Ship Builds & Load Outs Best ship weapon that can deal damage to both shield and hull

Especially for medium hardpoints OC Incendiary MCs are a good choice, probably the best Class 2 weapon. So perfect for Mandalay and Cobra V.
 
You should be aware that if you're going to be engineering your weapons, there's every chance your target will be engineering their shields and hull to counteract your engineering. Most of my (pve) combat ships, for example, have 50-70% resistances to thermal, kinetic and explosive. Leaving absolute damage - ie plasma - as the most effective per shot.
 
You should be aware that if you're going to be engineering your weapons, there's every chance your target will be engineering their shields and hull to counteract your engineering. Most of my (pve) combat ships, for example, have 50-70% resistances to thermal, kinetic and explosive. Leaving absolute damage - ie plasma - as the most effective per shot.
Engineering your weapons doesn't make NPCs engineer their ships. In PvE, you only meet engineered NPCs in a few specific scenarios - CZ and pirate attack SS come to mind. And in PvP you don't use all MCs except for meme dakka builds, I guess.
 
As the title says. I been wondering if there is a ship weapon that is best to deal damage to shield and hull. Like, if you have a ship that in theory only have a single hardpoint, then what weapon would be best to get that is able to deal with shield and hull.

....
So, I dont know if there is any weapons that is good at both shield damage and hull damage. I wouldnt care if it is a weapon that isnt even that good. And before someone ask, I rather not go into the larger ships for this kind of build, as I know they can be alot more tankier then the medium and smaller ships. But I would like to be able to land on an outpost station, while also wouldnt need to worry about a huge rebuy cost.

Why not combine long range+thermal vent beam turrets with a long range (or Efficient)+phasing sequence plasma?

The Fer de Lance would let you load 4 medium beam lasers that will continuously dump heat onto your target (heat transfer isnt based on damage but just hitting!) plus strip the shields while the single huge plasma can add to the fun and wreck the armor whether target has shields or not?

The long range mod, at level 5, on the plasma, makes the bolt fly very fast and its easy to hit with it. You can use gimbal beams instead of turrets for increased damage but you really want to be able to dump the heat from every plasma shot on target and the turrets keep hitting target more than gimbals would in a high maneuvering engagement.

The efficient mod would seriously keep your heat down if its a problem but you'd have to get very close to target due to the slow plasma speed.
 
Why not combine long range+thermal vent beam turrets with a long range (or Efficient)+phasing sequence plasma?

The Fer de Lance would let you load 4 medium beam lasers that will continuously dump heat onto your target (heat transfer isnt based on damage but just hitting!) plus strip the shields while the single huge plasma can add to the fun and wreck the armor whether target has shields or not?

The long range mod, at level 5, on the plasma, makes the bolt fly very fast and its easy to hit with it. You can use gimbal beams instead of turrets for increased damage but you really want to be able to dump the heat from every plasma shot on target and the turrets keep hitting target more than gimbals would in a high maneuvering engagement.

The efficient mod would seriously keep your heat down if its a problem but you'd have to get very close to target due to the slow plasma speed.
My question is more related to Vulture that only have two large hard points. I already do have an idea with my FLD, which does invovle mounting a huge plasma on it. But I didnt knew that laser weapons are able to dump my heat onto a target (As I understand here) But wouldnt beam weapons really quickly run my weapon powers down? Plus it also sounds like you talking about PvP, which I wont go into. I had seen AI using chaffs, which confuse any gimble weapons I will put on
 
But wouldnt beam weapons really quickly run my weapon powers down?

Depends on a number of factors, especially power distributor and beam engineering, but if you want to ensure sustained fire you can apply the efficient mod to your beams. My Vulture has dual beams, and this ship is naturally power-starved. Yet the beams fire non-stop, and as I said above, will ice over the cockpit and it's like you popped a heatsink.

Arclight Vulture -- Knife Fighter

This ship is amazingly survivable. Shields hardly drop, and I sometimes finish off a target by ramming.
 
Depends on a number of factors, especially power distributor and beam engineering, but if you want to ensure sustained fire you can apply the efficient mod to your beams. My Vulture has dual beams, and this ship is naturally power-starved. Yet the beams fire non-stop, and as I said above, will ice over the cockpit and it's like you popped a heatsink.

Arclight Vulture -- Knife Fighter

This ship is amazingly survivable. Shields hardly drop, and I sometimes finish off a target by ramming.
I had saved your build in case I do like to go with it. I also just need to take into account that Im a bad combat pilot XD So I dont know if I do have the same effect as you do. But Im willing to try. That is why in the first place I do focus more on shielding as they are intended to be used in combat zone, conflict zone or what they are called now
 
I also just need to take into account that Im a bad combat pilot XD

This ship will make an ace out of you! Insanely agile, highly survivable. The weakness is it doesn't have much firepower. It's not really a ship to be finishing off targets start to finish. It's a tagger. Mix it up in RES, CNB and this sort of instance. Just fly around, taking pot shots at whichever ships are already engaged, get your tags, profit.

The vulture is like the Spitfire of Elite ships. Just turn and burn. Enemy ships will have a hard time keeping you in their sights if you exploit its agility and speed.
 
The weakness is it doesn't have much firepower.
Well, if you want to mess around with Powerplay, you can go from 50 DPS to 700 DPS (and keep the FSD powered up in case you need to run).


Yes, Frags (and Pacifiers are Frags) are less effcient against shields. They compensate for that by overwhelmingly brute force. And the Vulture, by its speed and agility, is one of the ships that can bring that firepower onto the target.

I'd also (I did for mine) swap out two of those boosters for PD (ideally on the two forward shoulder mounts). If you ever lose your shields, NPC enemies will use missiles - and that canopy is very fast to shatter, should those missiles impact.
 
This ship will make an ace out of you! Insanely agile, highly survivable. The weakness is it doesn't have much firepower. It's not really a ship to be finishing off targets start to finish. It's a tagger. Mix it up in RES, CNB and this sort of instance. Just fly around, taking pot shots at whichever ships are already engaged, get your tags, profit.

The vulture is like the Spitfire of Elite ships. Just turn and burn. Enemy ships will have a hard time keeping you in their sights if you exploit its agility and speed.
RES and CNB? What does those stand for, if I may ask that
 
Ah. I did had a feel RES was the ressource sites. Thank you :D

But I will go to make my FLD, then thinking more about the choices for Vulture
 
RES is best for this in my view. There are plenty of friendlies around, so many ships you'll find in battle already, and you can get your tags in without worrying too much about becoming the target. The NPCs seem to prioritize whichever ship is dealing it the most damage. And if you are flying around like I do and tagging them, then this won't be your ship that gets prioritized.

CNB's are not great for this, few friendlies helping you. Better to take a hard hitter in to these instances I think.
 
RES is best for this in my view. There are plenty of friendlies around, so many ships you'll find in battle already, and you can get your tags in without worrying too much about becoming the target. The NPCs seem to prioritize whichever ship is dealing it the most damage. And if you are flying around like I do and tagging them, then this won't be your ship that gets prioritized.

CNB's are not great for this, few friendlies helping you. Better to take a hard hitter in to these instances I think.
So would that same build still work for conflict zones? It was the primary reason to making either a Vulture or FDL build where it is focused more on the defence. I recalling still when I tried to poke into such zone, that everyone on the other side of the conflict began to focus me as well. So my idea was to try make one focused on combat that is small or medium sized and having shield that would be able to take the hits. It is part of one of the engineers too that I need to destroy around 50 ships in conflict zones, as well earn around 100k to 1m in combat bonds
 
Yes it would work, in the same way. But I think for these you want to be able to finish off the target quickly, not just tag them. So either a different ship, or different weapons in a CZ, for me.
 
Got it. I will still try to go with my FDL build as to try. So fair not everything is engineered, but I did only try to do those I deem most needed in CZ while still making sure I have shield power.

But I will keep in mind for the Vulture builds

Edit: I had to change the engineering out on my power plant for my FDL. It was the wrong one XD
 
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Ships in CZ's are tougher - and I would recommend against picking a fight against Vipers. They're tough, hard to hit and only yield small bounties. I preferred to pick on iCliipers instead.
This is my old CZ Mamba build (a FdL would work as well). Sometimes, I would switch the big beam laser for a PA and/or use gimbals on the medium beams.

Basically, use the cytos to strip the shields, then the big beam (or the PA) to cook the Power Plant. The gimballed beams are on the other trigger in case some small ships (Eagles and suchlike) want to join in.
 
Yeah, FDL is a more suitable ship for CZs in my view.

I never quite got on with my FDL. Good ship, don't get me wrong, but we didn't mesh all that well. When the Python 2 came out I had a better FDL, for me. These boats have the firepower, speed and survivability needed in harder instances like CZs and Pirate Threats.

These are those ships as I've built them.

Akikaze Fer-de-Lance -- Assassin

Venom Python II -- Fighter
 
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