Newcomer / Intro Cobra MkIII Weapons & Systems Upgrade Path

Galactic Greetings Commanders!

So after a week+ long slog of Sidewinder trade route running, cargo mission hauling, and evading numerous Interdictions (and failing to evade a couple too!) I've eventually managed to fund the purchase of my shiny new Cobra.

I'd now like to kit her out so that I can keep doing some trade runs when coin is needed, but also so that I can start looking at taking on more combat focused missions, and also stop automatically trying to evade every Interdiction. (I'm a pretty poor combat pilot so am looking for weapon upgrades that pack the best punch for my Credits so that on the odd occasion that I do land a shot it has some impact on the opponent!)

Any suggestions/recommendations on the best upgrade path for me to take?

And what would be the most effective weapons combination for the 2 x Medium and 2 x Small hardpoints?
 
How much you got to spend?

First - power plant, then, power distributer, then thrusters... Pretty much the last upgrade is guns.You need all those other things to get the most of your guns.

As for the hardpoints, I'm still torn between 2 x pulse on the medium points and 2 x autocannons on the small, or burst lasers on the small and autocannons on the medium. Either way, the outer points need to be gimballed.

Z...
 
Galactic Greetings Commanders!

So after a week+ long slog of Sidewinder trade route running, cargo mission hauling, and evading numerous Interdictions (and failing to evade a couple too!) I've eventually managed to fund the purchase of my shiny new Cobra.

I'd now like to kit her out so that I can keep doing some trade runs when coin is needed, but also so that I can start looking at taking on more combat focused missions, and also stop automatically trying to evade every Interdiction. (I'm a pretty poor combat pilot so am looking for weapon upgrades that pack the best punch for my Credits so that on the odd occasion that I do land a shot it has some impact on the opponent!)

Any suggestions/recommendations on the best upgrade path for me to take?

And what would be the most effective weapons combination for the 2 x Medium and 2 x Small hardpoints?

Well this depends on what your want to go against.
Small target you can do 2 medium multi cannon and 2 small pulse laser. Either gimbal or fixed depends on what you like the most.

Or if you go after bigger game 2 medium pulse laser 2 small Cannon.

But what i recommend is for the internal is buy multiple ships.
1 for trading 1 for combat.
 
I run a mixed cobra, pack a couple of x16 cargo expansions in. You can manage two x4's too but if you want shield cells I'd strip one x4 out.

If your aiming skills aren't too great yet the I'd recommend gimballed 2xC1 beam and gimballed 2xC2 Mulitcannon. Be sure to select either FSD or power plant as subtarget (Y). The gimballed beams will pull apart shields quick and the MC does better damage vs hulls. That should cover the smaller ships. If you want bigger game then strip out the MC and replace with dumbfire missiles. (Be warned you'll have to take out smaller vessels pretty much with the beams)

Every time I get interdicted now I smile at the bounties I'm gonna get.

Oh get a kill warrant scanner (KWS) it's a press and hold to use. It will pay for itself in short order
 
I'm still trading and outfitting my Cobra, so here's my path ( mostly completed)

1 ) remove all weapons (increases jump range and ensures that I don't get tempted into dogfights)
2) upgrade the cargo capacity (16 ton racks x 2 plus other empty slots)
3) The Cobra is expensive on fuel. Upgrade to C step frame its lighter and has a better range/fuel
4) fuel scoops. As good as your budget allows. I'm now using B grade, with economical routes and grade B step frame, I can avoid paying for fuel by just one scoop pass.
5) power unit and power distributor as possible (and require by the upgraded modules
6) when you're happy, add an upgraded scanner - you'll find unexplored systems as you travel. This can give a useful income source.
7) shield upgrades, then weapons.
Not sure, but a pair of beam lasers and a pair of multi canons seems a good base set-up

The Cobra can outrun just about anything (4 pips to engine, boost, and weave) until you can super cruise away. If you're trading or exploring then that's fine. Bounty hunting and you're looking at a different ship.
I'm still waiting for the A grade thrusters and shield, but I'm not worried about interdictions now.

Fly safe
 
Thanks to all for the replies, much appreciated! And y'all have given me much to think about and plan out. Going to find a Shipyard with all I want, then run an epic max cargo capacity Rares circle route to raise the needed cash and get the "Luscious Lynn" the makeover she deserves.

(I name all my ships after ex-girlfriends. That way if I lose them it doesn't hurt so much :) )
 
I have been running rares last day or two, I just upgraded to 2 x 16 cargo racks and 4 rack, most important thing is FSD for rares. I don't always fill the cargo space so switched out the 4 for shield cells, tried a conflict zone today and cobra seems little so and so in combat compared to the viper, mainly due to it's awkward hardpoint locations. I'm off the try beams and gimbal canons, see if that helps taking the big fish down faster.
 
Combat is not all about a tougher ship. Buy a sidewinder and learn how to fight. You will be. Ugh more effective in your cobra after that. A okra really isn't a ship in which to learn how to fight IMHO.
 
Hi,

I fly a mixed purpose ship. I get bored just doing trading, and usually get sidetracked on the way anyway. Normally find some cargo flying out in space and then can't complete my trading run without taking a detour to offload the stuff somewhere with a black market... and that's when I normally get interdicted... (plus I normally carry some gold and silver and other stuff as bait!)

So I have all 16 cargo in my Cobra, and yesterday I found this tutorial which compares the various kinds of guns, etc. And a lot of other stuff too... it's worth looking at for anybody. The upshot here from my understanding is: fixed beam lasers and gimballed multicannons. Interestingly it also points out that on a Cobra you can't use fixed beam lasers and fixed multicannons at the same time. One of them needs to be gimballed... (don't ask me why!) But at least now I know why my multicannons never used to work when I was using lasers.

As others here have said, definitely need to upgrade power plant and distributor. Also, using close up is more effective. I was surprised about that because lasers are supposed to be really focused so theoretically shouldn't lose power. Also in space with no friction or gravity, why do multicannon bullets lose power? Anyway, they do in the game, so just gotta live with it!

ATM, I have fixed lasers and gimballed multicannons. Will save up and upgrade them, but my next big target is a military hull. And a kill warrant scanner. And better shields.
Interdictions are fun, but I always make sure I am locked on a hyperspace destination, so if you are rapidly losing you can make a break for it and hit that hyperspace button... best way to outrun a missile too!
 
How much you got to spend?


First - power plant, then, power distributer, then thrusters... Pretty much the last upgrade is guns.You need all those other things to get the most of your guns.


As for the hardpoints, I'm still torn between 2 x pulse on the medium points and 2 x autocannons on the small, or burst lasers on the small and autocannons on the medium. Either way, the outer points need to be gimballed.


Z...
I'm sorry, but i have to disagree with your way: I think the best way is to level up in smaller, more even steps. Don't save up to get everything on A... especially not in that order...


Powerplant: no need to upgrade at all as long as you have enough power for your primary fighting functions when the hardpoints are exposed.
power distr: yeah - IF you run out of power a lot. But this can be contered in many cases: example: you can't shoot because your weapons capacitator is empty.
- first question: did you shoot more than necessary? Try to only pull the trigger when you'll actually hit.
- second: do you have blips on system while the capacitator is full? from my experience taking blips from there doesn't hurt at all as long as your shields are fine.
- third: do you only run on thermal weapons? They drain your capcitator in no time - replace some lasers with something like a multi-cannon.
Thrusters: basicly: yeah... more maneuverability is always very important. But an A class thruster can't compensate a pilot that always trys to turn his ship by yawing. - i would go for a truster in the D-B ranking area and test if i have problems following my targets in godfights too often.


So everything depends on your personal skills of flying the ship as well has beeing able to make tactical decisions at the right time.... Good weapons always give you the opportunity to end a fight before it really started. (at least with smaller ships like sideys or eagles)
 
Putting small cannons on your cobra may have a damage penalty against larger ships. To mitigate this you need to put cannons on your medium hardpoints as I don't believe you get a damage penalty on thermal weapons against shields in the same way. I've read this, not sure if it's 100% accurate.

I used to fly around with gimbled pulse lasers on the small hardpoints (for stripping shields) then swap to medium hardpoint multicannons for ship hulls.

The stock cargo racks that come with the Cobra are smaller than you can fit so you can effectively double your storage capacity on them by selling and buying the proper sized compartment.

Other than that I always choose power distributor first (for more boost and thermal weapon fire) and focus on upgrading all to D class components before cherry picking what modules I want to A-rate.

You don't need to worry about buying a great big power module until you need it.
 
Back
Top Bottom