Apart from room for error, the DBX is just as good at exploration as the Asp. It takes some serious skill to fly the DBX as quickly and effectively as an Asp, but it can be done. In fact, I would argue that the DBX is a much better explorer than the Viper III is at combat.
See, I am not a typical complainer. First, I love a good challenge, so flying with the Viper with fixed weapons is my idea of "fun". Second, I am someone who has spent over 1500 hours playing, and am a qualified pilot on almost every ship in the game. Each ship has little secrets which can help you win or survive. I know many tricks, skills, and secrets that people who have been playing since Alpha don't even know. And combat tips are just one small subset of my knowledge of ED.
Don't be fooled. This game is deep, and I honestly feel my breadth of experience leaves me qualified to say that the Viper III is unnecessarily weak in key areas related to combat. Namely turn rate and boost speed. It doesn't even need a huge boost to be more balanced with other small ships. It just needs a 1s shorter 360 turning rate, and maybe 10-15 m/s more on boost. Not quite DBS agility or Cobra speed, but close enough.
@ Corlas, yes I am not quite a billionaire yet, but I have more than enough money to A rate an Anaconda and still have a fleet of other ships and ~130M for snack money in the bank. I typically fly an Asp or an FDL. So yes I am slumming it with the Viper.
This is the problem with exploring for long periods - you get *very* familiar with a ship in SC, but that's about it... I dare anyone to outfly me in SC in my Asp. But that's all I got...
Mor eon topic - I've always wished speed, acceleration, roll and pitch were directly related to mass and thruster class.
To the point, where I think Yaw thrusters and pitch/roll thrusters should actually have their own slots. These would each produce "x" amount of power, which basically determined how fast your ship behaves based on the thruster variant you have in each slot. I just feel the current system, where FD just seem to slide random sliders in the background, which results in 60T Vipers performing like 200T traders, and Pythons performing like Eagles (I'm thinking pre-nerf Python, clearly) just isn't right. It really should be a more direct "thrust to mass" ratio type setup.
Of course, it's probably already far too late, but anyway, I still feel such should have been how it was done. And if a ship were a bit too good, the could have downgraded the thruster class, and then given the size drop back in the from of utility slots or expansion slots.
EG - with the Python, it should have been knocked down to a C5 thruster class, then an additional C5 utility slot thrown in (ok, maybe that would have been excessive, but at least a couple of C1's to make up for it).
I support this, but honestly I think combat ships should always be faster than their multipurpose counterparts, for balance reasons, considering the Cobra would still be a far better combat ship than the Viper even after the proposed buffs.
It's internals allow it to pack in armor like mad, it's ridiculously fast, and it has arguably better hardpoint placement (For gimballed weapons, not fixed, which is more common).
I think this points to a flaw in the way armour and shield boosters work. It's too easy to build a tank (not sure if any of you have seen the super-tank Keelback video - where someone in a Corvette is hammering a Keelback with everything, and doing pretty much 0 damage, the Keelback was just so heavily armoured..
Z..