Chieftain Weapon Layouts - how did you do it?

Which weapons have you guys slotted for your Chieftain?

My first go was:
L: 3E Pulse Laser, gimbal
L: 3E Pulse Laser, gimbal
M: 2F Multicannon, gimbal
S: 1G Multicannon, gimbal
S: 1G Multicannon, gimbal
S: 1G Multicannon, gimbal

I am really using it for conflict zones and RES sites for now.

Figured 3 pulse, just like vulture, would be good (and it rips shields on most ships pretty well, except the largest ones like cutter, anny and corvie.

However, I feel the smaller slots are pretty weak. At least with multicannons.

What loadouts did you guys go for?

Would be nice if you could put up some vanilla loadouts and not super-engineered stuff cause I'm not all that into the engineered things.

I'm thinking of putting in something like 3 small rails for popping internals maybe, or switch it around and use 4 lasers for shield busting in the medium and small slots and drop large multicannons in the large slots instead.

Love to hear how you guys fitted your Chieftains.
 
Smalls are only really good for applying specials like corrosive or scramble spectrum, maybe missile

I normally preferre MC in my largest slots, but cheiftan is maybe different. Possibly one of each.
 
I'm using the opposite arrangement, gimbaled burst lasers on the small and medium mounts, and gimbaled multicannons on the large mounts. The lasers strip shields pretty well, and the miniguns then chew up the hull rather quickly, though I haven't tried it out against larger or more dangerous ships (have to engineer the Chieftain, first).
 
I've been very happy and successful , so far, with:

1x Lrg. Pulse w/ Eff. + Phasing
1x Lrg. Cannon w/ Long Range + Autoloader
1x Med. Pulse w/ Eff. + Phasing
2x Sml. Pulse w/ Eff. + Scramble
1x Sml. Cannon w/ Long Range + Autoloader

The lasers let me deal with smaller ships, and stay in combat longer. While the cannon pokes holes in the PP's of bigger ships. Cannon do more spike damage than MC's. MC's seem to keep me in one fight longer, whittling away at the target, where cannon get to it faster, and let me get on to the next fight. Cannon also takes some of the strain off the PD, something PA's just don't do. I have been feasting on Pirate Lords.
 
1 Large Efficient Beam with Thermal Vent
1 Large Overcharged Multi with Oversized
1 Medium Overcharged Multi with Oversized
3 Small Efficient Beams with Oversized

Thinking of replacing one of the small beams with a Multi with Corrosive.

The beams melt shields very quickly, and for small targets I don't even need to use the multis.

I went weapon focused on the Power Distributor, can still boost often with pips set 2.5 / 1 / 2.5
 
3 small gimballed Beams G3 efficient
1 Pack-Hound rack G3 Sturdy with Drag
2 APAs G4 Efficient

Power Plant G4 low emission.

I replace the APA's with gimballed Large Pulse G5 efficient, when I feel like being lazy with aiming.
 
Loadout 1: 2 Large OC multis with autoloader , 1 High cap Multi with corrosive, 3 small long range Rails with plasma slug

loadout 2: 2 eff Large PA with Plasma slug, 1 med eff PA with plasma slug, 3 high cap small multis, one with corrosive, 2 with multi servos
 
2 large multicannons overcharged with autoloader
1 medium beam laser efficient with oversized
3 small seeker missile racks lightweight, one with drag munitions, two with thermal cascade
 
I've been very happy and successful , so far, with:

1x Lrg. Pulse w/ Eff. + Phasing
1x Lrg. Cannon w/ Long Range + Autoloader
1x Med. Pulse w/ Eff. + Phasing
2x Sml. Pulse w/ Eff. + Scramble
1x Sml. Cannon w/ Long Range + Autoloader

The lasers let me deal with smaller ships, and stay in combat longer. While the cannon pokes holes in the PP's of bigger ships. Cannon do more spike damage than MC's. MC's seem to keep me in one fight longer, whittling away at the target, where cannon get to it faster, and let me get on to the next fight. Cannon also takes some of the strain off the PD, something PA's just don't do. I have been feasting on Pirate Lords.

I tried this setup, not engineereed (as I mentioend in OP I haven't done engineering).

I feel the cannons aren't really hitting the PP very effectively. They do loads more hull damage than anything else.

2 large multicannons overcharged with autoloader
1 medium beam laser efficient with oversized
3 small seeker missile racks lightweight, one with drag munitions, two with thermal cascade

Isn't the seeker missiles really cost in-efficient for conflict zones and RES hunting though, as well as run out of ammo fast?
 
3 small grade 5 long range-modded railguns with Plasmaslug special
1 Packhound missile launcher, modded with grade 5 increased ammo/magazine storage
1 large gimballed grade 5 efficient beam laser with Thermal Vent
1 large gimballed grade 5efficient pulse laser
 
Can I ask everyone something?

Why do so many folks go with biggest possible lasers and stuff ballistics into the smaller hardpoints?

Think about it: damage to shields (which, Engineer resistance wonkiness aside for a minute here, means Lasers are ideal) is not affected by size class. But damage to hull is: only Huge ballistics can punch through all kinds of hardness, and Large can only suffice up until the Big 3.

Wouldn't it make more sense to put lasers on the multitide of smaller hardpoints (perhaps beams to make up for the size) and pack big ballistics in the largest hardpoints available, instead?
 
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Tip to you folks: the amount of heat thermal vent dumps seems to be based on the inverse of the amount of heat the weapon normally produces. For instance, an efficient modded beam will not dump that much heat with thermal vent. A SHORT RANGE modded beam dumps a TON of heat with thermal vent. When you're hitting, of course.
 
I found the platform a bit too twitchy for effective use of Advanced Plasmas as I had originally planned, so I went to plan B.

Dual Efficient C3 Beams and the rest turreted, Overcharged MCs with Corrosive Shell Exp.

A surprisingly effective combo, and with an across the board max G5 buff to everything including the PD, the ship can basically lay down a constant blast of Beam Laser fire along with all the turrets going.

Excellent results with no power or heat issues whatsoever. :)
 
Tip to you folks: the amount of heat thermal vent dumps seems to be based on the inverse of the amount of heat the weapon normally produces. For instance, an efficient modded beam will not dump that much heat with thermal vent. A SHORT RANGE modded beam dumps a TON of heat with thermal vent. When you're hitting, of course.

i tried a all short range + thermal vent beamlaser loadout in the beta, it was just evil,maybe if i'm bored i gather all mats for such loadout in live [big grin]
 
Think about it: damage to shields (which, Engineer resistance wonkiness aside for a minute here, means Lasers are ideal) is not affected by size class. But damage to hull is: only Huge ballistics can punch through all kinds of hardness, and Large can only suffice up until the Big 3.

Wouldn't it make more sense to put lasers on the multitide of smaller hardpoints (perhaps beams to make up for the size) and pack big ballistics in the largest hardpoints available, instead?

IF ballistics=multi cannons/cannons, yes, bigger ballistics would be better.

However, many are using rails/plasma in the smaller slots, both of which ignore size differences due to their high piercing values. By doing so, you can use Thermals in the large slots to get the shields down faster and having your largest guns not limited by ammunition.
 
I found the platform a bit too twitchy for effective use of Advanced Plasmas as I had originally planned, so I went to plan B.

Dual Efficient C3 Beams and the rest turreted, Overcharged MCs with Corrosive Shell Exp.

A surprisingly effective combo, and with an across the board max G5 buff to everything including the PD, the ship can basically lay down a constant blast of Beam Laser fire along with all the turrets going.

Excellent results with no power or heat issues whatsoever. :)

You can use only one corrosive, you cannot stack the specific effect.

On my chieftain i have 2 large focused plasmas, 1 missile high cap and 3 small long range rails with super penetrator but i dont use this ship. Canopy strength is for laughs...
 
The small hardpoints lend themselves to rails and not much else IMO. The large I put PA's in to pack a punch. The only bit I struggled with was the medium. I tried another rail in there but the placement and timing was all off which threw me a bit. So I stuck another PA in there and that seems to work a treat. Not sure how it'd run without engineering though. That's an awful lot of heat you're kicking out. Power hungry too. I didn't even try it without first Efficienting the PA's.
 
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