Asp - shield boosters worth it?

I have this aversion to missiles (yes I know they are useless) so I have a point defence top and bottom.

This seems logical but I've had a variety of ships in various roles and only ever fit one point defence and as far as I know I've never been hit by a missile.

With just 4 slots I'd probably go: Point Defence, KWS, Chaff and finally either a shield booster or a heat sink, the Asp can run quite cool depending on the modules so the heat sink might not be necessary.
 
Wait, what... The Stainless Steel Rat plays Elite Dangerous? :D

This seems logical but I've had a variety of ships in various roles and only ever fit one point defence and as far as I know I've never been hit by a missile.

With just 4 slots I'd probably go: Point Defence, KWS, Chaff and finally either a shield booster or a heat sink, the Asp can run quite cool depending on the modules so the heat sink might not be necessary.
Also good information for me to consider. Thanks.
 
I use shield boosts for the asp, after I get the prismatic version I'll drop some of those. I wont use scb's, to lame. Instant heal. To funny.
 
I fly the Asp a bit differently than most people, which is why I guess I don't understand where the reputation for poor maneuverability comes into play.

I've found it's best to treat it almost like a helicopter gunship. When fighting something you can't outturn, use your forward and reverse thrust not to pursue the target, but to mediate distance, and then follow the target as they maneuver with your vertical and lateral thrusters. pitching only to keep the target centered. The Asp responds VERY well to lateral and vertical translation thrusting.

When you're doing that, you're constantly keeping your front--the lowest aspect ratio facing of the entire ship, facing your opponent at all times. This means that having a pair of chaff launchers is extremely effective. They fire sequentially, so you can constantly keep up a flurry of chaff cover.

The Asp has merely average shielding, and with its huge abundance of internal slots, does very well having multiple shield cell modules within the ship. Only one module should be active at once, and when empty, the next one can be brought online, and the empty one, offline. It's possible to go up to size 6 shields or add a single shield shield booster, but not wholly necessary. I like having just one, to add a little buffer room.


So I'd go with, for the utility slots: Chaff, Chaff, KWS, and a shield booster or a heatsink.
 
Prismatic version of what? What's a prismatic? I haven't seen anything called that...?

If you pledge to Aisling Duval in Power Play she has a special module called a Prismatic Shield that is a lot stronger (and heavier and uses more power) than other shields of the same size.
 
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.

I must admit I never really considered this percentage increase. At the time I never explored the use of boosters or SCBs - I wish I had now because as you point out it could have been a lot more useful.

I suppose the MJ figures in edshipyard are correct but I have to say that I felt that my shields were an awful lot stronger - felt much better than only 13% - it must have been psychological - assuming that 6A was much more capable so worrying less about them during combat.

Oh well, my Asp sits in the hangar now, just a museum piece for the moment. Maybe I'll do some exploring in her later but then I won't be carting around a huge 6A shield gennie for that.
 
I would also suggest 5A instead of 6A, which looks to be clearly expensive for the tiny additional shield you would have.

In the other hand, perhaps edshipyard is wrong since Malcorks says:
I have to say that I felt that my shields were an awful lot stronger

I would also avoid Shield booster. ASP shields are, in any case, really limited, and adding shield booster will also boost the time to wait for reloading a lost shield, which is enough long for me without it.

I prefer shield cell banks, in my own point of view.

Currently my loadout is simply: 4x gimbled multicanons + 2 fixed rails guns, that rocks and doesn't pump energy.
Most of the time, I just have 1 pip in weapon, the rest split on sys and eng giving you better shield / agility depending of the situation.
 
In the other hand, perhaps edshipyard is wrong since Malcorks says:

edshipyards and coriolis giving the same amount.

of course, that amount goes up and up with shieldboosters and more pips to shields... while the DPS of enemies stays the same (and the time you need to take them down). e.g.: in fact it might be "much more" of a shield - practical usage vs. stats. exampel: i feel no difference of 4A shield to a 5A shield on my vulture, because it takes down enemies anyway down to fast to take enough shielddamage, or it simply get's behing them. so i have a 32 T cargo rack fitted.... (i don't do CZ with her)
 
If you pledge to Aisling Duval in Power Play she has a special module called a Prismatic Shield that is a lot stronger (and heavier and uses more power) than other shields of the same size.
Ah, ok. Thanks for the info. I don't do the Powerplay thing, so that would explain why I haven't run into it. :)

Currently my loadout is simply: 4x gimbled multicanons + 2 fixed rails guns, that rocks and doesn't pump energy.
Most of the time, I just have 1 pip in weapon, the rest split on sys and eng giving you better shield / agility depending of the situation.
I was going to ask how you bring down shields without any lasers, but then I remembered that I think I saw that railguns affect shields as well. I've always discounted those because they're only available as fixed weapons, and I'm not so good with the aiming. :) Also, the charge up time where you have to hold the trigger until they actually fire.

I wish there was a "target practice" area where you could practice lining up on a moving target that doesn't shoot back, so that I could see if I was ever able to successfully get a bead on a moving target with fixed weapons without getting the $#!t shot out of my ship. :D Too risky to try it right now with my new Asp - I don't have enough insurance amount built up to cover it, so if I lose the ship in a fight, I'm back to a bloody Sidewinder freebie. No, thank you! :)
 
As a general purpose, in-bubble ship I think the Asp is unbeatable. Nothing else in my small fleet competes with its glorious jump range.

Current Spec (always subject to change)
 
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I run 6 gimballed multicannons on my asp, they make short work of any ships shields.
Really?? I thought that kinetic weapons were what shields were really good at protecting you from. I'll definitely have to give a try to changing out the two class 2 beams for class 2 multicanons and see what the results are. I'll bet that configuration doesn't drain the weapons gauge anywhere nearly as fast as the beam lasers do. :D

As a general purpose, in-bubble ship I think the Asp is unbeatable. Nothing else in my small fleet competes with its glorious jump range.

Current Spec (always subject to change)
You've got the same hardpoint loadout that I do currently (although that's about to change as I try the above loadout to see how well it works for me).

Not related to combat/cargo capabilities at all, but I just absolutely LOVE the range of vision that cockpit gives! I'm constantly in headlook mode when I'm cruising, and I even bought a docking computer (since they're cheap) just so that when it's time to dock at a station, I can go all headlook and just check out everything while the computer handles getting me inside and to my pad. I'm sure the novelty will wear off eventually, but for now I'm having fun with it. :D
 
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