It's just been a day or two since i bought the FDL, i had to choose between the Mamba, the Fdl, or the Python, to trade for my vulture, and i wanted to make this trade because the vulture only has 2 hardpoints, and i wanted an upgrade, so i chose the fdl cuz it was cheaper than the other and that that moment i had about 53mill. Later i died and had to pay about 200k+ to redeem my ship, and after that i was left with just 1,000 credits, now i have a total of 14.7mill by just killing a few bounties and some wanted ships, and as for how i want to customise my ship, i want a ship just for combat, as i already have a diamond back explorer for exploration (mainly using the Road to riches), and a type-7 for mining(which i still havent figured)
I think you already got a few suggestions - here are mine. All of them heavily engineered, so that's the road I'd
suggest to go. It's not mandatory for PvE, but so much more satisfying.
The Vulture has been relegated to mug delivery - small amounts of cargo to small landing pads, with a couple of nasty surprises for anyone trying to take anything for me. Yes, the Vulture only has two hardpoints, so make them count. The Pacifiers are not suitable for prolonged combat - they basically breathe ammo - but the first two or three pirates coming up won't go home again. Play around with the Shield Booster combos unless they fit in the power budget:
A ship builder, outfitting and comparison tool for Elite Dangerous
s.orbis.zone
My general purpose mission runner is a Krait Mk.II. Again Pacifiers, plus a pair of gimballed beams to take care of anything from Vipers downwards. Up to basically any mission, but mainly used for dangerous cargo. I love those high ranked annies - but again the ammo supply is limited. Having to finish off the last pirate with the beams is tedious. The empty compartments are for mission loadouts, but in most cases, I run a cargo rack in the size 6 slot, switch one of the Guardian shield boosters into a size 4 slot and run a fighter bay in on of the 5s:
A ship builder, outfitting and comparison tool for Elite Dangerous
s.orbis.zone
Finally, the cherry on top - in this case, a Mamba. Again, the two gimballed beams to take care of anything too agile. The Cytos to rapidly strip shields, the MC for hull damage. Occasionally, I swap the MC for a Plasma Accelerator (
just within the power limits), focussed or long range modded to get at least a little bit of shot speed. Enemy Cutters pop satisfactory with a couple of plasma rounds to the power plant. If I take care of my shields, this is the build with the most staying power in RES or CZs - MC or Plasma ammo last for a long time and basically is the only limit. Yes, you can run the PA from your main fuel tank, but on the Mamba I do not consider this a good idea:
A ship builder, outfitting and comparison tool for Elite Dangerous
s.orbis.zone
A word regarding the Pacifiers and the Cytoscramblers: those are powerplay weapons (you also might have run across Prismatic Shields). Pledge to the corresponding power for at least three weeks, gain enough merits and then you can buy these toys from the outfitters of your chosen power. Pacifiers are a specific breed of frag cannon - less spread than regular frags. Cytoscramblers are rapid fire burst lasers with increased shield stripping capabilities but no hull damage, also dishing out arbitrary special effects. Well, "no hull damage" only as long as you don't engineer them for Phasing Sequence - yes, unlike the pre-engineered gadgest from the Thargoid war effort, the Powerplay toys are fully engineerable.