Ships Best Smugglers Smuggling Ship and Outfitting it

That's a tricky one. FD did say something about smaller ships being less likely to get scanned but didn't go into any detail on it. It also depends on which method of avoiding scans you use. Either you want something very fast maybe with good shields for the high speed run or something that runs quite cold for the stealthy approach.
 
Guess we could start with a side winder build. They have apparently been tweaked to have a low profile and get scanned less frequently. Something about smaller ships getting some smuggling avoidance bonus in 1.2.
 
Never been really a smuggler, but I would probably go with the Cobra. You can load some good amount of cargo, its fast and building towards heat efficiency it should also be pretty good for silent running with added heat sinks in the utility slots. And should it be needed it can also make for a good fight.
 
How's this for a starting smuggler...

[A long range, high cargo, silent running Sidewinder] - Benefit from lowered chance of being scanned since 1.2 so making the most of it. Easy to dock. Not a threat. Easily overlooked. Big jump range to out run pirates, feds, and bounty hunters. Easily hides in an extraction site or asteroid field (nothing to see... move along).

U: 0I Heat Sink Launcher - For distracting missiles, staying off radar and loosing people near the surface of a sun.


BH: 1I Lightweight Alloy - No point in heavy armour. Anything bigger than you will squish you.
RB: 2C Power Plant - Kept most to C class so they run cool and have good power management to take advantage of the sidewinders low heat signature and profile.
TM: 2D Thrusters
FH: 2A Frame Shift Drive - This the only exception to the D class modules. This set-up give about 17ly range when fully laden :)
EC: 1D Life Support
PC: 1D Power Distributor
SS: 1D Sensors
FS: 1C Fuel Tank (Capacity: 2)

No shields - to keep heat down, threat level down, and to get the best out of the available energy.

Lots of cargo space. More than double a standard sidewinder.
2: 2E Cargo Rack (Capacity: 4)
2: 2E Cargo Rack (Capacity: 4)
1: 1E Cargo Rack (Capacity: 2)

Budget 200,000 cr

Urban camo for resource extraction sites and hiding in asteroid fields

Cobra_UrbanCamo_Lave.jpg
 
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personally if im smuggling i use the Python at normal temp she runs under 40, jump in @ station boost towards it @ hit silent @ 5k out request docking and in, just before i land silent running off and docked @ around 85-90 temp job done.( if scanned outside station hit chaff)
 
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Here's a Hauler Build.

[Hauler, Unarmed, Fast, Long Range, Low heat and signals]
U: 0I Heat Sink Launcher


BH: 1I Lightweight Alloy
RB: 2C Power Plant (ideally A class if you have the cash and want the best heat management)
TM: 2A Thrusters
FH: 2A Frame Shift Drive
EC: 1D Life Support
PC: 1D Power Distributor
SS: 1D Sensors
FS: 1C Fuel Tank (Capacity: 2)


3: 3E Cargo Rack (Capacity: 8)
3: 3E Cargo Rack (Capacity: 8)
2: 2E Cargo Rack (Capacity: 4)
1: 1A Fuel Scoop

Maybe add a chaff launcher. This build has the benefit of a fuel scoop for folk who want to get in to smuggling rare items and salvage.

It can run fast and far if it needs to and docking hot or cold as desired.


Standard paint job so it doesnt stick out. People chase haulers because they know you're carrying something.

Maybe something from the Tactical Skin pack

tack1.jpg

Any suggestions for an adder build? I havent flow one but have read they have great energy management and power supplies for there size.

Budget about 400,000
 
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Here's a build for the fast dockers out there and salvage collectors.

[Cobra Mk III - The fastest ship in the game so far so making the most of it.]
U: 0D Shield Booster - A little extra padding for those prangs against the docking bay and chases in asteroid fields ala Han Solo
U: 0I Heat Sink Launcher - To stay cool when you are on the run, or try boosting with run silent on for extra class / mental entrances, evasions and exits


BH: 1I Lightweight Alloy - Mass effects maneuverability so keeping it down will help when your moving fast in a tight spot
RB: CD Power Plant - Light and enough whlile doing a good job of heath management the keep things moving quick!
TM: 4A Thrusters - With go faster stripes
FH: 4A Frame Shift Drive - Light and good range
EC: 3D Life Support - Just enough
PC: 3D Power Distributor - Plenty and light

SS: 3D Sensors - Light but you still need to see where you are going and watch for contacts
FS: 2C Fuel Tank (Capacity: 4) - Slim, keeps range up and weight down.


4: 4E Cargo Rack (Capacity: 16)
4: 4E Cargo Rack (Capacity: 16)
4: 3D Shield Generator - Enough to keep you safe from obstacles and soak a few shots up before you boost away. Slower to recharge due to the shield booster above.
2: 2A Fuel Scoop - So you can do long range and salvage missions with ease.
2: 2E Cargo Rack (Capacity: 4)
2: 2E Cargo Rack (Capacity: 4)


Ship skin - One of these?

cobra_onionheadbundle.png

or a little more stealthy but cool too

chromecobra.jpg

Budget 4,000,000
 
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Hello,

to all
why are you not going with A Class Power Generator of a lower class?
For Example the Cobra:
A 3A Power Plant has a heat efficiency of B instead of D, has a bit more power output AND is a mass of just 2.5 Tons instead of 4.0

Edit:
Ok it is 160.000 compared to 18.000 Cr.
 
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Hello,

to all
why are you not going with A Class Power Generator of a lower class?
For Example the Cobra:
A 3A Power Plant has a heat efficiency of B instead of D, has a bit more power output AND is a mass of just 2.5 Tons instead of 4.0

A bit too mathy speak for me and maybe others. What do you mean?

An A is not as good for stealth compared to a B or something?

Sorry my brain has the dumb

What do you mean in non mathy terms? Are you making a recommendation?

A

B

C

because ...

Not sure what you mean

Okay! got it. I was using a budget for each ship that I though was reasonable for the purpose. Return on investment and insurnace fees for smacking head first in to an object and covering fines if you do get scanned
 
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A bit too mathy speak for me and maybe others. What do you mean?

An A is not as good for stealth compared to a B or something?

Sorry my brain has the dumb
An A rated Power Plant has BETTER heat efficiency - it is producing less heat than a D rated Power plant.
Edit: So it should be better for running in Silent Mode.
Or am i wrong?
Thats how i understood it.
 
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For me it's the Clipper, purely for the amount of heat sinks it can carry. If you shut down all non essential modules (that includes the distributor/life support) and as Barfly says, go for a low heat output Power plant, you can engage silent running for a very long time. I also use one of my Cobra's configured for smuggling.
 
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Yup my smuggling ship is the Cobra.. speed and stealth, also kitted so I can defend myself well enough though.

http://www.edshipyard.com/#/L=602,4yH4yHCFB9pC0Wg01Q,316Q6Q6Q5K4s4s6k,0720727RA4xo7dg03w

Basically A rate everything apart from life support unless you are after a larger jump range. Best power plant has best heat efficiency, distributor so you can boost more, thrusters for speed, sensors to spot the cops/pirates early.

Rarely need to bother with the heat sinks.


edit. Really wanted that chrome skin for it but couldn't justify spending 10 quid on it. Same with the onionhead one :(
 
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For me it's the Clipper, purely for the amount of heat sinks it can carry. If you shut down all non essential modules (that includes the distributor/life support) and as Barfly says, go for a low heat output Power plant, you can engage silent running for a very long time. I also use one of my Cobra's configured for smuggling.

Yup my smuggling ship is the Cobra.. speed and stealth, also kitted so I can defend myself well enough though.

http://www.edshipyard.com/#/L=602,4yH4yHCFB9pC0Wg01Q,316Q6Q6Q5K4s4s6k,0720727RA4xo7dg03w

Basically A rate everything apart from life support unless you are after a larger jump range. Best power plant has best heat efficiency, distributor so you can boost more, thrusters for speed, sensors to spot the cops/pirates early.

Rarely need to bother with the heat sinks.

Cool. Can you chaps post your build variants if you find time? Still keeping within the budgets if possible?
 
Ok, smuggling stuff into the real stations. It's a long range plan. First kill lots of the faction that owns the black market station...until you are hostile with that faction (not the galactic faction, just the local).

Once you have this done, smuggling becomes a walk in the park! Just fly into the station with whatever you want to smuggle. Sure, you'll take fire from the faction...lot's of fire...but not the station. The reason for this? The NPC's are so intent on killing you, not one of them takes the time to scan your cargo!

Here's my smuggling build:

http://www.edshipyard.com/#/L=602,mpW0_g0_g,316Q6Q6Q5U4s4s5A,05U05U7RA02M03w02M
 
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Ok, smuggling stuff into the real stations. It's a long range plan. First kill lots of the faction that owns the black market station...until you are hostile with that faction (not the galactic faction, just the local).

Once you have this done, smuggling becomes a walk in the park! Just fly into the station with whatever you want to smuggle. Sure, you'll take fire from the faction...lot's of fire...but not the station. The reason for this? The NPC's are so intent on killing you, not one of them takes the time to scan your cargo!

Here's my smuggling build:

http://www.edshipyard.com/#/L=602,mpW0_g0_g,316Q6Q6Q5U4s4s5A,05U05U15O02M

Shhh... its a secret ;)

2 shield boosters but no shields?

Within budget? My Smugglin Coba cost 14 million, the stealth clipper costs 50+ mill :/ Can't remember what weapons I have on the Clipper, it's been over a month since I last flew it. http://www.edshipyard.com/#/L=603,mpW01Q0Wg0Wg0Wg,2-9YA07_7_A08S6k,7WK0AA07207205U05U03w03w

14 Million! Gosh. The build's I posted were kind of entry level (did you see what I did there....) the cobra build is just under 4 million.
 
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Cool. Can you chaps post your build variants if you find time? Still keeping within the budgets if possible?

Heh what is the budget? :)

My Cobra is worth about 9 million.

If you're not interested in fighting you can always use the standard armour, get rid of the guns, D rate the shields and get rid of the shield cells to maximise speed which would put it around 6 million.

I'd be interested to know more details on how the size of the ship effects the chance of a scan from Frontier.
 
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Ah no budget really. Mine were suggested builds just low end ones. Trying to get the best value smuggling ships for the money. The cobra I detailed was under 4 million. Made it easier to work out what was needed rather than A classing everything.

Any idea of the best way to work out which modules throw out the least heat? I've never been sure around the B and C class. An Ice Cold build would be good.

All I know about the sidewinders or smaller ships is that they are meant to be less prone to scans due to a low profile. Is it the shape or the signature? Who knows...

A good smuggling build is a step towards a stealth ship which we don't have yet and low heat weapons just vanished.
 
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Shhh... its a secret ;)

2 shield boosters but no shields?



14 Million! Gosh. The build's I posted were kind of entry level (did you see what I did there....) the cobra build is just under 4 million.

<facepalm> That's what I get for playing the game and PvP in the forums at the same time. (fixed)
 
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