Combat weapons for Aspx

Greetings All:
I am currently running an AspX with max power plant/max distributor and 2 med beam and 4 small multicannons. Don't seem to do as much damage as I would like (prolly a lot is me), but does any of you experts have a better set up? Also, I forgot where I parked my Cobra 3, how do I find out and how do I get it to where I am now?

Thank you all for any help....until then I will stay out of Hi Rez sites...

War Kitten
 
Greetings All:
I am currently running an AspX with max power plant/max distributor and 2 med beam and 4 small multicannons. Don't seem to do as much damage as I would like (prolly a lot is me), but does any of you experts have a better set up? Also, I forgot where I parked my Cobra 3, how do I find out and how do I get it to where I am now?

Thank you all for any help....until then I will stay out of Hi Rez sites...

War Kitten
Sorry, forgot to mention all are gimballed....
 
In the galaxy map there is a white icon looking like a Cobra ship where you parked your Cobra or any
other ship. As for outfitting an AspX with lasers and multi-cannons are easiest for newer players. But
what is your current Elite combat rating? The higher it gets the more powerful enemy ships will attack.
Then without advanced weapons, engineering and flight skills most AspX pilots won't win. Moving up
in combat a FAS is a good start.

Flying every ship in the game for years a well outfitted Viper or Vulture can take out the best combat
engineered AspX. It is not a combat ship. It is best gathering materials, moving around the bubble,
great for deep space exploration, working Guardian and Thargoid sites, upgrading military ranks and
making profits to obtain better ships making more profits. Use it wisely to eventually buy a Python.
Then with experience all things are possible and the credits will flow.
 
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Using an AspX for combat is kind of like going motor-racing in a Prius; you can do it if you really want to but there are much better choices.

I used to have an AspX which I built for combat and it was... okayish but it took a lot of effort and a huge heap of G5 mat's and the end result was something that could comfortably fight with mid-tier ships.
With less effort (and mat's) you can build a Krait Mk2 that can crush any NPC ship in the game.try

IIRC, I started off with, basically, Beam lasers on one side of my AspX and MCs on the other side.
There's all sorts of wacky things you can try, such as fitting a pair of C1 rails or frags or, perhaps, C2 PAs and then C1 lasers and/or MCs but the end result is never going to be a match for a Krait.
 
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Using an AspX for combat is kind of like going motor-racing in a Prius; you can do it if you really want to but there are much better choices.
Yeah, have to agree with this. There are so many other ships more suited to combat including the Krait that was mentioned. In order of price (low to high) there's the Eagle, Imperial Eagle, Viper, Cobra, Imperial Courier, Vulture, and Fer-De-Lance just to name a few. I'd encourage you to experiment with some of these, perhaps starting with the cheaper ones, and see how you go. I think you'll find they're much more suited to combat than the AspX.
 

Thwarptide

Banned
With less effort (and mat's) you can build a Krait Mk2 that can crush any NPC ship in the game.try
👍👌
Especially when you take your time to do the grind and engineer a set up for the krait that's capable of knocking everything out of the sky.
But if you're just starting it's quite a process to find out what weapons you prefer, learning internet mods and what type of engineering you want. Then the process continues when you have to gather engineering materials (oy!) My krait is probably worth 4 times what I paid for it. I think my insurance copay is @ the $13 million mark if I get killed.
But starting out with a krait mk2 is easier to start out with and grow with as your combat needs change and progress.
The aspx was pretty much designed exploration. A good lil miner too. But for combat.... I'd recommend something a bit higher up with some speed and agility to start with just to get a feel for ships designed for combat. There you can experiment with certain weapons and internals. Cobra mk3, viper mk3 or 4 are certainly suitable to get your feet wet just to name a few.

But, if you can afford to buy a krait mk2, outfit it and have plenty of credits for the insurance copay (buy back) at least 3 times, I'd recommend it. But don't be afraid to ask questions on how to outfit it either. You'll get more information than you wanted and probably suffer from information overload. Just try to soak up what you can.

Cmdrs much more experienced than I are eager to help you succeed.

Note: you can have a grand time in hires sites. Just follow the green security guys, let them start the fight. Target and shooting what they're shoot'n at and keep shooting until the big kaboom. If you get into trouble..... Aim high....throttle up.... Keep hitting the boosters until you're out of mass lock and jump to supercruise. You don't need a destination to do this.
 
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Thank you all for your help....it will be a while before I can get a krait 2....how well does a Chieftain do for hauling and protecting myself?
War Kitten
 

Thwarptide

Banned
Thank you all for your help....it will be a while before I can get a krait 2....how well does a Chieftain do for hauling and protecting myself?
War Kitten
Well, that depends on your skill set.
I used to haul in a krait phantom. I never worried about NPC pirates interdictions. I only mounted 3 Sheild boosters and engineered my thrusters, power distributor for faster recharge. No defensive weapons. It's almost pointless to turn and fight when it's less risky and easier to just get away. If they were successful in pulling me out of supercruise, throttle up and keep punching the booster while yer getting back into supercruise.

Whatever you choose to haul in, priority set up for escape. If you go with a massive tug boat like a T10, you'll need something like turrets to return fire while your trying to escape.
 
All good advice above. Also, the AspX is big, has a large hit profile, so you'll be receiving the bulk of incoming fire.

Also, engineering is generally the answer to improving speed, defence and attack profiles for any ship.

Chieftain is one of the best combat ships. Not great for hauling as it has 3 module slots restricted to military modules. Maybe keep the AspX for the haul missions, and get a Chief, FAS or Vulture for combat.
 
Thank you all for your help....it will be a while before I can get a krait 2....how well does a Chieftain do for hauling and protecting myself?
War Kitten

Not enough credits?

At the risk of contradicting what I often say about "progression", it's really not worth making a lot of effort to build an "ultimate combat AspX".
Again, it'd be like spending $100,000 to build a racing Prius.

Thing is, a Krait might be Cr44m but it's a ship that, once bought (and engineered) it's always going to be useful to you without a major rebuild.
It's not so much the credits but the time, effort and mat's that will be wasted on an AspX because, sooner or later, you will have enough credits for a Krait and then the only use you'll have for an AspX will be as a runaround, a mat' scavver or some other purpose which will render all the existing upgrades redundant - or, even worse, a notable hindrence in it's new role.

Added to which, If you haven't got enough credits to buy a Krait, you also haven't got enough credits to build a useful Chieftain.

If you can scrape together the Cr50m or so you'll need to build a decent Chieftain, I'd suggest you buy a Krait and then enjoy spending a bit of time scraping along, living on the edge, while you try to earn enough credits to start upgrading it.

Alternatively, I'd suggest taking a step (or two) back down and buying, perhaps, a Viper Mk4 or a Vulture and building that into a combat ship while still doing most of your stuff in an AspX.
The Viper Mk4 will be pretty cheap to buy and outfit but it's another ship that will likely become obsolete as you progress.
The Vulture, OTOH, will be considerably more expensive but it's a ship that continues to be enjoyable to fly as you progress through the game.

Also, due to the limitations of it's design and slots, once you upgrade a Vulture's core-modules and shield, you'll probably be able to leave it like that forever and then just swap out weapons, depending on what you want to do with it.

So, erm, in summary, just buy a Vulture.

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Fluffy usually rocks a 3C Beam laser in one hardpoint and then I have the choice of either an APA, FC, MC or another Beam laser for the other hardpoint.
 
At the risk of contradicting what I often say about "progression", it's really not worth making a lot of effort to build an "ultimate combat AspX".
Again, it'd be like spending $100,000 to build a racing Prius.
.
.
.
So, erm, in summary, just buy a Vulture.

While I flew an Asp-X for quite a while, I always thought of it as the 'fat' cobra. Too wide, slow, and under armed for a ship of it's size. Great explorer, but mediocre for combat. It will do it, but it's not the best choice in that price range. If you're going for the Asp-X, take it mining or exploring. Even rares trading.

If you want combat, I'll second the Vulture suggestion. Nimble, tough, packs a punch. Certainly more than an Asp-X. Can go toe-to-toe with almost any PvE ship in the game. Elite Annie's will be tough.. never tried Corvettes or Cutters. But anything short of the big 3 will be winnable. Needs engineering : PP/PD are your first priorities, this ship is crippled with a weak power plant in stock form. After that shields and armor. Doesn't need Dirty Drive 5, 3 will do. Weapon of choice works on this ship. Multi's, lasers.. doesn't matter. I use dual LR-Beams with thermal vent. I have a fully engineered Vette, and I still take out my Vulture. It's a laugh to stay in the blind spot of a DBX and shred them. Or turn with an Eagle while you're lighting him up. And it's CHEAP compared to other ships. Rebuy is a laugh.

Ton for ton, credit for credit, nothing is tougher.
 
Well, that depends on your skill set.
I used to haul in a krait phantom. I never worried about NPC pirates interdictions. I only mounted 3 Sheild boosters and engineered my thrusters, power distributor for faster recharge. No defensive weapons. It's almost pointless to turn and fight when it's less risky and easier to just get away. If they were successful in pulling me out of supercruise, throttle up and keep punching the booster while yer getting back into supercruise.

Whatever you choose to haul in, priority set up for escape. If you go with a massive tug boat like a T10, you'll need something like turrets to return fire while your trying to escape.
What is this "escape" thing you mention with regards to a Type 10? I have an elited SLF pilot, 4 large burst lasers, 3 medium multis and 2 small multis. I see no need to run from an NPC encounter while Hauling in my Type 10.
 
I flew the AspX before Engineers were a thing. It was a good ship back in the day, but for my combat rank (allowing for engineering of NPCs) now it is utterly useless.

If one thing is true in ED, it is as your rank progression/status improves, you WILL require equivalent ships to go with it, otherwise you will simply lack the firepower to deal with what is thrown at you for your skill level.

It's like a Formula 1 driver quitting to go racing karts again. Sure, fun for a few minutes, but they'd miss the $100 million salaries, acceleration, and speed of F1. ;)

Mining will give a fast road to riches (even if it seems boring). That, or you can run missions, but for pure credits, mining is the way to go.

I might engineer an Asp for fun and see what happens, but I'm in the middle of other things right now, and enjoying my newly acquired Cutter. :D That's not to say I don't fly other ships - I have an engineered T6 that I fly shieldless for missions and general running around (my second favorite), as well as an engineered DBX (third favorite) that may become my exploration ship. I currently use it for higher-risk missions and travel further away from the bubble on short excursions.

I'm currently engineering the Cutter to see if I can make a decent exploration build. I'm up to 58 Ly so far, and can improve that.

I've even seen that it is possible to fight Thargoids in the DBX, so I'll look at a build for that soon!

Small ships aren't great, but they are still useful in limited ways.

I agree with the above regarding the Krait family of ships - they are new additions, and the Phantom appears designed to be the new mid-tier general-purpose ship for late-tier progression. I'm going to get one and try it to see what it is like. It's touted as an upgraded combat-Asp. It certainly looks it, and has great cargo capacity, too!

o7
 
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Before leaving the Asp, I suggest swapping the Beams with Fixed rather than gimbals - that should be your priority and see if that makes a difference (if you learn how to hit it will make a difference). For laser/cannon groupings, I always go fixed on laser, gimbals on cannons.

Ships do make a difference to combat - but take a really great pilot and they'll make pretty much any ship 'sing' in combat.

I spent a fair while using an Asp (before Kraits and Chieftain were even in game) and couldn't afford other ships. It forced me to make the most of a sluggish ship with mediocre weapons and rinse every joule of energy out of it.

Try it before moving on to other ships as others suggest. Being able to hit with fixed should be your main priority.

Also: FAOff turning is an art form in itself - one thing a lot of pilots don't take into account is the 'sweet spot' for turning against different size and different agility ships - you need to match your opponent so you get those few extra milliseconds of being able to broad-side them.
 
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