Ships Critique my build

https://coriolis.io/outfit/imperial...3040440-----.Iw18UA==.EwBhEYzcer6A?bn=Courier

Currently don't have the enhanced thrusters, they're on the 'to get' list.

Looking for a RES ship that's fast and fun to fly rather than out and out min/max effective. Defo want to keep the single rail gun (so as to get some practice in), and considering modding it to plasma slug so I don't have to worry about ammo so much. Unsure about the burst lasers though, is it worth keeping these and modding them to rapid fire/phasing sequence? Or is that going to be nerfed so hard it's not worth me bothering to collect the bits?

If there's any other engineering mods that are worth it I'd love the input.

o7
 
I would remove that point defense turret - they are not all that effective, especially a single one, and the Courier as fast as she is only needs to boost to avoid missiles (which won't do much in the first place if your shields are up). Double chaff woul serve you better here, or, if you go with SCB's, a modded for ammo heatsink.

For internals I'd put a c2 thermal resistant shield in (modify boosters, 1 resistance aug, the other heavy duty), and use the two c3 slots for SCB double banking. And for that c2 shield, grind prismatic if you can, it's worth it.

As for weapons, consider either fixed pulse or gimbal multis. Bursts drain your capacitor too much. For multis either double incindiary or inc / corrosive, with pulses emissive is very useful as a counter to silent running which NPCs now do as well. With the railgun, consider feedback cascade, it will make SCB spamming opponents much easier.

As far as engineer-modding the rest:

- Thrusters: depending on the build, dirty or clean drives. Only go for clean if you're already heating up too much, otherwise dirty drives are faster and draw less power.

- Power distributor: charge enhanced grade 5 if you manage to luck out on exquisite focus crystals (I think they're bugged right now so all you get is biotech conductors instead, get a lower grade until FDev fix it).

- Life support: you can lose some mass and gain some range and speed by applying a lightweight mod on it. Won't be a huge difference on the Courier, but still - if you have the mats and access to the engineer, why not?

- FSD: grade 5 range increase, what else?

- Power plant: do this last and only overcharge as much as you have to in order to make your build work. Reason being, OC reduces it's integrity and heat efficiency. If you happen to have too much power, consider a low emissions mod (again, grade as high as your build will allow while still having enough power).

- Armor: if you're going to stick with lightweight alloys, apply a heavy duty mod on them. You won't gain any mass (as lightweight alloys actually have zero mass in the game, a % increase on 0 is still 0), but you will get a bit more armor. Still, the courier's hull is made out of wet tissue paper so it won't buy you more than a second or two - when shields are almost gone, get out of there.

Oh, and if you decided to go for SCB's which do weigh you down, you may want to switch to normal thrusters instead of enhanced performance, which work best on lower mass ships; combat vessels tend to be heavy.
 
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Sorry for the hijack...
Can prismatics be engineer-modded?
How much of a grind is required, and are there different levels?

Prismatics can get engineer modded in exactly the same way as a normal shield generator. The grind involves pledging to Aisling Duval, doing nothing for three weeks other than your normal gameplay, then you go to an enemy power control system, kill ships for a few hours at most to get enough merits for rank 3, wait for Thursday power play cycle to hit, and then you'll have access to prismatics for a week. Note that unlike normal shields, these only come A rated, and are available for all sizes (class 1-8). They are more power hungry and heavy than the equivalent A rated standard shield, in fact they tend to be equivalent to what a standard A-rated shield 1 class above them would be in strength, power consumption and mass. So for example, on the Clipper you can have almost identical shield strength with a 7A standard shield and a 6A prismatic, so if you go with c6 prismatics it leaves that c7 internal open for other things without losing anything on shield power (in fact, you gain a bit but the difference is negligible).

Since they are heavier and more power hungry than standard shields of equivalent class and rating, they are mostly suitable for combat ships. If you don't intend to remain pledged to Aisling Duval it's a good idea to make sure you have to cash to buy a bunch of different size class prismatics so you can store them for later use.
 
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Prismatics can get engineer modded in exactly the same way as a normal shield generator. The grind involves pledging to Aisling Duval, doing nothing for three weeks other than your normal gameplay, then you go to an enemy power control system, kill ships for a few hours at most to get enough merits for rank 3, wait for Thursday power play cycle to hit, and then you'll have access to prismatics for a week. Note that unlike normal shields, these only come A rated, and are available for all sizes (class 1-8). They are more power hungry and heavy than the equivalent A rated standard shield, in fact they tend to be equivalent to what a standard A-rated shield 1 class above them would be in strength, power consumption and mass. So for example, on the Clipper you can have almost identical shield strength with a 7A standard shield and a 6A prismatic, so if you go with c6 prismatics it leaves that c7 internal open for other things without losing anything on shield power (in fact, you gain a bit but the difference is negligible).

Since they are heavier and more power hungry than standard shields of equivalent class and rating, they are mostly suitable for combat ships. If you don't intend to remain pledged to Aisling Duval it's a good idea to make sure you have to cash to buy a bunch of different size class prismatics so you can store them for later use.

Thanks! A week should be long enough to prismaticise my fleet :)
 
why not go with the class 3 prismatic shield and instead go with class 2 as you suggested , is it to have more SCB recharge capacity?
will it give more MJ recharge over time?
isn't it better to have B class SCBs for more charges?
why not 2x resistance augmented boosters to reach higher thermal resistance along with the thermal resistance shield?

just wanted to know if you did the math and it comes out better your way.
 
You could go with a c3 prismatic, but overall a c2 + c3 SCB's will give more effective hp in total - assuming you fly her right and only bank when out of range of enemy cascade rails. Plus a c2 prismatic is pretty much like a c3 shield stat wise, a c3 one will be quite heavy and demanding on the courier's power plant, so you have to overcharge more, and the courier already runs a bit hot to begin with. B rated SCB's are better for multi-banking. If a build only goes for a single SCB I'd use an A rated one instead. As for resistances, it depends on the build, really. You start getting diminished returns on resistance once past 50%, and with good rolls you can get the 50-50-50 on all resistances (thermal / kinetic / explosive). So in general I think it's better not to go too far above as you'll be wasting a lot of your ship's power plant on those diminished returns and just go with heavy duty for the second one - especially on a ship with only 4 utility slots.
 
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