Ships Could use some hints on loadouts

if you are good with fixed beams, this sound like a plan! just have in mind using fixed weapons on a speed courier is much more difficult ... optimal mass multiplier makes it a highly responsive ship, and time on target gets down.

for the bug - i had it. it looks to me like there is a workaround: always have a modul and a second ships to transfer in place ... i have swapped core internals succesfully doing so. but sure - better to wait.

Finished upgrading it and briefly tested it. Not totally happy with some of the rolls, but I'll fine-tune it later. With the 8t tank and the 3A FSD it still does 687 m/s (711 with a 4t tank) - still isn't too shabby for a combat build.

It sure is twitchy but using the fixed MCs, I didn't have any problems. Really impressed with the shields - let an NPC Python shoot me with turreted beams for the ~40 secs it took me to take it down and it didn't even cost me a whole ring. As a matter of fact I'm so impressed I'll look into undusting my Viper for the same treatment.

I'd really recommend it. It's tremendous fun to fly and thanks for the help!
 
i'm currently thinking about a full frag cannon speed courier (pve)

anybody experience with it?

idea would be to boost in, shoot the 3*5 shots, boost out, and return after reload.

1 incendiary, 1 corrosive, 1 without special?
 
i'm currently thinking about a full frag cannon speed courier (pve)

anybody experience with it?

idea would be to boost in, shoot the 3*5 shots, boost out, and return after reload.

1 incendiary, 1 corrosive, 1 without special?

I don't have a lot of experience with frags as I rather consider them a ganking weapon for pvp and found their ammunition to limited to be viable for pve, besides I'm more of a rail person (guess it's a Q3 RA thing).

From my persepective it's certainly a challenge to fly as I consider collisions at high speeds to be the main risk in flying high-speed builds. From my limited experience, it seems low HP/high res shields are rather vulnerable to collisions (not even sure if kinetic resistance even applies to collisions).

I report top speeds, but mostly use it as a measure of manoeuvrability and rarely go above 50% top speed in an actual dogfight and instead use the increased booster authority to circle-strafe the target.

Probably not very helpful, but those are the reasons I don't use frags.

If you build it, I'd be interested in one thing though: If you fire them and boost directly afterwards, you should be hit by your own projectiles. Just curious if that's true.
 
If you build it, I'd be interested in one thing though: If you fire them and boost directly afterwards, you should be hit by your own projectiles. Just curious if that's true.

gave it a try! yes, you can boost through your munition, but those don't hit/damage you.

the full frag courier is a bit of a novelty build... i have used frags before - for ganking npcs - and with a speed courier, this is the shortest ttk i have ever managed. and it is a lot of fun!

but after 3 engagements you have to go rearming... or synthesis more ammo, so that's probably only a pve option for assassinations, USS bountyhunting, or mission running.

ramming is not more of a problem than usually with high res shields ... my impression is, the Ai goes for ramming if it appoaches you, not if you approach it.
 
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