Can you share your ASP all purpose loadout?

I recently bought an ASP and parked my awesome vulture but am running into issues with overheating. I added 2 missile launchers and the rest pulse gimballed lasers. I barely start shooting and get over heating and I become a sitting duck. Would like an idea on outfitting from someone that has a trading fighting ASP.

Thanks
 
I have an all purpose Asp, but mine isn't so much trading/fighting as exploration/fighting/mining so it's not really applicable. However I do suggest using 4 multicannon in the small weapon slots and 1 or 2 beam lasers in the medium slots. I find that the beam laser(s) take care of smaller targets quickly enough and the combination of the beam laser(s) and the 4 multicannons chews up larger targets. I don't have any issues with overheating during combat, in fact I can shoot 1 beam laser constantly without having to worry about power drain at all with 3 or 4 pips to weapons.
 
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All purpose load out:-

Medium weapons
Gimballed beam laser
Canon/multicanon/fragment canon (depends on the mood I'm in)

Small weapons
2 x gimbaled beam lasers
2 x multis or 2 x canon (gimballed)

Fire group 1
3 beam lasers
KWS

Fire group 2
3 beam lasers
3 multis (if fitted) otherwise 2 small canons/multis

Fire group 3
Medium laser
Medium canon

Needs 3 pips in weapons and some restraint with the lasers to avoid overheating, medium beam + medium canon seems fine.
 
You may want to upgrade the power plant and power distributor first.
This is my usual trading/combat loadout:
http://www.edshipyard.com/#/L=60g,0...7u57u5,2-7_7_7_6u6Q7_8I,0AA7Sk05U05U05U03w2UI
92T cargo space and a 23.16LY fully laden and fully fuelled jump range.
All weapons on one fire-group, beams on primary fire, multi-cannons on secondary fire.
I've found 4x small beams plus 2x medium multi-cannons are better than 4x small multi-cannons and 2x medium beams. It may be different if using fixed weapons instead of gimballed.
Advanced discovery scanner is there to get exploration credits when jumping into an uninhabited system on route. This is on fire-group 2, secondary fire.
I never bothered with a military spec. hull because once shields are down in combat I usually keep my distance and recharge. I might try a military hull sometime and see for myself if it makes any difference. It would take a bit of a chunk out of jump range but I may be able to live with that.

For exploration:
http://www.edshipyard.com/#/L=60g,0...4yG4yG,2-7_8S7_6u6u8S8I,52W7Sk0KU0KU05U2jw2UI
AFM's go on priority 3 to shut down if hardpoints are deployed. I've realised, after only one deep space exploration trip, weapons are not necessary (but peace of mind is a good thing) so next time I may drop the weapons and use a lighter shield generator. Also I might replace a couple of heat sink launchers with point defence for front and rear utility mounts (they're lighter and may come in handy if, without weapons, I have to run instead of fight back). Also drop the 8T cargo bay and stick another AFM in there. Maybe a more expensive fuel scoop - 6D or 6C is more than adequate though. 6A is just ridiculously expensive and justs adds to the rebuy cost.
Something like this:
http://www.edshipyard.com/#/L=60g,0mI0Wg0Wg0mI,2-7_8S7_6u6u8S8I,52M7TC0KU0KU0KU2jw2UI
I'll be keeping the 'A' rated power plant though because they run coolest. No point dropping to a 'D' rating for an extra 0.17LY jump range.
 
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You may want to upgrade the power plant and power distributor first.
This is my usual trading/combat loadout:
http://www.edshipyard.com/#/L=60g,0...7u57u5,2-7_7_7_6u6Q7_8I,0AA7Sk05U05U05U03w2UI
92T cargo space and a 23.16LY fully laden and fully fuelled jump range.
All weapons on one fire-group, beams on primary fire, multi-cannons on secondary fire.
I've found 4x small beams plus 2x medium multi-cannons are better than 4x small multi-cannons and 2x medium beams. It may be different if using fixed weapons instead of gimballed.
Advanced discovery scanner is there to get exploration credits when jumping into an uninhabited system on route. This is on fire-group 2, secondary fire.
I never bothered with a military spec. hull because once shields are down in combat I usually keep my distance and recharge. I might try a military hull sometime and see for myself if it makes any difference. It would take a bit of a chunk out of jump range but I may be able to live with that.

For exploration:
http://www.edshipyard.com/#/L=60g,0...4yG4yG,2-7_8S7_6u6u8S8I,52W7Sk0KU0KU05U2jw2UI
AFM's go on priority 3 to shut down if hardpoints are deployed. I've realised, after only one deep space exploration trip, weapons are not necessary (but peace of mind is a good thing) so next time I may drop the weapons and use a lighter shield generator. Also I might replace a couple of heat sink launchers with point defence for front and rear utility mounts (they're lighter and may come in handy if, without weapons, I have to run instead of fight back). Also drop the 8T cargo bay and stick another AFM in there. Maybe a more expensive fuel scoop - 6D or 6C is more than adequate though. 6A is just ridiculously expensive and justs adds to the rebuy cost.
Something like this:
http://www.edshipyard.com/#/L=60g,0mI0Wg0Wg0mI,2-7_8S7_6u6u8S8I,52M7TC0KU0KU0KU2jw2UI
I'll be keeping the 'A' rated power plant though because they run coolest. No point dropping to a 'D' rating for an extra 0.17LY jump range.


Sweet! Thanks for the great advice!
 
Here's mine...

Used for rep building, rare trading, RES farming and generl play...

[Asp]
U: 0I Point Defence
U: 0B Shield Booster
U: 0B Shield Booster
U: 0B Kill Warrant Scanner
S: 1G/G Multi-cannon
S: 1G/G Multi-cannon
S: 1G/G Multi-cannon
S: 1G/G Multi-cannon
M: 2D/G Beam Laser
M: 2D/G Beam Laser

BH: 1I Military Grade Composite
RB: 5A Power Plant
TM: 5A Thrusters
FH: 5A Frame Shift Drive
EC: 4A Life Support
PC: 4A Power Distributor
SS: 5A Sensors
FS: 5C Fuel Tank (Capacity: 32)

6: 6E Cargo Rack (Capacity: 64)
5: 5A Shield Generator
3: 3A Fuel Scoop
3: 3D Hull Reinforcement Package
3: 1C Advanced Discovery Scanner
2: 1C Detailed Surface Scanner
2: 1E Standard Docking Computer


Yes, I could get rid of the docking computer, that's when I reply to the forum....
 
Here's mine...

Used for rep building, rare trading, RES farming and generl play...

[Asp]
U: 0I Point Defence
U: 0B Shield Booster
U: 0B Shield Booster
U: 0B Kill Warrant Scanner
S: 1G/G Multi-cannon
S: 1G/G Multi-cannon
S: 1G/G Multi-cannon
S: 1G/G Multi-cannon
M: 2D/G Beam Laser
M: 2D/G Beam Laser

BH: 1I Military Grade Composite
RB: 5A Power Plant
TM: 5A Thrusters
FH: 5A Frame Shift Drive
EC: 4A Life Support
PC: 4A Power Distributor
SS: 5A Sensors
FS: 5C Fuel Tank (Capacity: 32)

6: 6E Cargo Rack (Capacity: 64)
5: 5A Shield Generator
3: 3A Fuel Scoop
3: 3D Hull Reinforcement Package
3: 1C Advanced Discovery Scanner
2: 1C Detailed Surface Scanner
2: 1E Standard Docking Computer


Yes, I could get rid of the docking computer, that's when I reply to the forum....

That's almost the same setup I used. Except gimballed Cannons instead of the Multi Cannons, packs a punch if timed right.
You could scrap the military armor and Hull Reinforcement Package for more jump range and cargo if you just watch your shields :)

My Asp had 80t cargo and that was just right for the 71 Stop Rare Trade Run.

Here you go:

[Asp]
U: 0A Shield Booster
U: 0A Shield Booster
U: 0C Kill Warrant Scanner
U: 0I Chaff Launcher
S: 1E/G Cannon
S: 1E/G Cannon
S: 1E/G Cannon
S: 1E/G Cannon
M: 2D/G Beam Laser
M: 2D/G Beam Laser


BH: 1I Reinforced Alloy
RB: 5A Power Plant
TM: 5A Thrusters
FH: 5A Frame Shift Drive
EC: 4D Life Support
PC: 4A Power Distributor
SS: 5A Sensors
FS: 5C Fuel Tank (Capacity: 32)


6: 6E Cargo Rack (Capacity: 64)
5: 5A Shield Generator
3: 3A Fuel Scoop
3: 3E Cargo Rack (Capacity: 8)
3: 3E Cargo Rack (Capacity: 8)
2: 1C Detailed Surface Scanner
2: 1C Advanced Discovery Scanner
---
Shield: 295,84 MJ
Power : 15,42 MW retracted (76 %)
19,94 MW deployed (98 %)
20,40 MW available
Cargo : 80 T
Fuel : 32 T
Mass : 433,9 T empty
545,9 T full
Range : 26,44 LY unladen
22,56 LY laden
Price : 35.970.773 CR
Re-Buy: 1.798.539 CR @ 95% insurance
 
With the Asp's 32T fuel tank and superb jump range, a fuel scoop is a bit redundant for trading and pottering around civilisation, especially since the recent fuel price reductions. Ditch it and fit another cargo bay - saves time and increases profits. Replace the 64T cargo bay with a class 6 fuel scoop if heading out for exploration. Same goes for the detailed surface scanner (replace with cargo rack) and possibly the advanced discovery scanner, although the ADS is useful if passing through an unexplored unoccupied system for some quick exploration credits while trading.
 
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With the Asp's 32T fuel tank and superb jump range, a fuel scoop is a bit redundant for trading and pottering around civilisation, especially since the recent fuel price reductions. Ditch it and fit another cargo bay - saves time and increases profits. Replace the 64T cargo bay with a class 6 fuel scoop if heading out for exploration. Same goes for the detailed surface scanner (replace with cargo rack) and possibly the advanced discovery scanner, although the ADS is useful if passing through an unexplored unoccupied system for some quick exploration credits while trading.

True. Yet I like keeping a decent scoop in case I just want to have a short trip out there. My Asp was supposed to be truely multi purpose and that's why I did not want to rely on docking in order to refuel. If trading then the scoop is pretty much redundant.
 
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