :)
 
the class 6A shield only gives 13% more MJ than the class 5A shield, and the Asp doesn#t have strong shields at all, while having a large hitbox. i'd suggest a) fitting a class 5 shield instead of class 6 and b) fitting max one shieldbooster

- but put a SCB! use the scb not only in case of emergency, but regularly and the Asp get's much stronger. this was actually something i hesitated for a long time (i'm not a fan of scb), but it makes actually sense in case of the Asp.

two chaffs, a KWS, and either a heatsink for smuggling, or a FWS for assassinations.

on the hardpoints: you are now running medium thermal weapons and small kinetic weapons - i would at least put one medium kinetic weapon ( multicannon). i had seeker missiles i one of the small hardpoints to - the Asp is not fast, and if a eagle runs after shields are down, it's a satisfaction to shoot a missile. a turrett on one of the hardpoints down can shoot down behing you.

that's my loadout: http://coriolis.io/outfit/asp/05A5A...58242f.Iw18WQ==.CwBhEYyj02CYrGPUQ===?bn=aspmp

i flew it for a long time, till i finally upgraded to a python, and than up-up-upgraded back to a cobra - running the Asp as an explorer (and smuggler) only nowadays.
 
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Cmdr Superdave, what are you using this asp for exactly? are you mining, bounty hunting, trading/smuggling accepting a variety of missions?

I ask because It changes what you want on the utility mounts, I'm gonna take a punt at it and say you're a hunter, you'll want one KWS, one chaff and two shield boosters. the chaff will give you a second breathing room from turrets and gimbals while the boosters should buff the shields for long enough to let any scb's kick in.

I hope this helps.
 
the class 6A shield only gives 13% more MJ than the class 5A shield, and the Asp doesn#t have strong shields at all, while having a large hitbox. i'd suggest a) fitting a class 5 shield instead of class 6 and b) fitting max one shieldbooster

- but put a SCB! use the scb not only in case of emergency, but regularly and the Asp get's much stronger. this was actually something i hesitated for a long time (i'm not a fan of scb), but it makes actually sense in case of the Asp.
Ok, sounds reasonable, and that would leave the one class 6 slot for a 64T cargo bay, which would be nice to have. I'd lose that if I went the 6A shield route.

What do you mean by use the SCB regularly strengthening the shields? If you use it on undamaged shields, does it boost the strength of the shield and it doesn't wear off until the shield is actually hit? I could see where that would be a big help if that's how it works. I always figured they boost for a while and then the increased strength of the shield would eventually deplete.

two chaffs, a KWS, and either a heatsink for smuggling, or a FWS for assassinations.
What's a FWS? I can figure out the others that you've used, but that one I'm stumped on. :)

Why is a heatsink important for smuggling?

on the hardpoints: you are now running medium thermal weapons and small kinetic weapons - i would at least put one medium kinetic weapon ( multicannon). i had seeker missiles i one of the small hardpoints to - the Asp is not fast, and if a eagle runs after shields are down, it's a satisfaction to shoot a missile. a turret on one of the hardpoints down can shoot down behing you.
Yeah, there have been a couple of times when I've dropped into an Unknown Signal Source, found a pirate (wanted) or two, and then had one bug out just before I could destroy it. Annoying, that. :)

I'd seen someone (maybe you?) suggest putting the canons on the medium mount (class 2) and going all beam lasers on the 4 small mounts (class 1) and was considering doing that. If I made one of them a turret instead of gimballed as you you suggest, should I go with a beam laser there as well?

that's my loadout: http://coriolis.io/outfit/asp/05A5A...58242f.Iw18WQ==.CwBhEYyj02CYrGPUQ===?bn=aspmp

i flew it for a long time, till i finally upgraded to a python, and than up-up-upgraded back to a cobra - running the Asp as an explorer (and smuggler) only nowadays.
I'll look that over, thanks. It should give me some good ideas.

Cmdr Superdave, what are you using this asp for exactly? are you mining, bounty hunting, trading/smuggling accepting a variety of missions?

I ask because It changes what you want on the utility mounts, I'm gonna take a punt at it and say you're a hunter, you'll want one KWS, one chaff and two shield boosters. the chaff will give you a second breathing room from turrets and gimbals while the boosters should buff the shields for long enough to let any scb's kick in.

I hope this helps.
Thanks for the feedback. I'm actually doing mixed-mode usage currently. Sometimes I run around looking for wanted types to shoot down and collect a bounty. Sometimes I head into a low intensity combat zone to collect combat vouchers, though I haven't done that since getting the Asp - it's still too new and I don't have it at the level I want for shields/hull, etc. Also, I just got the Saitek X52 Pro and I'm having to learn how to fly the damned ship all over again. lol The stick on this thing is soooo much more responsive than the one I had been using, and I'm still customizing and memorizing buttons, so... :D And I do a fair amount of trading/smuggling, though again over the last couple of days I haven't been doing that for the same reason I'm currently avoiding combat zones. ;) Once I'm more comfortable with the new flightstick, I'll be doing those runs again as well.

My ultimate plan is to eventually mass enough money that I can start buying multiple ships to allow me to specialize for whatever I'm in the mood for. Unless 1.5 introduces a better ship for long-range exploration, my Asp will be dedicated towards that. The new Cobra Mk IV may well be my combat/hunting ship once it's out and I can look over the specs (I've pre-ordered Horizons so I'll be getting one of those for free). And I've just GOT to have an Anaconda for the trading/smuggling, 'cause I just love the idea of a cargo ship that doubles as a floating weapons platform - turrats all around! lol But for now, I need my Asp to be a jack-of-many-trades.
 
What do you mean by use the SCB regularly strengthening the shields? If you use it on undamaged shields, does it boost the strength of the shield and it doesn't wear off until the shield is actually hit? I could see where that would be a big help if that's how it works. I always figured they boost for a while and then the increased strength of the shield would eventually deplete.

SCBs don't boost shield strength, they fill up depleted shields, so there is no gain using them on full shields. Don't know what Goemon means by that

What's a FWS? I can figure out the others that you've used, but that one I'm stumped on. :)

Frame Wake Scannner - if your target jumps away, you scan his wake with it and can then follow him.

Why is a heatsink important for smuggling?

Drops heat, cold ships are hard to lock on/scan

Yeah, there have been a couple of times when I've dropped into an Unknown Signal Source, found a pirate (wanted) or two, and then had one bug out just before I could destroy it. Annoying, that. :)

Thats when you want a FWS (if the target is worth a chase, that is).

I'd seen someone (maybe you?) suggest putting the canons on the medium mount (class 2) and going all beam lasers on the 4 small mounts (class 1) and was considering doing that. If I made one of them a turret instead of gimballed as you you suggest, should I go with a beam laser there as well?

My usual combat loadout for the Asp were 4 small fixed beams and 2 medium rails (for powerplant sniping).
 
SCBs don't boost shield strength, they fill up depleted shields, so there is no gain using them on full shields. Don't know what Goemon means by that
Ok, so sounds like my assumption was correct about them. I guess we'll see what Geomon means when there's a reply to that. :)

Frame Wake Scannner - if your target jumps away, you scan his wake with it and can then follow him.
Thats when you want a FWS (if the target is worth a chase, that is).
Ah, ok. And yea, makes sense. Not much point in wasting the effort to chase a sidewinder rated Harmless. :)

Drops heat, cold ships are hard to lock on/scan
Oh, that's interesting. How exactly does it get used? If you get interdicted you drop a heat sink to make it harder for the enemy to get a lock while you burst away? Something else?

My usual combat loadout for the Asp were 4 small fixed beams and 2 medium rails (for powerplant sniping).
Ok, that might have been a posting from you that I saw regarding that loadout, then.

Two railguns, huh? From what I've read, those are only available as fixed and take some time to charge before they fire. I'm guessing in an Asp against something lighter and faster, the railgun wouldn't be seeing much action. Against something slow like an Anaconda, though..... Doesn't destroyed powerplant = exploding ship? <evil grin>

I may just have to give your loadout a try.... :D I presume that you want the highest rated railgun in those class 2 slots, and same for the beams. Is that correct?
 
What do you mean by use the SCB regularly strengthening the shields? If you use it on undamaged shields, does it boost the strength of the shield and it doesn't wear off until the shield is actually hit? I could see where that would be a big help if that's how it works. I always figured they boost for a while and then the increased strength of the shield would eventually deplete.

no no, it doesn't work as a puffer. but on most of my other ships i only use a scb in case of emergency (e.g. if i need to run), on a Asp i used it actively, as an attacking tactic. e.g.: tank some shielddamage and top it up with the scb while you use the amazing firepower of the Asp ---- jousting. Asp shields are weak compared to combat ships, but it has enough power to run 1 or 2 scb.


What's a FWS? I can figure out the others that you've used, but that one I'm stumped on. :)

Why is a heatsink important for smuggling?


I'd seen someone (maybe you?) suggest putting the canons on the medium mount (class 2) and going all beam lasers on the 4 small mounts (class 1) and was considering doing that. If I made one of them a turret instead of gimballed as you you suggest, should I go with a beam laser there as well?

1. FWS - frameshiftwake-scanner. if you play assassination mission, they will once in a while start running away before you can kill them. the asp is often to slow to follow - many assassination targets have point defence, so no use of missiles (see above). with a FWS you can scan their wake and follow them into the system they have jumped to.

2. if you keep your ship's heat under 20%, it works like running silent. now - the Asp is quite slow (sorry for repeating myself :) ) - if you smuggle into a coriolis, you will want to choose the "line up - boost in" - strategy. with faster (or smaller ships) that's foolproofed. with an Asp (or python or anaconda) dropping a heatsink while approaching the slot get's you under 20% heat, and syste securities scanner can't lock on you.

if you want to run silent (auto-resolve distance is much bigger for a medium sized ship like the asp), you can use the heatsinks to prolonge the time before you start cooking inside.

3. 4 small beams, 2 kinetics is a setup the powerdistributor is able to run - but not very long. one small beam laser turret or two or even three is no problem for the powerdistributor, 4 is one to much. the only thing is, that if you put kinetics in both medium hardpoints, you will have problems to hit ships going above you with your laser. look at the hardpoint-placements - the medium hardpoints can shoot above you, all the small can't. now, for the Asp not being very nimble, you might put a thermal and a kinetic weapons in the medium slots. or you don't - it depends of your piloting skills and style (when i was very lazy, i ran the Asp with one medium turreted multicannos and one medium turreted beams up there - than your job in combat is more or less reduced to steering)

- - - Updated - - -

just to add.

the AI runs ASP in combatzones. they use railguns. if you are good with fixed weapons, you can try this.

i never was successfull in CZ with my Asp, though. the hitbox is to big for its weak shields, if the AI gangs up against you, you'll have to run.
 
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All interesting points, thanks.

the AI runs ASP in combatzones. they use railguns. if you are good with fixed weapons, you can try this.
Not so much, no. Like I said in my OP here, I use gimbal because I can't aim worth crap. lol

i never was successfull in CZ with my Asp, though. the hitbox is to big for its weak shields, if the AI gangs up against you, you'll have to run.
Ok, this begs the question: Do shields perform differently based on ship type? I thought they were all pretty much the same. Are you saying that a 4A Shield Generator (just as an example type) protects a Cobra better than an Asp?
 
All interesting points, thanks.


Not so much, no. Like I said in my OP here, I use gimbal because I can't aim worth crap. lol


Ok, this begs the question: Do shields perform differently based on ship type? I thought they were all pretty much the same. Are you saying that a 4A Shield Generator (just as an example type) protects a Cobra better than an Asp?

all ships have different base shield values, independent from their mass.

a class 2A shield will give you 78 MJ on a sidey (25 T), while giving you 308 MJ on a imperial courier (35 T) - about 4 times!

so yes, there are ships with stronger and weaker shields.
 
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