Imperial Courier Fast Battle Courier

Yeah, the ship in the quoted bit is what I started with. It's no longer quite like that. Throughout this thread I talked about the changes I made and my reasons for each. In the end I was pleased with it, even if it wasn't quite what I had in mind at the outset. But it's a fast battle Courier for sure :)
 
Here is a frag version. It might allow maxing of shields and engines as you only need 1/2 pip for infinite fire. 0 weapon pips is 56 seconds of fire. If you take off the sheild boosters you can get it to 800 boost.

Change some of the frags to pack hounds for more DPS. You can also change out an AFMU or shield booster for a GFSB and get 30lys.

Edit: Edited both to drive distributor. Didn't realize it gained more speed.

These can be run at 1.5 sys, 4 engines, 0.5 weapons pips.
 
Last edited:
Thinking to go for this Fasta-Bomba
602 speed. 817 boost while still packing a really solid punch.

From time to time i do fly a DBS with 2 Cytos and 2 Dumbfires so i know how capable is such a build.
 
I tried frags but ultimately rejected them as not viable. The reason is they are a short-range weapon. Projectile spread is too much at longer ranges. And if you are going to fight at high speed you need something accurate and effective from longer ranges since the attack windows close so quickly. Frags works great when saddled up, but that's not how I wanted to fight this ship.

Nice one Northpin. Great dps, speed and integrity at the cost of jump and resistances. The Courier is such a fun build as it's so interwoven. Give here is to take there. Knife-edge engineering is how I think I described it earlier in this thread.
 
Depends on the target I suppose, but yes. One of the best things about it is how little drift or speed bleed it has. Compared to say the FDL, which ends up flying backwards if you pull it in tight, the Courier maintains it's forward speed nicely. That allows you to continue through your arc at high speed, and that's how I like to fight it. I suspect my arcs are much wider than what you have in mind. I am circling the target ship, but not too closely.
 
I tried frags but ultimately rejected them as not viable. The reason is they are a short-range weapon. Projectile spread is too much at longer ranges. And if you are going to fight at high speed you need something accurate and effective from longer ranges since the attack windows close so quickly. Frags works great when saddled up, but that's not how I wanted to fight this ship.

Nice one Northpin. Great dps, speed and integrity at the cost of jump and resistances. The Courier is such a fun build as it's so interwoven. Give here is to take there. Knife-edge engineering is how I think I described it earlier in this thread.

The way i see it, small ships have to stay glued to their targets. Long range fights are not in their advantage nor fast head-on passes - being rammed in a small ship can be nasty.
The speed is there only for fast disengagement - retract weapons, pop a heatsink, engage fsd, boost, wake out.

I did made another quite similar build but with better shield resists and obviously lower absolute value, but since Plasma and Rams are doing absolute damage...
 
I never flown with small ships long enough, mainly fighting my way to Triple Elite with big ships.

But your thread made me so curious i will copy your build - it looks really interesting :D

thanks for this thread!

o7
 
Just one question though: You seem to have an energy problem with your ship. One which seem to be solveable with Overcharching the PP to G5. In your build it's G3. What is the reason that you didn't do that? Heat?

Thanks for letting me know!
 
Exactly. PP is usually the last thing done after all other aspects have been decided on. Then it's a matter of covering the power draw. Use just enough of whichever mod you need to get it done. In this case I went overcharged until it could handle it. Additional grades will not add anything to the ship aside from heat (and more mats)
 
Module priorities. In the right hand panel you can set the module priorities and have certain things shut down when power requirements dictate it. For example when hardpoints deploy, the cargo hatch, scoop, FSD and GFSDB are offline, leaving that power to the weapons.

 
Last edited:
Good hunting. Be sure to test your module priorities with hardpoints deployed before entering combat. Having the ship shut down under fire is bad for it :)
 
I'd keep your scoop powered so you can use scoop boosts for extra control during combat.

You can do similar with landing gear but it's a toggle whereas you can set scoop to a hold press for finer control.
 
but you have 108% Power draw with weapons drawn. How can you handle that?
My courier is at 140% power draw with everything turned on and hardpoints out. 🤷‍♂️
Setting priorities and turning off AFMU and SRV Bay keeps my ship running with just barely enough power. You can check my build for how I manage that.
 
So how did it go? Can you post a Coriolis link to your build Vector?
Pretty cool! But i need to experiment a bit with the weapons i think.

At the moment it's an exact copy of yours.

But i struggled at stripping the hull.

But bear on me, i was used flying a big dominator and i need to get used not having access to at least 2 Class 4 Weapons xD


I don't know if the efficient Mod on the beams is that good on this type of build - i have a feeling it should be Long range. But i need to experiment more.
 
Back
Top Bottom