Cobra weapons loadout

i wonder if anyone could suggest me with a good weapon loadout for my Cobra.
Are there C or better class weapons ( pulse lasers, multi cannons) available?

cheers
 
The Cobra has the luxury of a very flexible weapons setup, so there is quite a bit that works well. With that said:

-If fixed weapons are your thing, the Class 2 slots up front are better since they're more likely to be able to both draw a bead (the class 1 slots are pretty far apart on your wingtips)
-At the same time, the placement of the Class 1 slots underneath the ship means that targets will need to be slightly below your view in order to lock on with gimballed weapons - which isn't terrible, but your target will be less visible.

I use twin fixed Class 2 beams in the front, and twin Class 1 seeker missile launchers below - works nicely against most targets, though I may be experimenting with the loadout soon in order to go big game hunting.
 
The Cobra has the luxury of a very flexible weapons setup, so there is quite a bit that works well. With that said:

-If fixed weapons are your thing, the Class 2 slots up front are better since they're more likely to be able to both draw a bead (the class 1 slots are pretty far apart on your wingtips)
-At the same time, the placement of the Class 1 slots underneath the ship means that targets will need to be slightly below your view in order to lock on with gimballed weapons - which isn't terrible, but your target will be less visible.

I use twin fixed Class 2 beams in the front, and twin Class 1 seeker missile launchers below - works nicely against most targets, though I may be experimenting with the loadout soon in order to go big game hunting.

I do this for smaller ships. For the larger ones I swap out the MC's for plasma acc and target the drives.
 
I run a fully gimballed setup consisting of 2 multicannons on top with burst lasers down below. I used to have beams downstairs but I swapped them out for burst lasers as they seem to be more efficient in terms of damage output against capacitor usage, although that's just my feeling and not a scientific conclusion.

Seeker launchers on the wing hardpoints are pretty useful too, although I dropped mine when they buffed shield resistance v explosive damage and replaced them with lasers.

I generally work on the principle of bringing down the targets shields with my lasers first, then tearing up their hull with multicannons. It's also a nicely balanced setup in terms of energy usage. I did try running lasers in the top hardpoints for a while but I found the energy consumption of the bigger lasers a tad restrictive for my tastes, besides, I've not found a weapon yet that tears unshielded ships up like good old multicannons :)
 
Medium hardpoint: 2x Multi cannons Class 2 – 57,000 each
Small hardpoint: 2x Beam Laser Class 1 – 74,500 each

I used this setup for ages - very effective. Then switched to 4x multi-cannons to get a bit of cash back - also very effective but preferred having the beams for shields. Now on 4 beams as I'm off into the void and don't want to have to worry about ammo.
 
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Something asymmetrical. Have to power down the shield cells while weapons are deployed to meet power requirements, but since they have a wind-up time now the additional time waiting before they can be activated isn't as much of an issue, since you now have to anticipate their use anyhow. The missile and railgun shouldn't be on the same firegroup button. Firegroup 1 beams primary, rail secondary, firegroup 2 beams primary missile secondary, firegroup 3 beams primary KWS/FSDI secondary. It's a bit tricky learning to shoot the railgun, since it's offset slightly to the left or right depending on the chosen mount, but the versatility is a lot of fun.

If you want something more simple and reliable, two fixed medium lasers(pulse or beam, I prefer beam), and two small gimballed multicannons has never let me down but is, well, boring. Just be aware the multicannons have trouble targeting above your firing plane.
 

Jane Turner

Volunteer Moderator
I've chopped and changed so many times I've forgotten.... but for the last 3 weeks I've settled on 2x class 2 gimballed beams - because I find I can take out everything up to an Asp very quickly with just them.... and particularly I find I need the gimballs to keep fire on the power plant of an Asp as I turn inside it. I have fixed frag canon on one of the wing tip points and a fixed rail gun on the other. I turn the rail gun off unless I need it - in which case I rely on my life support to keep me going since despite complex power management options I can't run all at once. The frag canon comes in when I'm right up against a large ship and the rail gun is for sniping at ships that are fleeing and engaging FSD. Either is handy if I get a jouster. If not for the Asp weakness against class 2 beams, I'd go the other way round - ie Class 1 lasers on the tips and fixed rail gun and frag canon on the medium hardpoints.
 
I've had good results with one class 2 gimballed beam + 1 class 1 gimballed beam ( or burst lasers) mounted on one side, multicanons on the other.
With an A class power distributor and sufficient power, the beam laser(s) can be almost continuous, taking down shields quickly - then the multicanons add to the destruction.

As noted, Cobra needs a couple of gimbaled mounts otherwise you can miss the Sidewinder - slips through the gap!
 
(Removed as I do not agree with the forum terms and bully mods, I can take my contributions elsewhere thank you.)
 
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I use two C2 fixed beams, and I'm experimenting with two C1 fixed railguns. They do have a little bit of tracking at medium and long ranges (enough to get both on target), but they're not so hot at point blank range since they're so far apart.

Before the railgun experiment I used C1 gimballed cannons and they're great.
 
Medium hardpoint: 2x Multi cannons Class 2 – 57,000 each
Small hardpoint: 2x Beam Laser Class 1 – 74,500 each

No likey...

2 x Class 2 Fixed Beam Lasers
2 x Class 1 Gimballed Multi Cannons

Gimballed multi cannons are generally more effective than gimballed lasers of any variety, and fixed lasers just aren't good in the class 1 slots on the Cobra. Fixed class 2 beams are expensive, but generally fantastic and the multis just compliment the DPS. RafeZetters setup is great on a Viper though.
 
Class 2 fixed beams up front, 300k a pop , need bags of power but great for burning off shields and evaporating smaller ships. 2 racks of dumb fires on the class 1 slots for going in close and doing some serious damage after melting off the shields (even after the nerf).
 
No likey...

2 x Class 2 Fixed Beam Lasers
2 x Class 1 Gimballed Multi Cannons

Gimballed multi cannons are generally more effective than gimballed lasers of any variety, and fixed lasers just aren't good in the class 1 slots on the Cobra. Fixed class 2 beams are expensive, but generally fantastic and the multis just compliment the DPS. RafeZetters setup is great on a Viper though.

I tried this did not like it. Felt like the 2xc1 MC we're basically firing spitballs and did next to nothing. ie) The c2 fixed beams seemed to do more/faster hull dmg than the Gimballed C1 MC's. I so wanted to eqip seeker missles in this setup instead but the super low ammo drove me away fro doing so as I did not want to land and re-arm every 5 mins.
 
I use something similar to you Hitsuke but can I ask why fix the beams instead of gimbal. Is it just they are more powerful or is it that you don't need to gimbal to aim at Shields as much.
 
I use something similar to you Hitsuke but can I ask why fix the beams instead of gimbal. Is it just they are more powerful or is it that you don't need to gimbal to aim at Shields as much.

You should ALWAYS have some fixed weapons on your ship in my honest opinion. Being completely hard countered by chaff spammers isn't fun in the slightest, so having 2 fixed beams on there means you will always have great DPS available to you during the course of a fight. They do great damage, are highly accurate and as long as you have a decent joystick and can aim, you'll tear stuff to pieces in no time.

Think of it this way... Gimballed beams probably hit your target 60% of the time at medium to long ranges (Even with your trigger held down), due to the wobbly nature of gimballed weapons. You HAVE to hold your finger down in order to get DPS on your target, unless you are amazing at timing your trigger presses with the gimbal reticle lining up on them. Whereas with fixed beams, you only need to press that trigger when you're lined up... you essentially have a lot more control with your fire. Meaning heat build up is more manageable and weapons energy is more manageable.

Fixed beams are more efficient, hit harder and can't be hard countered.
 
2 x class 2 gimballed multi-cannons (secondary fire)
2 x class 1 gimballed beam lasers (primary fire)

The above works great and I've been using it for weeks but I may experiment with 2 x class 2 beams (fixed or gimballed) and 2 x class 1 seeker missiles sometime soon.
 
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