Fighting viper

Ok, so I bought a viper and thought I would upgrade it to a class on all components like I have done with my asp, but now cannot fire the weapons due to not enough power. I have tried setting priorities on all my items and it doesn't help, as everything still gets disabled.

i have 2 burst lasers, 2 multi cannons, chaff and a kill warrant scanner. The KWS is disabled for combat already.

any suggestions on the best load out for a viper to have the best fighting ability and still have some jump range?

i am a total n00b at combat and want to start fighting NPC's at nag beacons for practice.
 
Ok, so I bought a viper and thought I would upgrade it to a class on all components like I have done with my asp, but now cannot fire the weapons due to not enough power. I have tried setting priorities on all my items and it doesn't help, as everything still gets disabled.

i have 2 burst lasers, 2 multi cannons, chaff and a kill warrant scanner. The KWS is disabled for combat already.

any suggestions on the best load out for a viper to have the best fighting ability and still have some jump range?

i am a total n00b at combat and want to start fighting NPC's at nag beacons for practice.


Hi. That does seem to be an issue with the Viper. I have A class power supply and distributor, but cannot upgrade thrusters as that would take me over the limit for the power supply. That said, I get about 12Ly jump range, and it's a fun ship to fly and for combat. Also very inexpensive to replace if destroyed. I have 2 beam lasers in the medium hard points and a multi cannon and a standard cannon in the smalls. You should probably not disable the KWS, as you want to scan ships to make sure you don't miss out on bounties. I have mine on the second firing trigger of my primary fire group. Other than that, I have no cargo space on mine, but I do have a fuel scoop, so that I can make longer trips without worry.
 
Disable your cargo hatch, FSD interdictor and fuel scoop

Also your FSD drive given you can't have hard points deployed and charge FSD at the same time

I recall viper Mac power is 12mw but you can operate with 13mw
 
That's my Viper: http://www.edshipyard.com/#/L=30M,7u57u54ws4ws3we,2-4s4s4s3m4s5K3c,7fE7Pc4xo2Uc

22332lsubc.jpg


Just set Frame shift drive & fuel scoop to priority 2.
 
I'm currently using two Fixed Beams, Dumbfires and a Fixed Multi Cannon, with Point Defense Military Grade Alloys and a KWS.

Prior to that load out, I ran with two sets of Dumbfires and two Gimballed MC's. That got be pretty expensive! :p
 
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Disabling stuff like everyone says works for the unplanned fights or traveling mission.

But when I'm coming to a system specifically looking to work the RES or conflict zones, I always downgrade the FSD quite a lot before wading into the fray. It saves power, mass and insurance costs in case you're killed. The lower mass makes you quicker, and the difference in insurance between a 3A and a 2E is about CR25k. Twenty-five K may not sound like much, but it can add up if you're killed a couple times.

The only thing you have to be careful of is if the station you are at does not sell the 3A FSD. If they don't, you can buy an Eagle or Adder at the station and use the "Buy Back" function (without leaving the station) to store the FSD on the Eagle/Adder while you're fighting. When you're done, you can reverse the process and get the FSD back and sell the storage ship before leaving. (The sell-back penalty on the storage-Eagle is only CR1k or so, and the Adder is only CR4k.) If you're not careful with that, your Viper can get stuck in a system it can't jump out of. (Ask me how I know...)
 
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