Bounty Hunter build

My next project is going to be a solid bounty hunting ship. Obvious choice is an FDL but I’m open to suggestions. Want a new ship to play with and already have Python and Krait mkII so unless the build is eally good...

Throw your links/suggestions at me. All appreciated.

Thanks cmndrs O7
 
Massive damage on primary fire. Gimballed MC for instance or beams. Then a Fixed weapon on Secondary to negate chaff. I prefer rails over plasma but plasma does more damage when shield is down. KWS scanner offcourse.

Krait, fdl, Chieftain are good candidates. A corvette would be the more expensive solution (and more boring). Which ship handling matches your liking?
And perhaps add some collector limpets for the juicy materials.
 
I've about 15 builds of ships I use (all very different) that would fulfill that criteria. Here's a few.
Would work just as well with a reinforced/fast charge biweave.

Swap the medium multis for efficient beams and you can stay in a Haz RES for hours. It does rely on being light enough not to be hit in the first place in combat.

Or maybe you're the sort of person who doesn't particularly care about subtlety and just wants lots of explosions- in which case I highly recommend this:
 
I've about 15 builds of ships I use (all very different) that would fulfill that criteria. Here's a few.
With two railguns (for short fights like CZ), would you consider putting Super Penetrator on both of them, or that would be too much and even redundant?
Just starting to get a hand in these and it's time to start engineering... Say, Long Range + something.
o7
 
With two railguns (for short fights like CZ), would you consider putting Super Penetrator on both of them, or that would be too much and even redundant?
Just starting to get a hand in these and it's time to start engineering... Say, Long Range + something.
o7
There's a few ways you could go with this. If you want to deal with SCBs as well, one medium or 2 small feedback cascade is generally enough to cancel an SCB as much as is possible (90% of recharge prevented IIRC).

If you're not bothered by SCBs I'd go for both super pen and module snipe, since this means you've much more chance of hitting your target module with as a feedback cascade rail will still stop once it hits the first module. I do have builds where all the rails are super pen, for that reason.

Plasma slug shouldn't be overlooked as well if you've a big fuel tank. 81 shots can go very quickly if you're not careful.

Long range is probably your best bet for engineering initially. Short range and high capacity can be fun as well, but need more management because they do get very warm. The 3 experimentals I've mentioned do help that though, so I'd get one of those on each rail before testing things out.
 
I've about 15 builds of ships I use (all very different) that would fulfill that criteria. Here's a few.
Would work just as well with a reinforced/fast charge biweave.

Swap the medium multis for efficient beams and you can stay in a Haz RES for hours. It does rely on being light enough not to be hit in the first place in combat.

Or maybe you're the sort of person who doesn't particularly care about subtlety and just wants lots of explosions- in which case I highly recommend this:
I’ll have a look into these later dude , thank you. Got RL to do atm O7
 
With two railguns (for short fights like CZ), would you consider putting Super Penetrator on both of them, or that would be too much and even redundant?
Just starting to get a hand in these and it's time to start engineering... Say, Long Range + something.
o7

In a CZ you have the luxury of having allies.
So a pair of long range superpen rails are enough if you pick up targets that are already stripped of shields.
Select the PP of the target and fire away - the longer the distance, the easier to hit it. For example try to stay at 5km from your target and snipe its PP. They usually blow rather fast
 
Oh, one more... @Dillon Fallon
With Super Penetrator, you have to target the module you want to damage or any will do?
Thanks

(and sorry OP for jumping into your thread, hope all answers will help)
What this means is that with 2 feedback rails, the shots could be perfectly on target, but go straight into the shield generator causing major damage to it. You having targeted the power plant wouldn't see that damage and might think you missed- you didn't, another module got in the way.

What super pen does is allow the shot to continue on after hitting the first module and on to a second or third module, etc. along the same trajectory, to the same maximum penetration depth. So if you have a module blocking you from hitting the one you want, superpen means it'll go through the one in the way and still hit your target.

Targeting the module just helps you hit the right one- if you miss the module but still hit the ship the shots will still penetrate the hull and do the same damage to the modules that it connects with regardless of what you target. You can see this in CZs actually. NPCs don't target modules (except your SLF pilot if you tell them to focus on it), yet you'll see Alliance Chieftains regularly drifting around after having their engines shot out. The hitscan nature of the rails means that if you sub-target a module the microgimbal will attempt to line up with this and you're practically guaranteed a hit on the module if you have superpen.
 
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