Ships Challenger Owners Club

Krait’s hardpoints are great. I was so tempted to buy it instead of Challanger. But I don’t like its old design and it has lesser armour (which I think I wouldn’t need because of the 3xL firepower :D )
I think that Challanger should have been a more AX dedicated heavy medium fighter with 3xL and a M hardpoint. It doesn’t need to pretend that it’s FGS. Less agile, more expensive, only 4x guns (because of the limit and it’s there to fight Thargoids), but better guns. As a designer myself -architect- Challanger is a poorly designed ship, a missed opportunity. And I sincerely think that Chieftain makes a better anti-Scout ship, it’s cheaper, got the only necessary amount of guns and armor and more agile. In that context Challanger should have been a pure AX fighter against bigger bugs. But who knows, maybe FDev is planning to remove the 4x limit on experimental weapons :eek:
I’ll just copy paste this here :D still trying to figure out how to equip it to fight Interceptors
 
I tried various ships and weapon arrays on the Cyclops interceptor, Gauss (goose? ;)) cannons were effective but more than three cooked the ship causing more damage than the target.

The most successful weapon for me was the Shard cannon (AX Frag) although you need to be close due to it's limited range, with practice you can take out a heart on a single pass and then disengage (run away! ;)) until the panic shield drops then repeat.

Use the disengage period to repair your canopy (I had to RTB several times due to canopy breaches) and then work through taking out the hearts, if you've got enough armour, speed and agility you can ignore the swarm.

I used a FAS (2xC3 + 2xC2) so it'd had a bit more DPS than a Challenger but I reckon it'd have enough to take it out.

https://orbis.zone/build/gMYh4zoiR


FAS build

https://orbis.zone/build/jglsld8vT
 
if you've got enough armour, speed and agility you can ignore the swarm.

Oh, that fight would be a skill check then! I see you're using Shards for both hearts and the armor. I though we need two different weapons for them. i.e plasma for armor, gauss for hearts.
 
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Oh, that fight would be a skill check then! I see you're using Shards for both hearts and the armor. I though we need two different weapons for them. i.e plasma for armor, gauss for hearts.

AFAIK the interceptor will take damage from AX and Guardian weapons only but it doesn't matter which ones although the shard and gauss cannons deliver a lot higher DPS, I think I was getting a heart with a full clip (5 rounds) from all 4 shard cannons (around 1800 damage assuming all shards impacted).

On a good day I'd finish the fight with 40 - 50% hull left (from 4600 hit point total), that was much better than bugging out in a T10 with 27% hull and no kill!
 
Bought one of these a couple of weeks ago despite the negative pub it's gotten. Was especially hesitant due to the comparisons to the Chiefton, which I hated and sold. I had 16 ships, so really didn't have a niche to fill, but I do love buying and fitting ships, so I picked one up, A rated and engineered this thing and man, do I love flying it. I really like the cockpit too. Right now using it as a "main" so to speak but considering turning it into a bug hunter, only problem being is that I don't do a lot of bug hunting. Either way, she's a keeper.
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Bought one originally to upgrade from a DBX to use as a medium sized cargo ship, but soon after discovered the real combat potential it has. I originally wanted to use the Crusader for one, but realized that it wasn't feasible as a cargo ship if I wanted to have a fighter on it. Long story short, when I got an Imperial Clipper, my Challenger became a combat platform. What really drew me to it though was the paintjob, as it very closely resembled the starship I have on No Man's Sky (possibly sensitive topic, but I don't care). Added some pink engine colors, and I'm rocking the night away. Still looking for a decent PvE bounty hunting build, but I'm hoping to have that locked in soon.
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Bought one originally to upgrade from a DBX to use as a medium sized cargo ship, but soon after discovered the real combat potential it has. I originally wanted to use the Crusader for one, but realized that it wasn't feasible as a cargo ship if I wanted to have a fighter on it. Long story short, when I got an Imperial Clipper, my Challenger became a combat platform. What really drew me to it though was the paintjob, as it very closely resembled the starship I have on No Man's Sky (possibly sensitive topic, but I don't care). Added some pink engine colors, and I'm rocking the night away. Still looking for a decent PvE bounty hunting build, but I'm hoping to have that locked in soon.

Very nice. Is that precision green? It looks very close to mine.
 
Very nice. Is that precision green? It looks very close to mine.

Yep, that is Precision Green. I was amazed when it turned out to match my ship in No Man's Sky. I don't know if I should post that here though, since this isn't a No Man's Sky thread. I have a feeling it'd be met with scorn.
 
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Interesting build. I know flechettes take some skill. How does that do vs a in your face frag boat with similar armor and 2 MRP's?

Not what it's built for, thats a big ship/healer killer.

Try to go up against a medium ship it'll get real expensive, real fast.

But if you have a cocky cutter pilot about... We all know they're the worst pilots.. Three flechette launchers seems to be the breaking point for dealing with MRP's, IE: They give you enough ammo to chew through them and still collapse modules, preferably the powerplant, many cmdrs don't do thier priorities and even if they have nothing really works after a few good hits.

Easily capable of striping SB's too, which is something I feel that flechettes are excellent for and hugely overlooked. In time, with a little practice, Im intending on trying to use a singular flechette on a medium ship vs FDL's and see how effective it can be at severely crippling the total shield capacity, I have a hunch that they might be more effective in that endeavour than straight up killing core modules. And they are already very capable of that if you can land sufficient hits.
 
Not what it's built for, thats a big ship/healer killer.

Try to go up against a medium ship it'll get real expensive, real fast.

But if you have a cocky cutter pilot about... We all know they're the worst pilots.. Three flechette launchers seems to be the breaking point for dealing with MRP's, IE: They give you enough ammo to chew through them and still collapse modules, preferably the powerplant, many cmdrs don't do thier priorities and even if they have nothing really works after a few good hits.

Easily capable of striping SB's too, which is something I feel that flechettes are excellent for and hugely overlooked. In time, with a little practice, Im intending on trying to use a singular flechette on a medium ship vs FDL's and see how effective it can be at severely crippling the total shield capacity, I have a hunch that they might be more effective in that endeavour than straight up killing core modules. And they are already very capable of that if you can land sufficient hits.

You might have some luck vs FDLs; MRP is not a popular optional mod on that ship.
 
I traded in my Conda for a Cutter so I no longer had a combat capable ship. So after looking around I decided on a Challenger to make as my combat ship and have fitted it out with a full laser build and seeing all 7 burst lasers unleashing hell on some poor NPC pirate might be the funniest thing I have ever seen in this game lol


I get that there is a stigma around the alliance ships seeing as they are all just slightly different versions of the same ship, but after flying one I gotta admit that the Challenger is seriously underrated.
 
I traded in my Conda for a Cutter so I no longer had a combat capable ship. So after looking around I decided on a Challenger to make as my combat ship and have fitted it out with a full laser build and seeing all 7 burst lasers unleashing hell on some poor NPC pirate might be the funniest thing I have ever seen in this game lol


I get that there is a stigma around the alliance ships seeing as they are all just slightly different versions of the same ship, but after flying one I gotta admit that the Challenger is seriously underrated.

Who underrates it? The challenger is a force to be reckoned with.
 
I'm recently back in the Chally murdering CZ's for the faction... it's a total beast.

I was using a Krait but got bored of it so grabbed another Chally and loving it again.
 
I reckon the Kraits are verging on OP (they have no seriously obvious flaws) so using a Challenger makes things a little more "Challenging" ;), just think how awesome it'd be with a class 7 PD!

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Been meaning to register here for a while, but only now am I actually getting around to it. ^^

My Challenger is the result of my search for a suitable HazRES Mat farmer that's combat effective and enjoyable to fly, as discussed and developed in this thread:
The main contenders were the Challenger and the Krait Mk II, supplemented by the Phantom. I built all of them and tested them extensively, refining the setups several times.
Kraits have no obvious flaws? I beg to differ. I find the MkII a solid pain to fly, being forced to boost each and every time you want to change vector. I find it incrediby arduous to fly. The Phantom is a little better, but really not by much. The other day I wanted to take out my Phantom for a change, then after 1 or 2 kills I was like "Nah, this is work" and went back to get out the Chally.

Compared to the Kraits, the Challenger is a swift. Personally I prefer the flight model of the Chieftain, but the Chally handles well enough to fight in it for hours. The internals are especially suited for mat gathering by virtue of its internals, with room for two class 3 limpet controllers and 64 drones.

However, after several iterations I ended up using only a single controller, because I really had to barter for every LED's worth of power. My issues with finding a suitable setup for this ship were twofold:
1. the hardpoint layout is very generous, but the class 6 distro can really hit its limits supplying a whopping 7 hardpoints.
2. I discovered the benefits of running ships on an Armoured reactor instead of Overcharged, but this goal didn't make finding a setup for 7 weapons any easier.

Ofc it would be trivial to set it up with pulse lasers and multicannons, but I don't like these kinds of weapons very much. They take way too long to build up damage for my liking, and the damage pool of multis isn't that glorious either. I love the Pacifiers on my Chieftain, but on the Chally I'd be limited to a single one -- not good. When I experimented with two medium PAs, I knew I was on the right track. The loadout evolved into a pretty complex setup to combine performance, versatility and utility:

L: LR Beam /w TV
MM: Rapid Fire PAs /w p.slug
M: LR Rail /w FC
SS: LR Beam /w TV
S: HiCap MC /w Corrosive

This setup proved to be workable and actually pretty good in a Wing, since you can easily "tag" enemies from far away. It's also okay going solo but damage output could be better. Also, it requires careful firegroup management to have the Rail available when an enemy fires a shield cell. Rapid Fire Plasmas are plain fun and offer the highest SDPS of all PAs so I knew I wanted to stick with those.
The main downside of this setup was that it was impossible to supply with an Armoured reactor - it had to be OC, which of course has worse efficiency, and means you will overheat measurably quicker, cutting into your SDPS. Thermal Vent can help with it somewhat, but it has its limitations.

So then I began adjusting the entire setup (inc. shield boosters etc) for power economy, swapped out all those weapons for Efficient versions etc, and eventually was able to run everything on an Armoured PP with Thermal Spread. Now it had become impossible to overheat, but the downside was that the Alpha (burst) damage had suffered a lot. The whole thing felt... gelded. Or watered down, whatever. In short, not really satisfactory anymore. :(

Finally I unlocked Cytoscramblers, and those would prove to be a gamechanger. I redid the entire loadout. The high anti-shield damage of the Cytos meant I could get rid of the railgun entirely-- when an enemy procs a shield cell, you just shoot 3, 4 more times and it's gone again. I still trimmed the lasers and shield boosters for efficiency, but with a refit of the PP to Monstered, I was actually able to fit in a third, large PA. The setup is now also simpler, more straightforward:

LMM: RF PAs /w slug
M: HiCap MC /w Corr
SSS: Eff Cytos /w Flow Control

Here is the complete (current) build on EDSY, as it can demonstrate my thermals-centered design philosophy better than Coriolis:

Grimlock

Oh, and the name?
Well, I've always thought the Challenger model looks stupid, with its tiny stub front winglets that don't do anything useful, it kinda reminds me of a Tyrannosaurus, or more precisely a T-Rex made of metal...
grimlock-trex.jpg
 
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