Ships Could this FDL build work for PVE?

I'd suggest using fixed weapons as the class 4 hard point is obscured by the hull to a fair degree, TBH I prefer the Mamba (no annoying cockpit framing and all the hard points on top) but the best FDL build for my tastes has 5 x PAs https://s.orbis.zone/aK9i not the easiest weapon to use but really satisfying when you land a solid hit.
 
Thanks, that link works for me. I think the answer is yes, that ship will be fine in PvE, but maybe struggle in CZs. In RES or even CNBs it should do fine. Once you start engineering it, there will be nowhere it cannot go. If you mod the thrusters, sheilds and weapons it becomes a much more capable ship.

You use the same core modules as my FDL, so that looks good to me. Personally I'd drop the heat sink and the wake scanner, but not necessary. I'm no fan of SCBs either, but blaze your own. This is my PvE FDL

Eagle Weslake Fer-de-Lance -- Assassin

I use it for assassination missions mostly these days. Good speed, shields and jump to track the bad guys down. It's my only ship that still mounts armor. The huge hardpoint is always important on a FDL. Lots of ways you can go, and Ceekay touched on it. In my FDL I use a corrosive overcharged multicannon. The cool thing with this weapon is that it is not a rotating barrel like smaller MCs. It has no spin-up time. Quick presses of the trigger spit out single shells. It has good synergy with Elite's firegroup restrictions. On this ship I have the beams on one trigger and the multicannons on the other. Because the smaller MCs do need to spin up, and the huge one does not, it works like a dual-stage trigger. Quick pulls spit out single huge corrosive shells. Holding it down spins up the outboard MCs and gets all firing together. In this way I can selectively apply corrosive when I want, but without being profligate with the autoloaders.
 
I'd go armored grade 5 for the power plant if it were me. With the Monstered experimental effect. It would give you 26.6 megawatts to play with, and also run much cooler than an overcharged PP.

And maybe mod the big laser for efficient - that should be enough to allow you to just have everything deployed if you wish.

[edit, I looked at the wrong ship when I typed in the powerplant wattage, whoops.]
 
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I made some changes and engineered the hell out of it, cos I do that. I changed the pulse laser for another beam, cos I don't see why you'd mix them, and removed the wake scanner (I don't see it's purpose and it was heavy on the juice, which was in short supply even with efficient engineering). I also removed the afmu and switched the hull to reactive and lightweighted it. Much better kinetic resistance and less weight now. Added an interdictor for some more actual utility that you might use?
 
Nice Lance Dreyski, with a cool name. Those shields are strong, but man that's a long wait after shield collapse (which probably never happens anyway haha).
 
Hawk's mockup is on the right track. Improves everything, the keys for me being proper speed and the thermal resist. 3,000 thermal HP makes shields remarkably 'elastic' against the weapons designed to defeat shields. This is key to a good combat ship for me.

I have two requirements for a ship to have a slot in my fleet. It must boost at least 500 m/s, and that's no trouble for an engineered FDL. But it must also jump at least 30 light years, and my FDL just clips it. The GFSDB is needed to get there, and it's a compromise I'm more than willing to make.
 
This is my current pve bounty hunter build - currently specced for just going to haz rez or combat zones. I fit it with an FSD interdictor instead of the guardian booster when needed, and I have a military hull in storage that I never bother using, because I usually never have the shields go down.

- I prefer lasers on the medium slots and a huge MC, but the reverse works fine too.

 
I made some changes and engineered the hell out of it, cos I do that. I changed the pulse laser for another beam, cos I don't see why you'd mix them, and removed the wake scanner (I don't see it's purpose and it was heavy on the juice, which was in short supply even with efficient engineering). I also removed the afmu and switched the hull to reactive and lightweighted it. Much better kinetic resistance and less weight now. Added an interdictor for some more actual utility that you might use?


That pulse laser is a mistake should be another MC
 
Thanks all, many of you use modules named guardian, will have to look that up

Worth a go. I only ever bothered with the FSD booster myself. I have some extra blueprints so could pursue more Guardian tech, but the other stuff isn't all that important to me. But the GFSDB is really nice. Every ship I own has one.
 
I'm seeing a lot of people using Thermal Vent on Efficient beams, and I wouldn't mind an explanation because I'm probably missing something.
I mean TV scales with the weapon heat generation, so the effect is both kinda negligible and not really needed on Efficient beams 🤔
 
Personally I use TV to cloak my ship. Hitting with a pair of TV beams is like dropping a heat sink. Iced over and hard to sort on sensors.
 
Oh, ok. I do the same (and to replace heatsinks when using SCBs, I guess that definitely rules out Efficient + TV for me though), I'm just surprised that it works with Efficient beams since TV is not really great on those.
 
4 Efficient medium beams with TV cools my ship down so much that the cockpit frosts over in most fights... It's very handy if you have more than one npc shooting at you as they tend to lose target lock sometimes.

It's very handy if you have a ship that tends to run hot.
 
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