Ship Builds & Load Outs Best Combat Grouping

So when outfitting your ship, it's a no-brainer that equipping only the best mods will overtax your power plant. Therefore, logically, you need to group up certain systems to run during certain activities, such as hardpoint deployment. So for those who have experimented with this, what do you guys think is best to keep active or deactivate during combat?

For those who don't want to think about it too hard, just list some core ship components (Ex. Shields, life support, FSD, etc.)

For those who don't mind helping me tailor my ship, this is my loadout:
https://coriolis.io/outfit/viper_mk...q0q0300v403406d2o2h.Iw1-kA==.MwBjEYUgmXfUJqiA
 
Specific tips for your loadout:
Put the cargo hatch to prio 3 and the interdictor to 4 so you can scoop up stuff with weapons deployed.
Put defensive utilities to higher priority than shield generator, you want point defense to be active always, especially when shields are off.

Pro tip for power starved small ships: Buy A rated life support, set it to lowest priority so it switches off with weapons deployed. You have 25 minutes of air to fight, in return you gain a few tenths of MW extra power this way, basically you can save the power requirements of a D rated life support.

Something to consider for later, when you have bigger and tougher ships, and/or for PvP encounters. This is when it can happen that your powerplant is destroyed, but your hull % is still relatively fine. In this case you want to make sure to still be able to escape. As I know, a destroyed power plant drops the output to 40% momentarily, then stabilizes at 50%. You want to be able to move and jump at 40% power.

How I setup my ships:
1 (max 40% of total power usage) FSD, thrusters, sensors, (+ defensive utilities and distributor if fits)
2 weapons, shield generator
3 life support, shield boosters, scanners
4 shield cell banks, cargo hatch, limpets, refinery
5 fuel scoop, interdictor, SRV hangar
 
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