Ship Builds & Load Outs Coming back to the game - are my builds still viable?

I want to get back in the game after not playing for a long time (1.3 or 1.4). I tried to read up on most changes done since then but I guess some help might be in order to make sure that my ships are still somewhat useful.
I used to run a Vulture for RES hunting (https://coriolis.io/outfit/vulture/...9kA==.MwBhEYy6oFjIA===?bn=Vulture Hunter Jole) and an Asp for a bit of Exploration/light Combat (https://coriolis.io/outfit/asp/05A5...2i2f.Iw18WQ==.MwBj4zwFhWyA?bn=Asp Falcon Jole) and I hope that those are still somewhat useful without needing too many changes.
If someone could just take a look and see if those builds are still viable, that would be nice. Combat is limited to PvE, exploration was limited to the odd 2-3k expedition outside the Ubble. Nothing major - I guess once I got my Python up and running that might change, but for now I liked the Multirole approach of the Asp.



In addition I was thinking about setting myself some kind of goal.
Since I still have a Python that I bought on a discount but never really had the Credits to fit her out properly, that aim shall be to raise money to fit her out as a multirole vessel.
I know that I'll have to make some sacrifices in order to make that work, but I'm not a big fan of changing ships too often, so I'd like her to be able to do most things. I was thinking about something along these lines: https://coriolis.io/outfit/python/07C6D5A4D7D6D5C2b1e1e1l1l000j04044f05055i0432v62f2i.Iw18eQ==.MwBhEYy6egWATGIA?bn=Python%20Multirole


Since I don't own Horizons yet, any Vehicle Hangars would just be replaced by Cargo Racks for now, while the Asp would get a hangar once I got Horizons - although I'm unsure if I should ditch the AFMU or the Cargo Rack.


Cheers and thanks in advance!
 
The new NPC's are tough so I reckon you're going to have to revise your builds significantly and pick your targets carefully, Eagles with railguns will be a serious threat to practically any ship never mind the bigger stuff and I've just been messing around at nav beacons not HazRES.

On your Vulture I'd suggest A grade thrusters as you may want to leave in a hurry and perhaps heatsinks instead of chaff as some NPC's use heat weapons that actually work, I haven't tried the Vulture in the Beta so I can't be sure how it'll perform but this is my pre 2.1 build and it worked fine at HazRES, thing is with the Vultures power issues there's not a lot of options pre Engineers.

https://coriolis.io/outfit/vulture/...04B203012425.AwRj4zRI.IwBj4zlI?bn=Vulture 5AS

I'm currently building an Asp in the Beta so I'll be able to comment in more detail later but essentially Engineers will upgrade equipment 20 - 25% max (assuming enough power, heat tolerance........etc), my Asp is currently configured as an armed explorer and pre 2.1 worked fine but I might be inclined to build it for speed not combat with the current NPC's so perhaps chaff and a PD might be required.

https://coriolis.io/outfit/asp/05A5...02v6242i2f.AwRj4yvI.Aw19gjNkkA==?bn=Asp Ex 6D

See the Python owners thread for my reply ;)
 
Thanks. I tweaked the Vulture a bit for now and so far she's still holding up. Overheats once I use a SCB, but that's okay, it's only 110% or so.
Engineer stuff will be no go for me for now I guess (until Horizons goes on sale probably), but yours looks fine and seem to be a bit more Exploration minded than mine - guess I'll change it in some way once I've got my Python outfitted in a way that it can take over as a multirole ship.
 
An Engineered Asp configured as a lightly armed explorer will exceed 40 LY single jumps and that's with an SRV on board so possibly another LY without it, I've been playing around with a Python in the Beta and even the heavy armour build I'm using will boost to just over 400 m/s, it'd be interesting to see how fast a low mass build would be.
 
Take note that shield cell banks now pretty much need to work in tandem with heat sinks as they generate A LOT of heat. That's really the only important thing to note. Other than that, A-rate what you can. Same as always.
 
Okay. Brought her up to C-grade (mostly) and noticed the SCB heat. "only" goes up to about 110% though, so for now it's mangeable. Did notice the sluggish turning rate with C Thrusters (could be because I'm used to flying the Vulture, but the Asp also feels more maneuverable) so I guess I'll upgrade those first, but what would you upgrade afterwards?
 
If you're flying an Asp, you absolutely want to get the best FSD you can first as that's the main reason to fly that ship. Thrusters and Power Distributor should also be a priority, with power plant scaling with need. As a general rule, it's always better to have an A-rated power plant of a lower class than a higher class but lesser grade one. A-rated plants have the best heat management.
 
The Asp is fine (well, for my needs and taste), I meant the Python - that's my main interest right now :)
 
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