Ship Builds & Load Outs Best and/or Recommended Fighter

I am currently using a Type 9 Heavy for trading but I need a fighter as well. I have heard quite a few people talking about Vultures for fighters but i though a Fer-De-Lance would be better suited for that role but im not quite sure since I only have around 360 hours logged. Credits is not a problem I am looking for the best I can get but I want to focus on DPS with the weapons while considering the amount they will be actively hitting the enemy. So can someone suggest what they think is better the Vulture or the Fer-De-Lance and what I should buy for components/systems/utility and weapons I should use.

Thanks for the help. :3
 
Both are great fighters, I reckon the Vulture is probably the more efficient killing machine and reasonably priced, the FDL has a lot more load-out options to play around with (Vulture 2 x class 3 pulse, 1 class 3 beam + 1 class 3 cannon........ struggling now ;)) and has a lot of character (great engine sound, speed, thruster response), I have both but I think the FDL is more fun to fly, they both need a little more power and the FDL needs a better FSD.

Vulture

http://coriolis.io/outfit/vulture/0...0301242h.Iw19kA==.CwBj4yVI?bn=Vulture current

FDL (I ran out of cash it needs more power!!!!!!!!!!!)

http://coriolis.io/outfit/fer_de_la...4d0303242h.AwRj4yrI.Aw18cAsxA===?bn=FDL basic


Coming up in 1.4 is the Federal Assault Ship, around 20 mil with plenty of power and 2 x class 3 hard-points and 2 class 2, flies a bit like a Vulture but with a bigger punch and none of the power issues

http://coriolis.io/outfit/federal_a...034a040302242h.Iw18cQ==.Aw18cQ==?bn=FAS basic

The Imperial Clipper, Courier and now Eagle (same agility more speed ;)) are all well regarded if you follow the Empire, the Courier especially is small, well armed and has massive shields, as I don't side with the Empire I couldn't comment on load-outs ;)

You could also try a Python, (mine is set up as an armed trader but it has a lot of power and good hard-point locations) a combat version would be more like this, agility is roughly Viper level will max speed (2 pips) around 210 m/s with a 6A thruster

http://coriolis.io/outfit/python/07...404004f05055i5i5d2t242h.AwRj4yoo.Aw18SCMXEA==
 
Last edited:
Check out the Federal Assault Ship - 2L and 2M with enough juice to fire all of them (unlike the Vulture). Poorer shields than the Vulture, but more internal space, comparable maneuverability (for a larger ship) and enough armour to survive until your shields recharge.
 
If DPS is really all you care about, you're gonna want an asp with six frag cannons, or an FGS with seven. Takes anacondas from full shields to popcorn in maybe ten seconds.
 
my advices from weak/cheap to strong/expensive:

- viper
- diamondback scout
- imperial courier
- Vulture
- federal assault


i'm in an imperial courier with an hybrid loadout fighter/smuggler, it is almost as strong as a vulture overall but more fun, i highly advice to not bother with the FdL especially if you want to relax this ship needs a hell lot of focus at every maneuver, the federal assault is for me the new best pve ship the only weakness is the shield but there are 3 ways to counter that: put 4 pips to system when you are exposed, use your massive amount of shield cells, try to unlock the prismatic shield, this ship is a wonder i loved it in beta, now i'm only federal rank 3 so i won't be able to enjoy it for a moment :x

Vulture is still very nice but with the increased difficulty you have to choose between effective shield cells or mobility around the universe with effective fuel scoop.
 
Last edited:
It also kinda depends on what you're looking to do. If you're doing PVE bounty hunting, I recommend a Vulture or an Imperial Clipper. The Vulture lets you stay in the blind spot of whatever ship you're targeting and if you keep 4 pips in weapons, gimbled pulse lasers will shred anything in a timely manner. Make sure to target the power plant. The Clipper is basically the same thing with the addition of two medium multicannons for shredding hull/components once the shields are down.

But basically, you want pulse lasers as your main weapon because you won't have to go re-arm them and can stay in a good spawn more or less indefinitely.

I've used the FDL as well, and while I absolutely LOVE the way the ship looks, I've found it less effective for bounty hunting than either the Vulture or the Clipper because the turn speed isn't as high. Despite the fact that the Clipper carries a maneuverability rating of 2, it can spin around really quickly. It's just a victim of momentum and is a bit "slidey," i.e. it takes a little while for you to be traveling directly in the direction you turn. The FDL has way better hardpoint placement, but you don't really need that in PVE, 4x medium pulse < 2x large pulse, and the huge hardpoint has severe limitations on firing angle which reduces its utility.

Edit: Oh, and I like the Clipper over the FAS because it's hard to get an angle where both medium hardpoints will track and fire at the same time on the FAS.
 
Last edited:
I found with FAS you need to use fixed weapons on the bottom mounts and a gimbled one on top so all the weapons hit. FAS is also a strong rammer. FAS is worth trying. If you can afford it and have the rank. I does have alot of mass so it has a tendency keep moving when you don't want it too.

Vulture is a good fighter. Strong shield and good maneuverability. The weapons are powerful for the size of the ship. It would be a good choice. Basically a big blunt instrument.

Viper is a cheap ship and very maneuverable. Lacks power so the shields are not the strongest. Weapon choice can be limited too. The ship is a giant killer. It uses it maneuverability to avoid fire while wearing the opponent down.

FDL is expensive and can be hard to use. Lots of medium weapons and 1 huge one. All with poor arc of fire. Really strong shield. Odd cockpit. If you can master it can be lethal.
 
I'm out of touch, frag cannons damage shields?
They're the highest MJ/sec weapons in the game, if you measure just the three shot burst (a and not the reload). Even if you do count the reload, you're still up there right next to large beam lasers.

This is the reason why bringing extra ammo would be a bad for game balance.
 
It really depends on what role you want your fighter to play. Similar to how a Cobra can be OK at everything but excels at nothing, a fighter can be multirole but you will probably want to build toward your niche.

The Vulture is great for most combat and RES. It's a heavy fighter, and the "Vulture Prime" is basically two C3 Pulses so ammunition is never a problem. The DPS is hefty, too. It's maneuverable for its size and has the ability to ram into ships and deal significant damage while taking little to none itself. The biggest benefit, however, is that it's a lazy ship. One fire group for guns and your FSDI, and one for a KWS on your secondary button, and you do a lot less switching in combat. The two drawbacks with the Vulture, however, are its fittings and its shield recharge rate. The Vulture has powergrid issues because it still has a fighter's grid, even though it fits cruiser weapons and shields. Sacrifices must be made. The biggest issue, however, is the shield recharge rate, at least for PvE. While the Vulture excels at RES, it lacks staying power in fleet engagements like CZ. Multiple hostiles are likely to gang up on one pilot in a CZ, which forces the Vulture to put more pips into Shields, as if the shields drop, the Vulture becomes a death box. Military Grade Bulkheads are actually worth having to ensure time to wake out if this happens.

I use an Imperial Courier for CZ. In Imperial Style, the powergrid is more than sufficient to "A-Out" the ship. Three medium weapons are sufficient, and with the spinal hardpoint fitted with a fixed C2 Beam Laser, shields are easily melted off of targets. This is more of a stunt fighter for long fleet engagements, where it can be more beneficial to "Tag" targets that are close to death than to engage them from their arrival on the field to their demise. It's faster than the Vulture and more maneuverable, so it can close range quickly and escape scrapes. If you lose it, it costs less to replace than the Vulture. The biggest benefit, however, is probably that you get extremely powerful shielding for your money. CZ enemies can gang up on you, and a Courier with Class A shields and even one Shield Booster can outpace a Vulture on damage absorption. I run two Class A boosters on Class A shields and haven't lost shields in a CZ yet. The biggest drawback, for me, is the lack of damage output compared to the Vulture. Not only are the three hardpoints C2, but most fits will require at least two of those be projectile weapons in order to fit the PG. All three may need to be in order to use active shield tanking with the Courier's generous internal fittings.
 
Back
Top Bottom