What is the best module systems and armament for the Viper regarding traveling speed and distance, and the best weapons to use in gimballed and fixed settups?
What is the best module systems and armament for the Viper regarding traveling speed and distance, and the best weapons to use in gimballed and fixed settups?
It's a pain, but at 2KM you can easily kite the big ships using reverse and lateral thrusters, and in RES or at nav beacons, the bad guys often don't engage you until you give a bit of provocation by shooting at them. If it's a pirate Anaconda at a RES, I hang back at the edge of the furball and scan - the pirate doesn't react because he's got 10 other ships to worry about.the lowest rated KWS has such a short range that it's useless... u may as well throw a rock
I think the key is the KWS - 1.3MW! :/thorn- said:You can definitely run A-rated modules like I listed above, just may require some juggling and testing. I recommend flying outside the No-Fire Zone and see if you can fire off shots, chaff, etc. If something goes over max, then you can just turn around again to re-dock and see what needs to be adjusted in your loadout.
I've just learned in another thread that you can, apparently, go something like 0.4 - 0.5MW over budget in the Viper with no ill-effects. That might significantly impact loadout.
I'll test when I get home from work tonight and report.
Yep yep.
You can definitely run A-rated modules like I listed above, just may require some juggling and testing. I recommend flying outside the No-Fire Zone and see if you can fire off shots, chaff, etc. If something goes over max, then you can just turn around again to re-dock and see what needs to be adjusted in your loadout.
Also - OP: note that weapon types (fixed vs gimbals, etc) have different power levels too. My beams are fixed, my cannons on gimbals.
Non-negotiable Modules
You simply need these or you'll get skinned alive.
- A3 power plant - the Viper only has 12Mw at max output. You need the max output.
- A3 power distributor - advanced weaponry must be fed. Your Viper is a beast of a ship; you must feed it.
- A3 Thrusters - You'll find the default thrusters make your Viper sluggish and slow. These make it dance around like a cat on a hot tin roof.
Modules that vary depending on your role
- A3 shield generator - this is why you need the A3 power plant: You can't actually have A3 shields with A3 thrusters. There simply isn't enough power. Unless, of course, you choose to skimp on weapons or can find a way to prioritise your modules to allow an A3 generator to stay online when the hardpoints are deployed.
- Kill warrant scanner - actually, you can have a KWS as standard kit, but only the lower rated ones - it's a real power hog when deployed. I have an E0 rated KWS, which scans at 2KM. Useful for resource extraction sites, but rather more risky when you are hunting/are accosted by pirates - they'll often shoot straight away, and 2KM is within weapons range, especially seeker missiles and lasers.
Weapons and combat gear
FSD
- This will vary depending on individual preferences, hence why it's here, but c'mon. It's a Viper... Weapons are really non-negotiable. I run with:
- 2x class 1 fixed beam lasers on the small hardpoints. Gimbals are useless when the target drops chaff. An all-gimballed or turreted setup can go for up to thirty seconds unable to land any damage on its target - enough time or it to escape.
- 2x class 2 gimballed multicannon on the medium hardpoints. The class 2 are awesome against hulls, even big ships like Anacondas and Pythons.
- Chaff. Ner-ner-ne-ner-ner. You can't hit me.
- Shield cell bank
Fuel Scoop
- Varies by power budget and preference. Suffice to say, however, the default FSD is absolute crap. I can't remember what I run right now (I'm away from my computer), but I get around 9.5LY laden.
Cargo racks
- I have an A2 scoop. The Viper is a thirsty snake. Multi-system jumps are much easier and cheaper with a scoop.
- I use an 8T cargo rack. Great for rep-building delivery missions and *ahem* accidentally hoovering up cargo dropped by careless litterbugs.
You just have to go into the Modules Section in the RH panel and juggle the priorities around to balance the power out.... no need to keep re-docking.... unless you are changing out stuff in outfitting
I completed a kill mission using this loadout last night. I didn't realise it at the time, as the ship I'd been hired to kill was actually an Asp rather than an Anaconda. The Viper in this configuration is absolutely deadly.
- A3 power plant - the Viper only has 12Mw at max output. You need the max output.
- A3 power distributor - advanced weaponry must be fed. Your Viper is a beast of a ship; you must feed it.
- A3 thrusters - You'll find the default thrusters make your Viper sluggish and slow. These make it dance around like a cat on a hot tin roof.
- A3 shields
- A3 sensors
- A3 FSD - it's set to switch off when hardpoints are deployed, as you can't jump when they're operating anyway. Unladen range - 13.88LY; 12.95 laden.
Modules that vary depending on your role
- Kill warrant scanner - actually, you can have a KWS as standard kit, but only the lower rated ones - it's a real power hog when deployed. I got this up to D0 within the power budget, which is ~2.5KM.
Weapons and combat gear
Fuel Scoop
- This will vary depending on individual preferences, hence why it's here, but c'mon. It's a Viper... Weapons are really non-negotiable. I run with:
- 2x class 1 fixed beam lasers on the small hardpoints. Gimbals are useless when the target drops chaff. An all-gimballed or turreted setup can go for up to thirty seconds unable to land any damage on its target - enough time or it to escape.
- 2x class 2 gimballed multicannon on the medium hardpoints. The class 2 are awesome against hulls, even big ships like Anacondas and Pythons.
- Chaff. Ner-ner-ne-ner-ner. You can't hit me.
- Shield cell bank
Cargo racks
- I have an A1 scoop. The Viper is a thirsty snake. Multi-system jumps are much easier and cheaper with a scoop.
- I use an 8T cargo rack. Great for rep-building delivery missions and *ahem* accidentally hoovering up cargo dropped by careless litterbugs. Cargo scoop is set to switch off in combat.
Total ship cost:
2,786,060cr