Ships Cobra Pilots - How do you fight in this thing?

Experienced cmdr here, flown most of the ships in the game (Dangerous) but somehow missed this gem. Lately I've been flying the DBS because it's a lot of fun and very easy to live with, and then it occurred to me to try out the Cobra. I thought it would feel like a slightly more substantial DBS, with more speed to escape when things go bad.

I gotta say, I was disappointed. The turn rate is lower than I thought, which isn't so bad since I'm used to mitigating this with FA off and thrusters (from flying my Asp and Python), though it is still frustrating against more maneuverable foes.

However, the hardpoints are my main difficulty. What kind of loadout do you go with? I tried turrets, gimballs, fixed (mostly bursts, pulses and multicannons), but combat didn't feel natural with any configuration.

Thanks for any tips. I really want to like this ship, it's such a classic.
 
Gimballed small beams. Gimballed medium MCs. 4 pips to engines unless firing or defending. Learn to anticipate their turns, and don't get closer than 600m unless you are on their tail. Use reverse thrusters vs small targets when they charge you. It's actually easier to kill nimble targets because I can reverse thrusters faster with less engine pros and nail small targets longer when they approach. Use boost and U-turn when pass to get free shots on their flank.
 
I use 2 gimballed C2 beams in the bigger hardpoints, and 2 gimballed c1 cannons in the smaller ones. I typically only even fire the cannons at bigger or less maneuverable stuff (I probably won't bother firing those at a Viper unless he's really bad and not maneuvering). The C2 beams melt through smaller targets just fine, typically dropping an Eagle's shields and getting it's hull to about 50% in a full sustained beam. I'm sure there are more effective loadoauts, but I got used to this and I just shift my pips as needed on the fly. I think part of the reason why some dislike the Cobra in combat is because they try to fly it like a dogfighter. If we used a ww2 analogy, the Cobra would be more of an energy fighter than a dogfighter, given that it's boost speed is second to none and it can boost almost indefinitely with all pips to engines. So against more nimble targets you have to play to your strengths, and that's pretty much the boost speed - instead of getting in a furball you joust.

It just takes some getting used to not being in a Spitfire but rather in a p-38..
 
Thanks for the prompt replies, cmdrs. I like the sound of your setup, Ziljan.

Given it's broad, flat profile, have you had much success with turrets? It occurs to me that one could quite easily keep a target in your turrets arc by keeping that particular side of the ship facing them.
 
I've fought NPCs with turrets and they're the only small ships who manage to take off a few rings before I kill them. So it's not a terrible strategy, however flying the ship becomes quite dull and is more a matter of power management than ace flying, though ace flying still helps! I think that a best place to put them might be the rear small ones. Haven't tested this, but I assume they can shoot straight backwards unlike most turrets.

Newmans suggestion is good too since medium beams do very decent shield dps, but my weapon loadout will out dps a hull by a good margin and can also be used on subsystems effectively.
 
Two fixed medium beam lasers, some practice, and kicking butt. ;)

The inner hard points aren't actually that far apart. As long as you don't try to hit a Sidewinder or an Eagle on their narrowest side, you can hit every ship with both lasers at the same time without problems.
 
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Ziljan: Yes, and your loadout is more amenable to the all-too-familiar 4sys-2wep we often need in PvP.

Janichsan: I've been using two fixed C2 beams since I could first mount them, and I've come to the conclusion that to make the most you really want them on an Asp. It can fire them so much longer and recharge them so much faster, while also having the generator capacity to mount the shield cells and boosters we like on top of those hungry beams. On smaller ships, I find I can get nearly the same punch from judicious use of fixed C2 bursts, which allow me to fire a lot longer and have slightly more modest power requirements.
 
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Ok, here's what I'm trying for the hardpoints right now.

-Two Class 2 Fixed Pulses. I love a fixed weapon for many reasons, and energy is very tight so pulses it has to be.
-Two Class 1 Turreted Beams. Thanks Ziljan, I took your suggestion on these guys and ran it a step further so that I have the option of circling smaller targets to death if I don't want to fight "fair" and keep them in front.

I'll post my findings here, or you can watch it live at http://www.twitch.tv/magpie842

Thanks again!
 
Well, I hunted for an hour or two. No PvP (nobody started on me for once!) but the setup is good. You can joust and harass with the FdC2Pulses, then switch on the TtC1Beams turrets and turn around the target as you go by past, which is quite painful for them. Fighting 4sys2wep, you need to use one or the other, pulses or beams (or both for a burst of DPS suitable for finishing targets off or stripping that shield you really need to). Anytime anything is about to slip out of your arcs, you just flip so the bottomside of the Cobra faces them and blast them with the turrets.

Conclusion: I like it. Thing is, the turrets are only really come into their own in circumstances that I just don't ever have to face with my DBS. The DBS has more shields, too (even with a booster on the Cobra) and I can mount 2x Chaff Launchers on it for evasive action and escapes. Finally, although it is slower, I think I can live with less 20-30m/s at top boost.

If I were a smuggler though, well then things would be different. As it is, I'm not, so while the cobra is ace and I'll bust it out again someday, I'll stick with my DBS for cheap and cheerful fighting.
 
Hey, amigo - how're they hanging? I am one with my Cobra - we evade as one, we fight as one! I fight my ship! <grins>

I believe it's an old RN term, though where I first picked it up from, I can't recall - from Hornblower or suchlike perhaps.
 
I use 2 gimballed C2 beams in the bigger hardpoints, and 2 gimballed c1 cannons in the smaller ones. I typically only even fire the cannons at bigger or less maneuverable stuff (I probably won't bother firing those at a Viper unless he's really bad and not maneuvering). The C2 beams melt through smaller targets just fine, typically dropping an Eagle's shields and getting it's hull to about 50% in a full sustained beam. I'm sure there are more effective loadoauts, but I got used to this and I just shift my pips as needed on the fly. I think part of the reason why some dislike the Cobra in combat is because they try to fly it like a dogfighter. If we used a ww2 analogy, the Cobra would be more of an energy fighter than a dogfighter, given that it's boost speed is second to none and it can boost almost indefinitely with all pips to engines. So against more nimble targets you have to play to your strengths, and that's pretty much the boost speed - instead of getting in a furball you joust.

It just takes some getting used to not being in a Spitfire but rather in a p-38..
And now i finally get it why i died so many times in Cobra.
 
I use 2 gimballed C2 beams in the bigger hardpoints, and 2 gimballed c1 cannons in the smaller ones. I typically only even fire the cannons at bigger or less maneuverable stuff (I probably won't bother firing those at a Viper unless he's really bad and not maneuvering). The C2 beams melt through smaller targets just fine, typically dropping an Eagle's shields and getting it's hull to about 50% in a full sustained beam. I'm sure there are more effective loadoauts, but I got used to this and I just shift my pips as needed on the fly. I think part of the reason why some dislike the Cobra in combat is because they try to fly it like a dogfighter. If we used a ww2 analogy, the Cobra would be more of an energy fighter than a dogfighter, given that it's boost speed is second to none and it can boost almost indefinitely with all pips to engines. So against more nimble targets you have to play to your strengths, and that's pretty much the boost speed - instead of getting in a furball you joust.

It just takes some getting used to not being in a Spitfire but rather in a p-38..

I go with 4 Beams, at the moment 2 E1G and 2 D2G, they rip shields and the time saved in Ammo run is lot lost in the little extra time for a beam to cut up the ships hull. Yes, I tap my trigger, unless i know I have the target, on it tail, then i just let them go. Tapping adds to cooling and damage time. Power management is also key. I am looking for C2s beams and may go fixed on one set. The 4 E1 were better in my opinion, than what I have now, D2s, drop the fire time, buy about 30%.
Cobra, is tuff and can afford to go backwards, for Eagles. I like to go backwards, until their shields have gone, stop, keep, tap tap tap, and the boost! As I said, the Cobra, can be a tough ship. Profile is important. Sideways head-on to a fixed clipper, is interesting.
 
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Found this gives best results for me
http://www.edshipyard.com/#/L=702,4yG4yG7sh7sh3wU01Q,316Q6Q6Q5K4s4s6k,7RA0720727dg2jw2UI

Good for Combat/Trade/and exploring good use of blue\zone and FA on/off will allow you to fight almost any npc\ can't comment on Pvp
only priority management needed is on cargo scoop
M: 2D/F Beam Laser
M: 2D/F Beam Laser
S: 1G/G Multi-cannon
S: 1G/G Multi-cannon
U: 0C Kill Warrant Scanner
U: 0I Chaff Launcher

BH: 1I Military Grade Composite
RB: 4A Power Plant
TM: 4A Thrusters
FH: 4A Frame Shift Drive
EC: 3D Life Support
PC: 3A Power Distributor
SS: 3A Sensors
FS: 4C Fuel Tank (Capacity: 16)

4: 4A Shield Generator
4: 4E Cargo Rack (Capacity: 16)
4: 4E Cargo Rack (Capacity: 16)
2: 2A Shield Cell Bank
2: 1C Detailed Surface Scanner
2: 1C Advanced Discovery Scanner
---
Shield: 125.58 MJ
Power : 11.75 MW retracted (75%)
15.53 MW deployed (100%)
15.60 MW available
Cargo : 32 T
Fuel : 16 T
Mass : 274.4 T empty
322.4 T full
Range : 19.94 LY unladen
17.96 LY laden
Price : 10,047,524 CR
Re-Buy: 502,376 CR @ 95% insurance
 
Found this gives best results for me
http://www.edshipyard.com/#/L=702,4yG4yG7sh7sh3wU01Q,316Q6Q6Q5K4s4s6k,7RA0720727dg2jw2UI

Good for Combat/Trade/and exploring good use of blue\zone and FA on/off will allow you to fight almost any npc\ can't comment on Pvp
only priority management needed is on cargo scoop
M: 2D/F Beam Laser
M: 2D/F Beam Laser
S: 1G/G Multi-cannon
S: 1G/G Multi-cannon
U: 0C Kill Warrant Scanner
U: 0I Chaff Launcher

BH: 1I Military Grade Composite
RB: 4A Power Plant
TM: 4A Thrusters
FH: 4A Frame Shift Drive
EC: 3D Life Support
PC: 3A Power Distributor
SS: 3A Sensors
FS: 4C Fuel Tank (Capacity: 16)

4: 4A Shield Generator
4: 4E Cargo Rack (Capacity: 16)
4: 4E Cargo Rack (Capacity: 16)
2: 2A Shield Cell Bank
2: 1C Detailed Surface Scanner
2: 1C Advanced Discovery Scanner
---
Shield: 125.58 MJ
Power : 11.75 MW retracted (75%)
15.53 MW deployed (100%)
15.60 MW available
Cargo : 32 T
Fuel : 16 T
Mass : 274.4 T empty
322.4 T full
Range : 19.94 LY unladen
17.96 LY laden
Price : 10,047,524 CR
Re-Buy: 502,376 CR @ 95% insurance

Nice setup, similar to my own with a few small differences.. instaed of multis I use c1 cannons, and I have an A grade life support and D grade sensors. A grade sensors are heavy, though I'll admit a bit better range would be nice in those resource ex. sites :)
 
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