Best Asp explorer build post 2.1?

I have a great build that Dr.Kaii suggested on educating ED... but I'm curious if this is the best build for us explorers post 2.1. With the D rated shields they disappear in an instance. The rest of the galaxy could get a lot more dangerous sooner than we think.

I am currently working getting my materials for the grade 5 FSD, and would appreciate any input on the best build for the Asp? Maybe grind out upgraded shields in place of weapons? I'm terrible at outfitting.
 
it all depends on what you want to accomplish with your asp.
personally i like to have decent shield strength, a large vehicle bay, afmu, all sensors and guns and of course a scoop as large as possible. it doesn't jump that far anymore but i'll venture a guess and say 99.99% of the galaxy is in reach of 25+ ly.
That increased with engineers should give you a pretty much go-everywhere asp that can handle itself in moderate combat, run away from evil & dark forces and doesn't struggle too much with high gravity or unlucky landings. i'm not greedy for fsd range :)

but that's just my personal opinion.
 
I would say, before you set off, you need to decide how you'll generally respond if you do meet something hostile - fight, or run. (Note: sometimes you may not be able to run, and sometimes you may not be able to fight). You have to equip for one or the other, I think. In an Asp, anything you could reasonably have fought you could also have run away from, and it has fairly weak shields for a ship of its size, so I'd probably recommend running.

I would say for running, assuming the 6 is taken up by your scoop, 5A shields + a shield booster in utility, A-rated thrusters, and at least a 4D distributor for plenty of boost. Still gets over 30 LY range.

If you do want to go for fighting, 6A shields plus two boosters, 5 for the scoop. A-rate everything except life support and sensors (ideally sensors too, but they take a lot of power). Gets over 25LY range, needs a bit of power management so pulse lasers and multicannons are probably your easiest bet for weapons. You could even stick a 3A SCB in if you wanted, or take another couple of LY off the range (still makes 25) to get military armour.

(This is all before engineer upgrades, and Felicity Farseer is easy for an explorer to get friendly with and has some good stuff)
 
I would say, before you set off, you need to decide how you'll generally respond if you do meet something hostile - fight, or run. (Note: sometimes you may not be able to run, and sometimes you may not be able to fight). You have to equip for one or the other, I think. In an Asp, anything you could reasonably have fought you could also have run away from, and it has fairly weak shields for a ship of its size, so I'd probably recommend running.

I would say for running, assuming the 6 is taken up by your scoop, 5A shields + a shield booster in utility, A-rated thrusters, and at least a 4D distributor for plenty of boost. Still gets over 30 LY range.

If you do want to go for fighting, 6A shields plus two boosters, 5 for the scoop. A-rate everything except life support and sensors (ideally sensors too, but they take a lot of power). Gets over 25LY range, needs a bit of power management so pulse lasers and multicannons are probably your easiest bet for weapons. You could even stick a 3A SCB in if you wanted, or take another couple of LY off the range (still makes 25) to get military armour.

(This is all before engineer upgrades, and Felicity Farseer is easy for an explorer to get friendly with and has some good stuff)

This is the 'Toothed' asp explorer build I am currently testing:

http://coriolis.io/outfit/asp/05A5A...f2i.AwRj5YunOyg=.CwBj4yOGyA==?bn=ISS DAMOCLES

This is the 'Vanilla' version:

http://coriolis.io/outfit/asp/02A4D...f2i.AwRj49lNulhA.CwBj4z2VRI==?bn=ISS DAMOCLES

I am probably taking the toothed variant on the Crab nebula exped on the 11 Jun.
 
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This is the 'Toothed' asp explorer build I am currently testing:

http://coriolis.io/outfit/asp/05A5A...f2i.AwRj49lNulhA.CwBj4z2VRI==?bn=ISS DAMOCLES

This is the 'Vanilla' version:

http://coriolis.io/outfit/asp/02A4D...f2i.AwRj49lNulhA.CwBj4z2VRI==?bn=ISS DAMOCLES

I am probably taking the toothed variant on the Crab nebula exped on the 11 Jun.

Q : Have you ever had an AFMU go offline for you ? (I ask because I only take 1 and never even come close to losing it)
 
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Good question mate and no, never in many thousands of Ly travelled. I can prob ditch it for cargo space, well suggested.

It also probably stems from us being paranoid in the past with the limited "fixing ammo" it carries, but obviously with horizons we can now replenish it :)
 
I'm a bit surprised you are all carrying a 6A fuel scoop, which dramatically drives up rebuy costs. From my experience, the 6C is totally adequate, as I mostly do a quick scoop to top off my tank at any scoopable star anyway, which only takes a few seconds.
 
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From experience on DWE the larger, quicker more expensive the scoop the less time you spend faffing about refuelling. It all adds up when you are out there. Plus the resale cost of a 6a scoop will return you credits with no depreciation factor, unlike ship superstructures.
 
I have 4 SRVs in my AspE :D

mls, agree with TGG : 4A life support ,why ? go 4D for better range, 5 mins or 25 mins of oxygen makes no difference in the deep black :)

It doesn't in deep black, yes. But i would eat my own but if i returned, got my canopy wasted and died 2KM before the next starport because i decided against an A rated Lifesupport for +.1ly range.
Exploring for me isn't just seeing awesome stuff but also getting back in one piece with minimal risk. Also 3 srvs because when i have one spare i have fun driving. but when i already killed one of two so there is none left i drive like a granny, don't have a lot of fun and don't enjoy it in general. So 3 is a good redundancy for me and my driving skills. i can kill one and still drive like mad :)
 
It doesn't in deep black, yes. But i would eat my own but if i returned, got my canopy wasted and died 2KM before the next starport because i decided against an A rated Lifesupport for +.1ly range.
Exploring for me isn't just seeing awesome stuff but also getting back in one piece with minimal risk. Also 3 srvs because when i have one spare i have fun driving. but when i already killed one of two so there is none left i drive like a granny, don't have a lot of fun and don't enjoy it in general. So 3 is a good redundancy for me and my driving skills. i can kill one and still drive like mad :)

I know many disagree, but trust me, 6A scoops are NOT needed :) I buckyballed the last 40000 LYs (about 1200 jumps) to BP on 5A scoops, doubt anyone with 6A would have got there much more than 1 hour before me.
Releasing the 6 slot allows better shields, or in my case a quad hangar SRV. Normally I wouldn't take 4, but I thought with you guys there will be lots of shenanigans on the way to BP in DWE :D
 
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