I've been running an Asp for some time now. I normally just run rare goods to make money so I only need 44T of cargo space, with the remainder of my internals used for making my Asp the best combat ship it can be. Here is my setup right now:
Bulkheads - Reinforced Alloy
Powerplant - A-rated
Thursters - Currently D-rated, but upgrading to A very soon
FSD - A-rated
Power Distributer - A-rated
Sensors - D-rated
Shield Generator - Class 6, C-rated (I switched from Class 5 to Class 6 shields and I believe it makes a noticeable difference; will be upgrading to A-rated once I get 17M to spare)
Shield Cell Unit - Class 3, A-rated (I need the Class 5 slot for cargo normally, but when hunting Elite Anacondas I do switch out to Class 5, A-rated shield cell unit)
Frame Shift Interdictor - Class 2, B-rated
Cargo holds
Utility slots - 2 point defence, 1 chaff launcher, Kill warrant scanner
WEAPONS - So this was my old pre 1.1 setup -
2 Medium gimballed Beam lasers, 4 small dumbfire missile pods
So before the 1.1 patch, I could deal with any CMDR's that dared to try and pirate me. I would simply submit to interdiction, say "I give up", then creep up on them while they were cargo scanning and unload a full salvo of dumbfire missiles (8 missiles x 4 missile pods for 32 missiles) into them which would take down their shields and hull before they could realize that the hunter had become the prey.
The 1.1 patch has made my current setup pretty much ineffective. Pre 1.1, you could fire all 8 missiles (x 4 pods) in just over 2 seconds. Now, you can only fire 1 missile (x 4 pods) about every one second. The burst damage which would end the fight in seconds is now gone, especially since that not only was the fire rate of dumbfire missiles crippled in 1.1, the damage against shields with missiles has been scaled back.
So my question... what is the best loadout in an Asp for dealing with CMDR's? I couldn't care less about what is best for pirates, as basically any setup can demolish them. I want to get input on which setup will take out a skilled and well equipped CMDR who is going to use chaff and shield cell units like a pro. Yes, I do realize that my gimballed beams are not great against CMDR's because of chaff. The reason I kept gimballed is because I liked them for dealing with NPC pirates and I pretty much relied on the missiles to take care of the CMDR's. Looking mostly for weapon setups here, but of course I am interested in any suggestions for the other equipment as well.
Thanks in advance.
Cheers.
Bulkheads - Reinforced Alloy
Powerplant - A-rated
Thursters - Currently D-rated, but upgrading to A very soon
FSD - A-rated
Power Distributer - A-rated
Sensors - D-rated
Shield Generator - Class 6, C-rated (I switched from Class 5 to Class 6 shields and I believe it makes a noticeable difference; will be upgrading to A-rated once I get 17M to spare)
Shield Cell Unit - Class 3, A-rated (I need the Class 5 slot for cargo normally, but when hunting Elite Anacondas I do switch out to Class 5, A-rated shield cell unit)
Frame Shift Interdictor - Class 2, B-rated
Cargo holds
Utility slots - 2 point defence, 1 chaff launcher, Kill warrant scanner
WEAPONS - So this was my old pre 1.1 setup -
2 Medium gimballed Beam lasers, 4 small dumbfire missile pods
So before the 1.1 patch, I could deal with any CMDR's that dared to try and pirate me. I would simply submit to interdiction, say "I give up", then creep up on them while they were cargo scanning and unload a full salvo of dumbfire missiles (8 missiles x 4 missile pods for 32 missiles) into them which would take down their shields and hull before they could realize that the hunter had become the prey.
The 1.1 patch has made my current setup pretty much ineffective. Pre 1.1, you could fire all 8 missiles (x 4 pods) in just over 2 seconds. Now, you can only fire 1 missile (x 4 pods) about every one second. The burst damage which would end the fight in seconds is now gone, especially since that not only was the fire rate of dumbfire missiles crippled in 1.1, the damage against shields with missiles has been scaled back.
So my question... what is the best loadout in an Asp for dealing with CMDR's? I couldn't care less about what is best for pirates, as basically any setup can demolish them. I want to get input on which setup will take out a skilled and well equipped CMDR who is going to use chaff and shield cell units like a pro. Yes, I do realize that my gimballed beams are not great against CMDR's because of chaff. The reason I kept gimballed is because I liked them for dealing with NPC pirates and I pretty much relied on the missiles to take care of the CMDR's. Looking mostly for weapon setups here, but of course I am interested in any suggestions for the other equipment as well.
Thanks in advance.
Cheers.