Ships Go Fast Courier

O7 CMDRs

I am thinking of building a Go Fast Courier, it will be used to get around the Bubble fast, do data deliver missions, and pickup mats in various USS as I come across them. It is supposed to be fast enough to get away from anything, but could hurt or take out anything that can catch it. It is not expensive, can land at outposts and is relatively fast, almost 700 m/s boost, cruise at just over 500 m/s and has some teeth, DPS of about 75 with hard hitting lightweight fixed weapons. Please provide some of your insights regarding this build. Thanks.
 
If you came across a serious fight, or a very hard NPC the Courier will get broken. Speed is the key. Fully engineered will comfortably hit close to 800 in combat trim and jump in excess of 40 light years. It is a fantastic ship, but as it says Courier not Warship. It is also an absolute blast watching them trying to catch you. Dump the hull reinforcements and the collector as they are not really useful. You can collect manually and if your shields fail the hull is paper and that level of protection will not make a hoot of difference. I would be inclined to drop the hull and module reinforcements and fit a Guardian FSD booster. I would also reduce the number of shield boosters to two max. Just an opinion of course and do not take my work as gospel, but having had Couriers for several years, this is how I would roll with it.
Good luck with the project.
 
At their ultimate the Viper MkIII is faster with well in excess of 930 m/s possible. This sort of build is very fragile though and only good for racing. For general purpose the Courier is a better choice. The Viper also handles better.
 
Here is my courier, https://s.orbis.zone/evah
I use it in wing haz res or cz. It's kind of hard to get the rails to land but I'm doing good with the plasmas. It's plenty stout and I don't need to worry about losing shields, plus the shields regenerate so fast. Whenever a ship tries to run, I can just chase em and easily pop em with my LR rail. It's actually a very fun ship, yellow paint and handles really good.
 
you can squeeze out a fraction (.2 or so ly) jump range per jump by switching the fsd experimental to deep charge, at the expense of overall range before refueling.
This is true but I have never used deep charge on any of my FSD's and 0.2 increase isn't a need for me :D
 
This is true but I have never used deep charge on any of my FSD's and 0.2 increase isn't a need for me :D
it doesn't seem like it is, but for me its sometimes been the difference between 1 jump or 2. Or more particularly on a 10+ jump trip it will usually shave at least one off.

Now, wether or not the increased fuel cost and extra time spent scooping on those longer trips is worth it is something i still haven't actually worked out. But a class 2A fuel scoop half fills a small tank almost before Verity is finished telling you it's deployed.
 
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