Bounty Hunting help

I am a new player about a week into the game and finally bought a Viper and outfitted it. It doesnt have the best turning for dogfights and was wondering if anyone had either a loadout for the Viper or a better suggestion for a bounty hunting ship for a newbie hunter.
 
Before upgrading to an Asp, I had the Cobra MK3. Two gimballed beam lasers + two missile launchers and I could take on almost any NPC ships smaller than an Asp. Vultures gave me a bit of trouble, of course. It's turning rating isn't the best, but it's average and comparable with the Viper I believe, plus you can carry a lot more. I kind of miss it. I'll probably buy another Cobra one day, but now I can barely afford to upgrade the Asp.
 
I am a new player about a week into the game and finally bought a Viper and outfitted it. It doesnt have the best turning for dogfights and was wondering if anyone had either a loadout for the Viper or a better suggestion for a bounty hunting ship for a newbie hunter.

Keep an eye on ship weight when outfitting and don't use anything b rated and as suggested be sure to stay in the blue zone on throttle. You'll also want to use Fa off and thrusters to help turn faster. If you only use pitch to keep on target it's going to be slow going.
 
Haven't flown viper for long time but always remember not liking lower medium hard points. Gone from big ships to db scout and this is fun and better than viper in my opinion.

Pretty fast out turn viper better weapon placement with same hardpoint size slightly more expense but worth a look.
 
Because Vipers have such great straight-line speed, your best tactic for difficult fights is probably strafing runs, where you boost close to your target (but not so close that you hit them), shooting them as you pass, then boost-turn once you've passed. To do that with any regularity you'll need an A-grade Power Distributor and stick with 3 pips in Engines as often as possible. To that end, I'd go with the lowest power draw weapons available (Pulse Lasers and Multicannons). If you're picking your targets carefully (as in not trying to take on Elite Anacondas) then you can probably survive without any kinetic weapons, so just stick with Pulse Lasers.

Something like this:

http://coriolis.io/outfit/viper/03A3C3B2D3A3D2C1b1b2424040m406j5400.Iw1+kA==.CwBhwJikGY5iMCMkJA==
 
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rootsrat

Volunteer Moderator
I am a new player about a week into the game and finally bought a Viper and outfitted it. It doesnt have the best turning for dogfights and was wondering if anyone had either a loadout for the Viper or a better suggestion for a bounty hunting ship for a newbie hunter.

What is your loadout? You can use www.corliolis.io to let us know.

Generally (in no particular order, all points are equally important):

1) Use only D or A modules, as they're the lightest, which will make your ship more agile (and give it a better jump range at the same time).
2) When fighting keep the throttle in the blue zone - that's the sweet spot for the best manoeuvrability. Speed up or down only when necessary (when chasing/escaping or fighting at a close range, respectively).
3) Use Flight Assist Off mode when chasing your target - however this one is a tricky one to master, practise first!
4) Boost greatly increases your turning rate
5) Learn to actively manage your power in combat. Flip the pips between engines, systems and weapons all the time, as necessary.
 
I am an absolute Viper fan. At one time I had seven Vipers scattered across different systems for combat. If you focus on PVE in my opinion you don't need all A-rated stuff, just avoid B because it is to heavy. A ist best and most expensive. B is heavy but good, just not as good as A. C ist the best value for money: same weight as A and very cheap. D is lightest and better as E.

A few things to keep in mind:

1. Always upgrade Power Distributor to A and to the highest size possible. It will affect your performance the most. It determines how long you can shoot and how often you can boost and how fast your capacitors recharge.

2. Try to keep your total mass below or at the optimal mass value for your thrusters.

3. If you combine energy weapons and kinetic weapons alway make sure that at least one weapon category is gimballed (I would suggest the kinetics). Otherwise you can't bring all weapons to bear on a target at once, due to the different velocity of the beam and projectiles.

This is a combat layout I would recommend for USS hunting, RES hunting, Nav Beacon hunting and pirate kill missions. It is very cheap, teaches you to fight and with practice, you can bring down Anacondas with it, however it takes a little longer because of the missing shield cells meaning that against an Anaconda you might have to let your shields recharge. This build is so cheap and the rebuy is laughable that you really can try everything an push yourself, even if it means you bite the dust. I call it the combat workhorse.

http://coriolis.io/outfit/viper/03C3B3C2D3A3D2C2727240p06002v420169.Iw1+kA==.CwBhrSo4g===

Have all the multi-cannons in one fire group and the beam in a different group. Use the single beam to bring down the shields and then open up with all mutlis. Multis work best at a range up to 1 Km. If the target is close to you, open up with multis and beam, if it is far just use the beam. Always target the power plant of ships of size Cobra or larger. Keep your target slightly below your nose to make sure the big multis underneath have a field of fire.

When making a jousting pass, thrust sideways with your thrusters. Your gimballed weapons will still be able to target the enemy and you avoid incoming fire.

To take down an Anaconda to get the shields down first fly backwards so that you keep a distance of just below 3 Km, thrust sideways with your thrusters, roll at the same time and keep your single beam on target. This way you can avoid the fire of the Anaconda. If you do need a breather, just increase the distance to a little over 3 Km which gets you out of range. As soon as the shields are down, get into the infight as fast as possible. Boost towards the Anaconda and use your thrusters to stay behind and slightly above or below the Anaconda, target power plant, 4 pips sys, 2 pips weapons and open up with all multis until the barrels glow.
 
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I am a new player about a week into the game and finally bought a Viper and outfitted it. It doesnt have the best turning for dogfights and was wondering if anyone had either a loadout for the Viper or a better suggestion for a bounty hunting ship for a newbie hunter.
The viper is great. Push the thrusters and shields to max. Throw in an SCB or two for good measure. Take chaff and a KWS. Don't bother with that booster nonsense, that will get you nowhere. Small fixed burst lasers and two medium cannons.
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When dogfighting against a less maneuverable opponent, stay as tight as you can. This is more important that keeping them under your guns.
 
PvE Viper? C1 Fixed Beams, C2 Gimballed Multicannons. Use the beams to strip shields, then target the ship's powerplant and blat it with the multis. Shreds Clippers easy. Also anacondas, but you'll be stripping those shields for a little longer in that case.

If you're having trouble turning, reverse into the blue zone, and use your lateral and vertical thrusters to dance around the target.
Also learn how to boost then turn on another heading with Flight Assist Off. It'll make you a better pilot.

PvP Viper? All Fixed. Full multicannon is a very good choice. You can try fitting a full railgun setup, but I can't even remember if that's possible on the viper as it already has severe power issues.


Internal equipment: Powerplant, Distributor and Thrusters A-rank is absolutely mandatory. D-rank everything else. Sensors in particular are real energy hogs.
So are thrusters, but a viper with A-rank thrusters will allow you to run away if you ever get into danger.
Kill Warrant scanner: Another energy hog. I can usually squeeze in a D-rank, but you're in no hurry. D/E are fine, don't go above as it's a waste of energy.

Be aware that there are certain ships out there right now such as the Diamondback scout that love going silent at which point you won't be able to target them until they're at a very close range, (e.g 1km-800m. You'll auto detect them at about 500m, but that's point blank anyway) so learn to use your fixed weapons.
They're more effective than gimballed ones, although gimbals are handy for quickly killing PvE NPCs due to more time on target they're damn near useless in PvP due to the presence of chaff and silent running.
Also learning to use fixed will make you a better pilot in all situations, so don't get lazy and go get some practice.


Hope you have fun anyway, Viper is my absolute favourite ship-- after the FDL anyway. There's just nothing like taking out my viper and blatting some unwary fool that thinks, 'ah, cheap ship, easy kill.'
I know people say the imperial courier is the upgrade to the viper, but it really isn't.
The upgrade to the Viper is to be a better Viper pilot.
 
Also, one more thing regarding shield cells: I do understand that they are absolutly mandatory in PVP, in PVE not so much. Since you said you are one week into the game and are basically just getting started on "serious" combat (meaning going against Pythons, Anacondas, Clippers and the like) I think it is more important to actually "learn" combat, meaning dogfighting, using thrusters, flight assist off etc.

Of course it is easy to just tank the damage and "pop a shield cell or two" as they say, but that is not something you really need to "learn" (except for the timing and power management). So that is the reason my cheap workhorse build does not use them. You couldn't power them with that build and it would defeat the purpose of learning combat. Therefore the cheap build with the low rebuy cost. If you can take down an Anaconda with that build you are well prepared.
 
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