Ships Cobra V general purpose build

i am trying to build a general purpose ship capable of pve combat and also i suppose i have to do some Powerplay work to get that prismatic shield gen so those are considerations.

i think ive gotten the most i can out of this little guy, any suggestions?
the missiles are more a personal fun choice than effectiveness.
i am interested in trying some alternative weapon combos


summary -
Military Grade Composite + 3 HRP
Bi Weave + 2 boosters

2 x c2 Pre-engineered Missile Racks
1 x c2 beam w/ long range + thermal vent
2 x c1 rail guns w/ long range + superpen

core internals are fairly standard A rated + engineered
 
I'd swap the A rated life support out for a D rated one that's shielded. Much more integrity and less weight.
Also D rate the sensors with long range
And you've not engineered the thrusters?
Dirty drag would up your speed no end!
That powerplant will run hot too. You've got a fixed beam venting heat 🥵 so hoping your skilled at it hehe.
I've gone for 3 concord cannons and 2 cytoscamblers
 
the thrusters are engineered , must of missed that.

will see how i go with that beam, i was a bit unsure about it.

i dont have any powerplay weapons unlocked

thanks for the tips!
 
Bi Weave + 2 boosters
For your boosters I would personally run either both heavy duty super capacitors or 1 HD and 1 resistance augmented. 2 HD will give you a 25% increase to absolute shield value and substantially increase thermal and explosive value while slightly decreasing kinetic. It's good to chase resistances to a point, but depending on the ship and build there's a shifting break point where adding absolute will overtake the benefits of resistances when looking at effective values per damage type.
 
i am trying to build a general purpose ship capable of pve combat and also i suppose i have to do some Powerplay work to get that prismatic shield gen so those are considerations.

i think ive gotten the most i can out of this little guy, any suggestions?
the missiles are more a personal fun choice than effectiveness.
i am interested in trying some alternative weapon combos


summary -
Military Grade Composite + 3 HRP
Bi Weave + 2 boosters

2 x c2 Pre-engineered Missile Racks
1 x c2 beam w/ long range + thermal vent
2 x c1 rail guns w/ long range + superpen

core internals are fairly standard A rated + engineered

I do love a bit of Missile and Rail Gun fun, all my combat builds have either Imperial Hammers, Pack-Hounds or both if viable.

I do recommend having at least one Rail Gun with Feedback Cascade though, instead of both with Super Pen.
Reason being, NPC's will drop Shield Banks like no tomorrow, and it becomes a tiring game if you don't have the firepower to drop their shields fast enough.
Feedback Cascade helps mitigate that by interupting their SCB, you'll see their shield start to make a sweeping effect, that's them dropping an SCB. Hit them with Feedback Cascade a few times during this and you'll interrupt it being effective.

Obviously your build is for your enjoyment and that's honestly all that's important.
If I were rolling with that loadout though, I'd probably have one Missile Rack, put Drag Munitions (I usually go for this) or Multi-servos or something else, as NPC's don't get affected by things like Thermal Cascade like a PC does.
I'd maybe whack another C2 Beam (like Dragsham said though, if you're not super hot with your aim, maybe switch from Fixed Beam to Gimballed, to ensure you're always utilising Thermal Vent to its fullest) with LR/TV so I have two Beam shield strippers, then rely on the Rails and Missiles to do damage once the Shields are down.
Possibly mix them in a C2 Rail/C1 Rail + C2 Beam/C1 Beam and Missile Rack, or keep it as it is (except the experimentals to what I would usually run) and replace one Missile Rack with an Overcharged Multi Cannon with Incendiary.

The final one means I have a single Beam and Rails for Shields, the Beam also keeping ship heat down while I Rail Spam.
Then switch over to the MC and Missiles for when the Shields are down, doing max hull and internals damage, maybe with the Super Pen Rail and MC on another group to switch between while the MC tears down their hull.

Honestly Hammers and Pack-Hounds are hellishly fun. I run them on as many combat builds as I can. :D
 
I do love a bit of Missile and Rail Gun fun, all my combat builds have either Imperial Hammers, Pack-Hounds or both if viable.

I do recommend having at least one Rail Gun with Feedback Cascade though, instead of both with Super Pen.
Reason being, NPC's will drop Shield Banks like no tomorrow, and it becomes a tiring game if you don't have the firepower to drop their shields fast enough.
Feedback Cascade helps mitigate that by interupting their SCB, you'll see their shield start to make a sweeping effect, that's them dropping an SCB. Hit them with Feedback Cascade a few times during this and you'll interrupt it being effective.

Obviously your build is for your enjoyment and that's honestly all that's important.
If I were rolling with that loadout though, I'd probably have one Missile Rack, put Drag Munitions (I usually go for this) or Multi-servos or something else, as NPC's don't get affected by things like Thermal Cascade like a PC does.
I'd maybe whack another C2 Beam (like Dragsham said though, if you're not super hot with your aim, maybe switch from Fixed Beam to Gimballed, to ensure you're always utilising Thermal Vent to its fullest) with LR/TV so I have two Beam shield strippers, then rely on the Rails and Missiles to do damage once the Shields are down.
Possibly mix them in a C2 Rail/C1 Rail + C2 Beam/C1 Beam and Missile Rack, or keep it as it is (except the experimentals to what I would usually run) and replace one Missile Rack with an Overcharged Multi Cannon with Incendiary.

The final one means I have a single Beam and Rails for Shields, the Beam also keeping ship heat down while I Rail Spam.
Then switch over to the MC and Missiles for when the Shields are down, doing max hull and internals damage, maybe with the Super Pen Rail and MC on another group to switch between while the MC tears down their hull.

Honestly Hammers and Pack-Hounds are hellishly fun. I run them on as many combat builds as I can. :D
When I did PVE it was many years ago and I favored pulse lasers on ships I couldn't use beams on, and always MC's for after shields. I came here looking to see if that is still common, but I see most posts have very varied weapons.

Would pulse lasers and MC's still work decent?
 
When I did PVE it was many years ago and I favored pulse lasers on ships I couldn't use beams on, and always MC's for after shields. I came here looking to see if that is still common, but I see most posts have very varied weapons.

Would pulse lasers and MC's still work decent?
yes, everything is the same
 
This is the build I use for PP2 activities, and sometimes just random various other activities. I really love the Cobra Mk V as a multipurpose ship.


The only thing I would love more is if I could have a recon limpet controller and a collector limpet controller (for the occasional HGE sweep), but I'm not sure I want to use an operations limpet controller, but it's a very viable option (replace a 3E cargo rack with that controller, and the current recon limpet controller with a size-1 cargo rack).
 
i am trying to build a general purpose ship capable of pve combat and also i suppose i have to do some Powerplay work to get that prismatic shield gen so those are considerations.

i think ive gotten the most i can out of this little guy, any suggestions?
the missiles are more a personal fun choice than effectiveness.
i am interested in trying some alternative weapon combos


summary -
Military Grade Composite + 3 HRP
Bi Weave + 2 boosters

2 x c2 Pre-engineered Missile Racks
1 x c2 beam w/ long range + thermal vent
2 x c1 rail guns w/ long range + superpen

core internals are fairly standard A rated + engineered
I want to clarify for myself. Why do such assemblies have heat dumping? (Heat Sink Launcher)
 
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