Ships Best Viper for RES and Combat Zones setup

Anyone can share with me a good shape setup of the Viper? I'll buy one tonight for RES and Combat Zones to play with some friends in wing.

Thanks,
Regards.
 
If your going to stay in a system for a while I'd suggest swapping out the FSD for the lightest you can find, it will restrict the ship to that system so make sure you can buy one with better range if you want to go travelling ;).

The Viper is fast but it's not as agile as the Eagle or Vulture (or even the Cobra) but it's small size makes it hard to hit, you could run pulse laser turrets in place of the m cannons but they will reduce your fire time, if you want to fit shield cells it'll take some module priority setting you'll probably need to switch them on/off during combat.

http://coriolis.io/outfit/viper/03A3A2D2D3A3D1C1b1b2525040440---.Iw1+kA==.CwBj4yyA?bn=Viper light

http://coriolis.io/outfit/viper/03A...4405853-.Iw1+kA==.CwBj4iEZSA==?bn=Viper light

Switch off the cargo hatch completely as you'll have no cargo racks.
 
Always interesting to see what other CMDR's a running... Here's mine

RES Viper

@Ceekay
I see you're running without a KWS. I love the idea of running with 2 shield boosters, but I find myself wanting to squeeze the most money I can out of RES's so opted for a KWS instead.

I also see that you have you're miniguns on the small mounts, how do you find the speed of stripping their hulls?

One last thought...
Has anyone tried a pure pulse laser build? It would let you stay at a RES longer as there is no ammo involved, but what would it be like against the hull?

I'm not going to get to try any of these builds for a little while as I'm off doing some smuggling missions for some much needed money after a mis-understanding with a station :eek:
 
The small m-cannon turrets + 2 medium pulse I've used on the Diamondback Scout (it has better positioned small hard-points than the Viper though) TBH I find the m cannon turrets useful against small agile targets and they're still doing damage to large targets when the weapon cap needs to charge.
As the turrets will fire until the targets gone or there's no ammo or power left I don't think pulse laser turrets would work as they'd probably keep the weapon cap empty most of the time :(, I have used fixed small and medium pulses on the Viper it's effective but every shot needs to count.
 
Anyone can share with me a good shape setup of the Viper? I'll buy one tonight for RES and Combat Zones to play with some friends in wing.

Thanks,
Regards.

Here is a build. Bear in mind, you will have to shut off your cargo module to save power, which is fine since you don't need the power with no Cargo module (but if you add one (set priority to 3). You will also have to set your FSD and the FSD to priority 2, which is also fine since neither can be used while your weapons are deployed. This build will add a SCB, in case you get into trouble.

I particularly like the fragment cannons, as up close they are devastating with the shields down. I use them in my DBS.

http://coriolis.io/outfit/viper/03A...4405a6d-.AwRj4yyA.EwBhEYy6so==?bn=Viper Build
 
I run 2 small fixed Beam Lasers, and 2 Medium Fixed Fragment Cannons for the lulz.

Nothing like stripping down a Cobras shields, then taking 65% of it's HP off in 1 shot from dual frag cannons at point blank.

Never user turrets on a Viper, the Viper is the 2nd or 3rd most maneuverable ship in the game, while turrets have lower DPS compared to their gimballed counterparts. If you can at least see the ship in your screen, gimballed weapons should hit it. use the ships maneuverability to your advantage, no need for turreted weapons.
 
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