DBX weapon loadout?

I have two multi-cannons, mounted on the sides. Trying to figure out what would be best in the central higher power hardpoint. Thinking a beam weapon. But I'm actually clueless.

Thoughts? Thanks in advance!
 
I have two multi-cannons, mounted on the sides. Trying to figure out what would be best in the central higher power hardpoint. Thinking a beam weapon. But I'm actually clueless.

Thoughts? Thanks in advance!

Don't fight in anything less than a Python, unless your hobbling newbs, CMDR ;)
 
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What is the primary role for your ship?

if it's exploration then leave the large hardpoint empty, but for combat I'd say large multicannon. Preferably engineered by Todd McQuinn too
 
Yeah, sorry, should have said - I'm thinking of gearing this way to be safe. I keep getting interdicted on my passenger runs (two 1st class cabins) and I basically make sure I escape the interdiction. But I know that won't always happen. So I had these two multi-cannons from a prior ship, and attached those to the sides. But I have no weapons in strorage for the central DBX hardpoint, and it can hold a higher grade weapon. Knowing I'd need to take down a shield, what's best? Beam? Burst? I've had one fight - and it was the easy mission at the start. Still at 5% on my combat meter. :)
 
I've been using my DBX for bounty hunting for the CGs, and I'm running two beam lasers and a multi-cannon. Works a treat. The beams are so satisfying to use I'm tempted to go full laser pointer and install a third bigger beam laser in place of the cannon.
 
Why are you getting interdicted?

I don't even bother with weapons on my Passenger Liners.

Almost never get interdicted.
 
Curious. I am unsure. But, perhaps, it has something to do with boom data transport? I usually load up on those while doing passenger runs.


I'm finding the DBX plenty sluggish compare to the cobra and Viper 3, so for the weapons loadout I've got two 2F multi cannon turrets and a gimbal 3F pulse. Barely touches the DBX's power supply, so I can mainly focus pips into shields and engines. The mc turrets are a little over the top. I think they cos 1.2 million each. Once I get used to flying it I might change them to gimbals.
 
longtime DBE pilot here.

it's my favourite to-go ship.

i run 1 medium pulse turret (as the DBE isn't very nimble), one medium burst, and a large MC.

you can sustain fire with that loadout with 1-2 pips to WEP, which allows you to keep more pips to SYS or ENG (improving the nimbleness).

in a combat build i would probable go for medium beam turret, medium beam, large MC. or 3 engineered MC. still, 1 turret would be the way to go for me always.
 
longtime DBE pilot here.

it's my favourite to-go ship.

i run 1 medium pulse turret (as the DBE isn't very nimble), one medium burst, and a large MC.

you can sustain fire with that loadout with 1-2 pips to WEP, which allows you to keep more pips to SYS or ENG (improving the nimbleness).

in a combat build i would probable go for medium beam turret, medium beam, large MC. or 3 engineered MC. still, 1 turret would be the way to go for me always.

The only thing I dont like about turrets is the potential to accidentally hit cops if a fire fight in a RES gets crowded.

It wouldn't be so bad if you could give a cease fire command.
 
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The only thing I dont like about turrets is the potential to accidentally hit cops if a fire fight in a RES gets crowded.

It would be so bad if you could give a cease fire command.

well, i don't hunt in a res with cops, but yes, in that case 2 gimbals might be better ... or the situational awareness to jump out ... but the DBE isn't fast enough to do so pre engineering.

anyway, i would only fit 1 turret - just to keep constant pressure on more nimble ships (which are many).
 
What about combat utility slots? At the moment I've got two point def (1 at the forward slot, 1 at the back), a chaff, and an A shield boost.

I actually haven't had to use any of it yet. Last night I went to the edge of the bubble, and I'll strip out the combat loadout before going exploring.
 
What about combat utility slots? At the moment I've got two point def (1 at the forward slot, 1 at the back), a chaff, and an A shield boost.

I actually haven't had to use any of it yet. Last night I went to the edge of the bubble, and I'll strip out the combat loadout before going exploring.

i run one PD at the rear, for missiles, 1 chaff, 1 booster (and one fsw for wake scanning).
 
i run one PD at the rear, for missiles, 1 chaff, 1 booster (and one fsw for wake scanning).

Is the wake scanner advisable for thargoid encounters? I know nothing about them, and not planning on heading to any of those places, but that might change. Pretty sure I saw a tube vid where a guy scanned a thargoid wake.
 
Is the wake scanner advisable for thargoid encounters? I know nothing about them, and not planning on heading to any of those places, but that might change. Pretty sure I saw a tube vid where a guy scanned a thargoid wake.

yes, but mainly for data collection generally (for engineering). i made a habit of scanning a wake every time i leave a station ... less disruptive to my game than sitting at a distribution center in a system in famine, and scan wakes for an hour. pre engineers i almost never fitted a fsw (outside of piracy or similar). in that case i had 2 shieldboosters.
 
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