Combat DBX

I love, love, love my DBX. I use it for a multitude of roles - exploration, running missions, taking passengers out sightseeing, etc. I even love it in combat, until the target starts firing back... That's why my current DBX carries no weapons, I just run like the wind!

Has anyone ever created a decent PvE combat-capable DBX? I would buy a separate DBX for this specific purpose. I've had no problem dishing out damage in the DBX, especially considering how cool it runs, but it needs a serious buff to maneuverability and / or shield & hull. I've only unlocked a couple of engineers so far - I don't even know who to visit or what to modify. Any advice would be appreciated.

I can afford an A-rated Python, so building a combat DBX is purely for the fun of it. I don't expect it to be amazing, just something that can hold its own for bounty hunting and some of the "Take out pirate SoAndSo" missions.
 
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The shields aren't great. The DBx will always be a hit and run kind of ship.
Fitting dumbfires and an MC on the nose does give you a handy ground assault Apache feel which is entertaining, but when a Viper MK3 turns up you really need to have completed your base assault.
 
I love, love, love my DBX. I use it for a multitude of roles - exploration, running missions, taking passengers out sightseeing, etc. I even love it in combat, until the target starts firing back... That's why my current DBX carries no weapons, I just run like the wind!

Has anyone ever created a decent PvE combat-capable DBX? I would buy a separate DBX for this specific purpose. I've had no problem dishing out damage in the DBX, especially considering how cool it runs, but it needs a serious buff to maneuverability and / or shield & hull. I've only unlocked a couple of engineers so far - I don't even know who to visit or what to modify. Any advice would be appreciated.

I can afford an A-rated Python, so building a combat DBX is purely for the fun of it. I don't expect it to be amazing, just something that can hold its own for bounty hunting and some of the "Take out pirate SoAndSo" missions.

For PvE I would go for something like this:

https://coriolis.edcd.io/outfit/dia.../gDvYaDzpgEAAA==.EweloBhBmSQUwIYHMA28QgIwV0A=

Not too sure about the weapon special effects as I haven't experimented with them that much. And I am sure there are people better then me who could come up with a better spec.

Shields are not great, but you can add a lot of resistance, and with Bi-weaves you should get them up and running pretty quickly.
 
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Any recommendations on which engineers to visit for hull & shield mods? Right now I'm looking for the easier-to-unlock and shop for (more common mats), as I'm feeling kinda lazy right now when it comes to grinding for engineers.
 
https://inara.cz/galaxy-engineers/

You might already have the Martuuk / Ryder invites? (Shields & Hull)

Edit: Engineer's are mostly arranged so you need to unlock the top one before the one below (in columns) - unlock details on the detail pages (click through portraits)
 
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dayrth

Volunteer Moderator
I'd put bi weave shields on and then forget them (no shield boosters, cell banks or modding), as you are never going to have shields you can rely on. When your shields go down boost away and wait until they are back up (won't take long). Fit a couple of hull reinforcement and a couple of module reinforcement packages and get a military grade hull.

Palin is the guy for drive mods. You can get grade 5 dirty drives from him, but beware the grind necessary just to unlock him.

Edit: Farseer does grade 3 drives. Might be a better bet to start with.
 
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I'd put bi weave shields on and then forget them (no shield boosters, cell banks or modding), as you are never going to have shields you can rely on. When your shields go down boost away and wait until they are back up (won't take long). Fit a couple of hull reinforcement and a couple of module reinforcement packages and get a military grade hull.

Palin is the guy for drive mods. You can get grade 5 dirty drives from him, but beware the grind necessary just to unlock him.

Edit: Farseer does grade 3 drives. Might be a better bet to start with.

Top advice. Or at least, that was what I was doing!
 
… Any advice would be appreciated.

I can afford an A-rated Python, so building a combat DBX is purely for the fun of it. I don't expect it to be amazing, just something that can hold its own for bounty hunting and some of the "Take out pirate SoAndSo" missions.

I fly a DBX and I use it for everything. It took me ages to get it to the point where I want her to be - a usable combat ship with fixed weapons.

The low agility is the big problem of the DBX in combat with fixed weapons.

The thrusters have a 35% optimal multiplayer dirty drive tuning grade 5 (Palin).
I have basically every module modded to be light-weighted - low weight increases the agility.
Hull has a heavy armor mod - doesn't affect the hull mass.

Reducing weight to increase the agility is not enough. A DBX will never fight like a Vulture or DBS. Took me some time to learn how to work around the weaknesses (low pitch rate for example) and short time on target.

I run standard A4 shields modded for thermal resistance.
2 chaff launchers and 2 point defenses.

The most dangerous ships for my DBX are NPCs with turreted laser weapons. No amount of maneuvering will give me enough time with the weak shields of the DBX.

I use 3 PAs with grade 5 light weight mods and increased damage as secondary effect.

Low maneuverability, short time on target, weak shields - only way for me is to kill faster than the other. 3 PAs do exactly that.

A slightly better power plant and most importantly a charge enhanced grade 5 distributer.
Really the charge enhanced power distributor is, beside the grade 5 thrusters, the most important module. Constantly juggling with the PiPs is essential otherwise the DBX won't have good enough shields and good enough thrusters and not enough power for the weapons.

For HazRES combat I add a class 3 hull reinforcement (modded for better resistances) and a class 3 module protection thingy - only for getting away after shields go down.

Good luck. Taking a DBX into combat is fun. Making a DBX fit for combat takes time and a lot of engineering roulette.
 
Thanks everyone! It seems the consensus is that "hit and run" is the only way to do combat in the DBX (ie - it will never be able to tank). Feel free to burst my bubble if it really isn't worth the trouble to engineer the DBX for combat. I don't want to waste days (weeks?) for a disappointing result. I really like the hardpoints on this ship, so it seems a shame never to actually use them, but if that's how it is, I've got other ships. [sad]
 
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DBX and DBS has the best heat distribution in elite. The only way to not make it a hit and run is to learn to fight with silent running on and lots of heat sinks so they cant tartet you. I have seen youtube vids of DBS's taking out larger pray.
 
Sorry, I wrote this with only a half a cup down and told you my about my DBS. I haven't worked a lot on my DBX, but soon. Anyway, below is my Scouts loadout if you interested...[sour]

The stock DBX DBS can do quite well against most medium and small NPC ships with the Vulture and Ferdie being difficult. It has good maneuverability and speed. I've got mine pretty well engineered makes it a beast!

Dirty Drives 5 means I'm running 560ms on boost with a top speed of 413ms. My jump range currently tops out with 33.25 light years thanks to Felicity. I have grade 5 Light Weight Armor with thermal resistance. I do have engineered Military Grade but I'm not currently using it. I have a grade 4 overcharged power plant and grade 5 charge enhanced power distributer which means I can boost at 500ms pretty much continuously.

The life support has a grade 2 lightweight mod and the sensors have a grade 1 light weight mod as well. The shields are 3c bi-weaves with a grade 4 reinforced and I run an unmodified 3E module reinforcement. My remaining slots are taken up by an SRV hanger and a cargo bay.

The weapons are a single 1G gimbaled pulse with a grade 4 efficient mod with the scrambled spectrum enhancement and a single 1E beam laser with a grade 3 efficient mod and a thermal shock enhancement, and 2 multi-cannons, both with grade 5 efficient mods but one has incendiary and the other has corrosive shells.

Defensively I've got 2 chaff and 2 point defence, all unmodded.

A couple of things to watch for when doing mods. Be very careful when doing any mod that increases mass as this will kill the maneuverability very quickly and when modding multi's, beware of mods that will slow down the reload time and reduce magazine capacity as it seems like you will spend more time reloading and less time shooting. It really can get bad with some mods. The weapons enhancements like corrosive are worth the extra work it takes to get them as they are the cherry on the cream. Efficient mods on all weapons seems to really increase the firepower while limiting the bad side effects of the mods and balance well. They also don't strip the maneuverability or speed like other mods. I really like this weapon load out. The single beam with the incendiary rounds on the multi cannon bring down the shields quickly and then all of the weapons shred the hulls quickly. The scrambled spectrum enhancement on the pulse has noticeable effects on the NPC ships as well.

So what does all this mean? The ship runs like the wind, deals death and destruction and can take a hit with jump great range for a fighter. Yesterday I face-tanked a dangerous ranked FAS and walked out of that engagement with an intact (but cracked) canopy and 65% hull... Not bad for lightweight fighter! This ship is a blast to fly and joy to fight. I also have a Viper III with a similar loadout and I really have a hard time choosing which one I like best.

Something else I'll touch on. Your equipment setup is important as well. I use the Thrustmaster FCS HOTAS and have the throttles analog joystick setup so that it has up, down, left and right thrust. This really helps when dogfighting to keep you out of the weapons of your opponent or to stay in his 6 and keeping your weapons on target as you circle around.
 
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Have you given any thought to the DBS? It's a great little combat ship that can really shine when engineered.

Seconded. I love my DbS. Fit HRPs. Fast, nimble with great weapon placement. Certainly not immune to having to do lots of running away, but an absolute joy to fly.
 
My friend, engineers mean no ship will be PvE-incapable. In fact almost no loadout is PvE-incapable, as long as some level of sense was employed.

The DBX I used quite by accident, when I realised I had some time to kill and a huge stash of applicable modules:
https://coriolis.edcd.io/outfit/dia...Rj4zKA.Aw18UA==..EweloBhBmSQUwIYHMA28QgIwV0A=


Thanks everyone! It seems the consensus is that "hit and run" is the only way to do combat in the DBX (ie - it will never be able to tank). Feel free to burst my bubble if it really isn't worth the trouble to engineer the DBX for combat. I don't want to waste days (weeks?) for a disappointing result. I really like the hardpoints on this ship, so it seems a shame never to actually use them, but if that's how it is, I've got other ships. [sad]

The question is really why you want to use a DBX over a DBS. On looking at this, I see you like the hardpoints, so you have something you want to do with the offensive side - but have no idea how to handle the defensive side.

First things first: PLEASE DON'T HIT AND RUN IN THIS SHIP. Just please. For those unaware, or even recommending it, hit and run is something you do typically when you have a speed or agility advantage in some form. If you shoot a foe, turn around to make a belt for it, and then crawl off as they keep firing on you...yeah, it was more like "hit and dumb". You're just letting them hit you with no return.

So what can you do to sustain its survivability? 1) learn a little evasion tanking. Know when and how to use lateral/vertical thrusters to edge you out their line of fire while sustaining your own output. 2) engineer your ship until your enemies go blue in the face trying to kill you, with the best HRP, shield and booster mods you can. 3) Double chaff, ladies!

If it helps you feel better, I can give you full confirmation the DBX is viable in some form from experience. Will it take on meta PvP ships? Only with dung-hot flying. Will it PvE? Well....my short(ish) fun times with mine revolved, in most, around CZ massacre missions

If a DBX can do both high and low intensity CZs, I think it can handle a little general PvE :)

Finally, a quick note: the ship is small enough to be impacted by smallish mass changes, but has an oversized fuel tank. A combat DBX can gain a little extra viability by downsizing the FSD to D-rated and downsizing the fuel tank by at least half...but it's the DBX ofc. It'll still do 16LY and above jumps.

 
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First things first: PLEASE DON'T HIT AND RUN IN THIS SHIP. …

I prefer hit hard and then keep hitting hard. DBX and run is a bit of a contradiction.
It might be able to run away from a Keelback or Cobra Mk4 - but only if the NPC is below dangerous ;)

Not sure what you mean by "evasive tanking" - isn't tanking ignoring incoming damage? Evasive tanking is something I know from other games where NPC (bosses) have aggro and the "tank" is the aggro sponge for the glass canon damage dealer.

Without aggro "evasive tanking" sounds like "just don't get hit" - a rather good advice for the DBX.
 
it needs a serious buff to maneuverability and / or shield & hull

Thanks everyone! It seems the consensus is that "hit and run" is the only way to do combat in the DBX (ie - it will never be able to tank). Feel free to burst my bubble if it really isn't worth the trouble to engineer the DBX for combat.

you seem to be mixing concepts here. evasion is a combat strategy as much as tanking, and they are mutually exclusive. the dbs shines at evasion.

keep in mind, though:
- evasion is underpowered in elite, and requires much more skill than tanking
- evasion only really works with one opponent at a time

that's the compromise and you can't have it all. either tanky or light, make your choice and stick with it!

trivia: believe it or not, the dbs was considered meta for a while because of it's outstanding performance in silent running. this was nerfed long ago but the dbs is still one of the most maneuverable ships in game. definitely does *not* need more of that.


*deleted, didn't realize this was about dbx (not dbs). anyway, the main concept is still valid and ... what are you doing fighting in a dbx??? :D*
 
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DBX and run is a bit of a contradiction.

Exactly this ;)


Not sure what you mean by "evasive tanking" - isn't tanking ignoring incoming damage? Evasive tanking is something I know from other games where NPC (bosses) have aggro and the "tank" is the aggro sponge for the glass canon damage dealer.

Without aggro "evasive tanking" sounds like "just don't get hit" - a rather good advice for the DBX.

Lol...I think the term, in whole at least, is used to separate ships that survive using agility from ships that survive from actual tanking - because in our somewhat unusual space combat, there is basically no method of taking no damage, other than being so superior to your enemy in skill and speed you can just circle strafe around them.

In many cases agile ships will end up firing at an enemy while fire comes back that way. The trick is to know how to move to mitigate their firepower by using that agility.

Cillit bang gave some great examples of evasion tanking. Reverski in a viper...remembering that reverski basically forces face tanking, he piloted a viper to victory against much bulkier ships, and often comfortably. Not because the viper is more bulky but he could dictate range to some extent and use his ship's small profile and agility to dodge incoming fire.
 
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