Ship Builds & Load Outs Chieftain Chieftain PVE Build help

I'm fairly new to ED, and have been looking around for some guides to a Chieftain PVE build, but i have been unsuccessful so far, so i'm hoping some of you here can share some of your builds, or come with suggestions as to what i should use.

Thanks in advance
 
All the Alliance C class ships have a lot of hardpoints and not quite enough PD to run an all energy weapon array loadout so I run a mix of energy and kinetic weapons.

Essentially energy weapons for shield stripping (and smaller targets) with kinetics for hull damage, this build has cannons but MC's are equally viable or even frags (if you can get close enough!)

Start with gimballed beams and try fixed after you get some practice, there's probably enough spare power for a small SCB if you want.

 
All the Alliance C class ships have a lot of hardpoints and not quite enough PD to run an all energy weapon array loadout so I run a mix of energy and kinetic weapons.

Essentially energy weapons for shield stripping (and smaller targets) with kinetics for hull damage, this build has cannons but MC's are equally viable or even frags (if you can get close enough!)

Start with gimballed beams and try fixed after you get some practice, there's probably enough spare power for a small SCB if you want.

Thank you very much, i'll give this a look, and see what i can do!
 
The best pve Chieftain builds are actually the PvP builds. They're not great for jumping around the bubble but as long as the system you're going to is within 100lys you'll be able to make it there just fine.
Here's my PvP build with a PvE hardpoint layout that could work really well for you.
As long as you have incendiary on all the frags with the exception of one corrosive, you'll absolutely melt through shields and once the corrosive hit their hull you'll melt through the rest of em.

This would also do really well if you're wanting to use beams.
 
All the Alliance C class ships have a lot of hardpoints and not quite enough PD to run an all energy weapon array loadout so I run a mix of energy and kinetic weapons.

Essentially energy weapons for shield stripping (and smaller targets) with kinetics for hull damage, this build has cannons but MC's are equally viable or even frags (if you can get close enough!)

Start with gimballed beams and try fixed after you get some practice, there's probably enough spare power for a small SCB if you want.

You do realize your cannons are at different velocities, giving you two different target lead indicators to shoot at right?
 
I use doubleshot frags and efficient beams on mine. I was using all frags, which was hilariously killy, but had trouble taking on smaller, faster ships like eagles, vipers and vultures. With that much spread you need a nice big target area to land all the shots for max damage, which made a fun "Big Game Hunter" type ship, but a bit less good at general bounty hunting. Also ammo is a concern, too easy to just dump dps all over things, which is great for making things dead but again, not so much for long hazres patrols.

I ripped the beams off my old vulture so at least when I now run dry I can at least kill things as well as that ship did, but with more armour to fall back on.
 
You do realize your cannons are at different velocities, giving you two different target lead indicators to shoot at right?
Yeah but I use them close in as hull killers on large (Anaconda sized) targets so it's not that big an issue, the force shell experimental is huge fun it makes me laugh every time I get a solid hit! :)
 
For offense, mine starts with dual class 3 grade 5 efficient oversized burst lasers. This lets me strip shields quickly and, when I run out of ammo for the multi-cannon I can finish off whatever ship I'm targeting before heading back in. Then I continue with one class 2 and two class 1 grade 5 overcharged autoloading multi-cannon plus, one class 1 grade 5 high capacity corrosive multi-cannon.

Defensively, I'm running a class 6 grade 5 thermal resist fast charging bi-weave shield generator. This is backed with two 0E grade 5 heavy duty boosters with super capacitors and, one 0E grade 5 resistance augmented booster with flow control . At 4pips this gives me 1,164Mj absolute and resistances of 37% Kinetic, 47% Thermal and, 56% Explosive. The stock bulkheads are modded with grade 5 heavy duty with deep plating backed by two class 4 and one class 2 HRPs all grade 5 heavy duty with deep plating along with one class 4 and one class 1 MRP.

a class 5 fuel scoop, class 4 guardian FSD booster and class 2 planetary vehicle hanger round out the optionals. She has a 40Ly jump range and can go 147Ly before needing to scoop. Cruises around 300m/s (pip dependent) boosting to 556m/s.

CNR Baskerville
 
As you state you are new, i assume engineering may not be possible as yet. I put together the following for an unengineered chieftain, that should hold its own in pve, and has the right stuff to look at adding engineering as you go.

Gimballed lasers, and a couple of fixed frags to play with for practise and good damages.

 
As you state you are new, i assume engineering may not be possible as yet. I put together the following for an unengineered chieftain, that should hold its own in pve, and has the right stuff to look at adding engineering as you go.

Gimballed lasers, and a couple of fixed frags to play with for practise and good damages.

Thank you for this! All other builders assume everyone has access to engineers, which completely excludes newer players. Much appreciated!
 
If you’re still interested this is my PVE build.

https://coriolis.io/outfit/alliance...ggDggUwIYHMAbbCaAFijMWuCA&bn=Gamsir chieftain

it’s pretty basic - some in these forums would say boring, but you can’t argue that it has in built high survivability and a very effective dps/energy ratio - and it flies like a dream.

Heavily engineered - but perfect for muckng about doing long combat sessions. Want to trade? Ferry passenger?
swap out a couple of hull modules.

it’s shields may seem low, but the resistances give it high durability. At the same time shields will recharge very fast between engagements.

the weapons are fun and effective. They deal good dps and burst damage with an almost optimal balance between dps and energy consumption imo. You can fight with 2 ½ points to wea without concerning tourself with micromanaging hour energy mid fight. I use two weapon setups. One with all lasers firering for strippng shields and smaller target hulls.
And one with all weapons firering for tougher targets when the shield is depleted - the corrosive effect of the MC is devastating.
Weapon wise you could swap out the small lasers to beams also, but the rapid fire with scramble spectrum is just too much fun - even crippeling some time (it can shut down the target engines for example) and the energy consumption vs dps is negligable with 3 small lasers.
 
Those small hardpoints on the Chieftain just begs for railguns. That’s what I use, and I wouldn’t make any loadout without them. That’ll give you good practice with fixed weapons too.
 
I love the Chieffy, but for PVE I found the Challenger a much better ship, because of hard points position and, most important, the internal division of compartments.
I say that because unlike the Cheff, the Challenger give you the HUGE advantage of a 64 tones cargo AND 2 x class 3 limpet collectors = 4 collectors at once to scoop materials fast.
The trade-off for marginal better agility for Cheffy is more than generous: better acceleration/de-acceleration, better hard points position for fixed weapons, slightly better shields, and more internals.
I use 4 frags and 3 beams on him and I have so much fun, popping small ships in 1-2 seconds and Condas in less than 10 seconds :p

And yes, shields are important: I run mine with 1600 shields with only 3 boosters ( a biwave) and I can stand Condas nose-in without problems, only for fun - the huge damage from my 4 frags overloaded any SC recharge, usually the target loose shields after 4-5 fast shots ( big targets) - medium one in just 1-2 shots.
 
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Krait shotgun builds are nice too:

You need at least a pair of beams to strip the shields and, most important, to deal efficient with small, fast & agile ships. A build with only frags is not the best thing...
Take 2 class 3 beams and keep the rest of the frags and you will get a much better build.
 
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