Eagle - optimal weapon loadout ?

What do people recommend as the optimal weapon load out for an Eagle ? Assume the ship is optimised for manoeuvrability (as an Eagle should be !) and that the fighting strategy is 'keep on their six'

I'm experimenting with a pulse laser turret on the top hard point and two underslung gimballed multi cannons. The turreted pulse is pretty weak but it's big advantage is that it just pecks away at the shields as you use the Eagle's manoeuvrability to evade incoming fire. Then when the shields are down the multi canons can start carving up the hull.

I used this successfully against an Asp already - not sure I'd want to tackle anything bigger, but and Asp was pretty easy pickings as he just couldn't get his weapons lined up on me. I would love for just a single Class 2 hard point though :(

(FWIW I switched back to an Eagle from a Viper after nearly getting my ass handed to me by an NPC Eagle - I couldn't get my sights on him !)
 
I do much the same in my viper, 2x turrets on the top with gimballed multi cannons on the bottom. The hard core commanders will tell you all fixed weapons. But I really like turrets on top, even when turning on to the tail of your attacker you are still hitting it.
 
i use a fixed beam laser on the top one, which just obliterates any shield i cam across until now
other than that two gimballed multis under the wings

with the multicannons being gimballed you can still fire your multis while using the beam laser,
bonus points if you can get a low heat beam laser for continuous firing

with the extreme maneuverability from the eagle, two fragment cannons on the bottom are also not bad,
you get an extreme dps out of that if you can manage a close enough distance to your target

killed a few asps in both these setups, and almost got an anaconda once with the 2-gimballed-multi+1-beam setup, but had no turret countermeasures so i blew up with the anaconda at about 30%
 
With an Eagle? Beam lasers might be pretty, but with its manoeuvrability, whack 3 pulse lasers on it and watch your DPS go through the roof!*

*Your experience may vary
 
3 pulses would be a serious pain to manage, heat wise, though (especially now, with heat overspill), and difficult to manage the power for too

With an A class distributor, I've found I can keep 4 dots in engines, one in weapons and one in systems and fire indefinitely with the turreted pulse. Then just manoeuvre around like billy-o and the turret keeps on pecking away at those shields.

Something about the underside multi cannons though - because they are underneath, and usually I pull positive Gee when turning (ie. I pull 'up' on the stick), the cannons often can't get the necessary lead to hit the target. Thinking that a single multi cannon or cannon on the top might be the way to go, as it could keep the target in sight a lot more often.

FWIW I have an Asp armed trader/gunship in dock too - dual gimballed Class I beams and quad gimballed mulitcannons (Class I and II) FTW !
 
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The Eagle is highly maneuverable and one of my favorite ships. Loadouts will do so much, but adopting an evasive and tactical mindset with focus on power management is critical.

I roll 2 fixed beams with missiles, focusing on keeping a close and accurate distance to target subsystems (specifically power plant especially against larger targets) if my target boosts to get distance I boost with him and switch all power to engines to garner higher speeds in closing distances, while strafing towards the upper/aft of target. Once optimal positioning, throw power to weapons, hold those beams down and when gap is covered and shields are down from beams, shred them apart with either gimballed multicannon, cannons, or missiles.

It's worked out for me so far and easy to take on even pythons in a 1v1 scenario.
 
The Eagle is highly maneuverable and one of my favorite ships. Loadouts will do so much, but adopting an evasive and tactical mindset with focus on power management is critical.

I roll 2 fixed beams with missiles, focusing on keeping a close and accurate distance to target subsystems (specifically power plant especially against larger targets) if my target boosts to get distance I boost with him and switch all power to engines to garner higher speeds in closing distances, while strafing towards the upper/aft of target. Once optimal positioning, throw power to weapons, hold those beams down and when gap is covered and shields are down from beams, shred them apart with either gimballed multicannon, cannons, or missiles.

It's worked out for me so far and easy to take on even pythons in a 1v1 scenario.

how is it heat-wise with two beams active?
i am thinking about having three beams, for maximum module damage, still didn't quite get what is better to damage modules (A in armor piercing or E?)
 
Absolutely - that's why the Eagle is so much damned FUN !

once got to the viper... instantly got back to the eagle
the extra firepower and shields is nice, but you definitely feel that you are less maneuverable, if at the same time also faster

i am having high hopes for the vulture, though i have no idea how the vulture will be in terms of balance (big? heavy? or a successor to the eagle with just more guns, better armor and a higher price tag?)
 
once got to the viper... instantly got back to the eagle
the extra firepower and shields is nice, but you definitely feel that you are less maneuverable, if at the same time also faster

i am having high hopes for the vulture, though i have no idea how the vulture will be in terms of balance (big? heavy? or a successor to the eagle with just more guns, better armor and a higher price tag?)

well the vulture is a "bird", not a "snake" type ship, so i'd assue it's similar to the eagle, not so much to the viper.
 
I roll with Burst/Cannon/Multicannon for PvE

Burst until their shields are down(to save ammo) and then I change the firegroup to do hull damage with the Cannon and Multicannon.(and the burst)

In combat I just try to stay behind and very close depending on the weapon loadout of my target, pretty similar to what Kaburan does.

Been able to take down Pythons and Anacondas at Combat Zones/RES, not an easy task but you can get better each time and get used to it.

As for internals I totally gave up on SCB and now am rolling with full A gear except Life Support.

 
once got to the viper... instantly got back to the eagle
the extra firepower and shields is nice, but you definitely feel that you are less maneuverable, if at the same time also faster

i am having high hopes for the vulture, though i have no idea how the vulture will be in terms of balance (big? heavy? or a successor to the eagle with just more guns, better armor and a higher price tag?)

It's also the best ship if you've got an Oculus Rift - theres's nearly 360º visibility above the shoulder level, and the screens are all very close which makes them more readable (normally an issue on the Rift)
 
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