Ships Builds with CG modules

So, from recent CG's we got 3a OC Armored PP, 3a shield with thermal and kinetic resistance, now 2b LR HC FC(🤣) railgun... We have more, but I'm talking about easy-to-get modules.

There are quite a few double engineered modules now, almost for a build...
Practical applications, what you say, Cmdrs?

I'll start first. I see iCourier with CG PP, CG shield and CG railgun(if/when obtained). Something like this :

Coriolis don't have values for cg modules, shield resistances and pp stats are not valid, but you get the idea.
 
You can edit the values in the engineering drop down menu to the values you want, for example the C5, G5 engineered fast boot FSD has an optimal mass of around 1860 so input that and the range will be updated to suit.

Same with the other modules copy the values from the actual one in game
 
You can edit the values in the engineering drop down menu to the values you want, for example the C5, G5 engineered fast boot FSD has an optimal mass of around 1860 so input that and the range will be updated to suit.

Same with the other modules copy the values from the actual one in game
Nice, good to know that, tnx😀
 
Hehe, the other day I was about to start the same thread, but didn't quite finish the first post. :p
Some initial thoughts / analyses:

- Biggest downer first: the CG shield isn't really very good. You can get one with better effective values just by regular engineering. So I guess it's really only attractive to either newbies who haven't unlocked all the engineers yet, or casuals who cba to engineer at all. So yeah, it's usable in a pinch, but it's not awesome.

- The PP offers enormous output but also runs pretty hot. IMHO it's pointless to use in a ship that can equip a class 4 PP because that will always do the job better. On the other hand the ships with a class 3 PP have such limited internals that it's not trivial to find a loadout that can't be fed by a regular G5 OC reactor, but of course the improved efficiency is also worth something.

- Haven't looked too closely at the railgun. The Hi-Cap mod looks great on paper, but personally I have difficulties with it bc of the irregular cadence. When I fight I am focused on the target and don't have the multitasking ability to watch whether I have 1 or 2 rounds in the clip and how long the next reload is going to take.

--

Long story short, I'm building a Viper Mk III, but I'm only planning to use the PP. The fighter is supposed to sport two PAs and two Cytos. The biggest downside of the PAs isn't power draw but thermal load and distro draw. I'm planning to equip it with Bi-Weaves rather than the CG shield.
I think I can find a use for the rail but it's probably not gonna be in a small ship. ^^
 
So, from recent CG's we got 3a OC Armored PP, 3a shield with thermal and kinetic resistance, now 2b LR HC FC(🤣) railgun... We have more, but I'm talking about easy-to-get modules.

There are quite a few double engineered modules now, almost for a build...
Practical applications, what you say, Cmdrs?

I'll start first. I see iCourier with CG PP, CG shield and CG railgun(if/when obtained). Something like this :

Coriolis don't have values for cg modules, shield resistances and pp stats are not valid, but you get the idea.
only size 5 FSD capable ships are allowed for a CG-module-only build ;)
cg-dbx
 
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I built a little a Viper Mk III, for using the CG double engineered PP and Shield Generator. After trying various weapon combinations I settled on an all MC load out. I found the MCs are the quickest and most reliable weapons to kill NPCs. Anything else are too slow or not enough ammo without any engineering. I am not very good using fixed weapons like the PA, with the slow projectile speed.

This can win a Low CZ solo, provided you pick you targets wisely and don‘t go head to head with an Elite Anaconda or Cutter. Most of the time I don’t even lose my shields at all, I just keep moving and go for the targets that is already engaged or damaged.

It is a fun little ship and once I have this fully engineered it should be very capable.
 
I found that heat on cg fsd is problematic on some builds.
Wanted to build explo t7, but during test, ship was melting on every jump😂
So cg fsd+type7=no go 🚫
 
I built a little a Viper Mk III, for using the CG double engineered PP and Shield Generator.
<snip>
The layout you posted isn't using the PP... nor is there any need to. Your Viper currently draws 11MW. Even fully engineered it won't go above 11.6 or so. MCs are among the most energy-efficient weapons. You could actually run this build on a Low Emissions G2 PP if you wanted to. ^^

I find it actually non-trivial to find a setup that justifies using the CGPP. Maybe sth with lots of Guardian modules, but these have their own downsides. Generally the Viper is capable of supporting even the most power-hungry weapons with a normal-engineered PP; the real bottleneck is the distributor and thermal load. So I guess we'll have to hope for a double-engineered distro that's both Charge Enhanced and High Charge Capacity. 😄

Anecdotally, I tested the Viper with 2 SRB PAs. It went like this:
takes aim at NPC small ship (Sidey or Eagle, idk)
taps trigger once
COVAS: "Warning: temperature critical"
NPC: explodes
😄
During the run, I heard "taking heat damage" pretty often, but actually didn't. By the end my modules were still at 100%, repair bill zero. But it's unnerving nonetheless. :6
 
@Kayvan , I agree with you, my iCourier build was more like example, not something I would fly(i go biweave, and there's PP heat issues).

Cg Shield would be good as buffer/bump protection on cargo Python, t7 or on explo builds.

Cg PP didn't find use for it yet, maybe for some explo build, like @Tilt78 's orca build(if heat is not problem🤔)

Cg fsd i put on dbx and phantom for now, have 3 more to put somewhere.

Cg Railgun sounds ok, could use it on my rail/pa fdl, or on rail/frag phantom, or my actual rail/frag iCourier build(i like rail/frag builds).

Does anyone knows if this cg railgun will be available for mats at tech traders as fsd's?
 
<snip>
The layout you posted isn't using the PP... nor is there any need to. Your Viper currently draws 11MW. Even fully engineered it won't go above 11.6 or so. MCs are among the most energy-efficient weapons. You could actually run this build on a Low Emissions G2 PP if you wanted to. ^^

I find it actually non-trivial to find a setup that justifies using the CGPP. Maybe sth with lots of Guardian modules, but these have their own downsides. Generally the Viper is capable of supporting even the most power-hungry weapons with a normal-engineered PP; the real bottleneck is the distributor and thermal load. So I guess we'll have to hope for a double-engineered distro that's both Charge Enhanced and High Charge Capacity. 😄

Anecdotally, I tested the Viper with 2 SRB PAs. It went like this:
takes aim at NPC small ship (Sidey or Eagle, idk)
taps trigger once

COVAS: "Warning: temperature critical"
NPC: explodes
😄
During the run, I heard "taking heat damage" pretty often, but actually didn't. By the end my modules were still at 100%, repair bill zero. But it's unnerving nonetheless. :6
Hi Kayvan

Sorry I could not load the CG modules in the Coriolis ship builder, nor could I export it from Inara. The engineering is dropped. I had some problems with not enough power with the standard PP with some weapon load outs while experimenting and since I have not unlocked all the engineers on my alt account the CG PP was my only option. This is where I used this build.
I noted that the CG shield is really good, much better than the standard shield.

I also had the same heat issues on Viper with PAs.

O7 CMDR
 
How about this CG modules reward stuff happening?!
So 10%ers from losing side got their missiles even not making tier 1, and winning side got "hot" LR HC railgun without FC effect and few days later another railgun with FC effect.

So is this good, bad, ugly?!

And about rails, anybody tried build with both rails on? Is it usable?
Didn't tried them myself yet, I'm thinking of Phantom build with cg rails (putting super-pen on first rail) and frags.
 
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