Good combat PVP loadout suggestion?

I've finally got my clipper just about maxed out on everything but the overpriced a7 shields and I'm wondering what others think are a good weapon/utility loadout would be for PVP combat. I was thinking of two class 3 beam turrets on the wings as I heard chaff for some reason doesn't screw with them like it does with the gimballed weapons. And for the 2 class twos either fixed pulse or fixed beams. As for utilities I normally run two a0 shield boosters and double chaff or a kill warrant scanner. Any thoughts on that one or have a better way to go? Thanks in advance for any suggestions.


-Mal
 
Chaff is less useful on the Clipper than on smaller ships. One is often a good idea, but you want all the rest (A) boosters, as it's real deficiency is in shielding. For a full combat loadout intended to go up against other CMDRs, the A7 shield is probably worth it if you can afford it. A good SCB setup is also very wise.

I like a fixed weapon on one wingtip, a turret on the opposite, and two gimbals in the middle.
 
Chaff is less useful on the Clipper than on smaller ships. One is often a good idea, but you want all the rest (A) boosters, as it's real deficiency is in shielding. For a full combat loadout intended to go up against other CMDRs, the A7 shield is probably worth it if you can afford it. A good SCB setup is also very wise.

I like a fixed weapon on one wingtip, a turret on the opposite, and two gimbals in the middle.

Thanks, I'll have to try this out. Two fixed in the nose doesn't work as they're spaced too far appart unfortunately.

What kind of large fixed do you prefer? Pulse, beam, burst?

What is a SCB setup?
 
Shields indeed. Boosters. SCBs. More boosters, even more SCBs. If your reactor still provides excess juice after you've left outfitting, you're doing it wrong.
_
Shields. Remember.
 
I like the Cut of your Jib Cap'n. So where does one journey to find some scurvy ridden lubbers to clean up? My area of operations is a bit sterile....
 
Having watched a few PVP videos, I think you should have at least half of your weapons as kinetics like canons so you wont need so many pips into weapons and you can use them in shields instead.
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PVP seems to be all about who can keep their shields on longest and although canons arent great at taking shields down, they will still take them down using a lot of ammo but allowing you to keep power to your shields. Having found 2 class 3s is plenty in a Vulture, I would be tempted to have 1 class 3 energy weapon and the rest canons. get rid of things like KWS, have chaff instead maybe 2 chaffs, Shield booster/s. at least one SCB and get practice taking flight assist off and when fighting players try and keep behind them, do not let them get behind you, stay close especially if you have a small agile ship (not a clipper - i wouldn't use a clipper for PVP - use a vulture its cheaper to replace too)
 
I would be tempted to have 1 class 3 energy weapon and the rest canons.

My pursuit Clipper had three gimbaled MCs and fixed large beam laser...worked fairly well.

That said, you can manage lasers well enough to fire with only two pips in WEP most of the time.
 
Shields! Shields! Clipper doesn't come with the best base shields but a class 7 generator (whatever you can afford from C to A-grade is good) with a pair of A boosters put it into the same range as a mid-spec Fer deLance. With room for more SCBs than you'll ever need and the ability to disengage at will, you should never die to anything less than an overwhelming force. The clipper's tricky hardpoint placement and the common nature of chaff make it a unique candidate for beam laser turrets on the upper or lower mounts (not both), particularly with the aim wobble fixes supposed to be coming in 1.3. Mixing turrets with gimbals overcomes the clipper's weaknesses while making sure it can constantly fire on a target with something.
 
I've been trying to find a weapon load out for my clipper (for pvp) for some time now,

I like the idea of turrets (cause of the immunity to chaff) but recently i've been flying with: 1 class 3 fixed beam laser on the right wing, 1 C2 Railgun on the right side, and 2 gimballed pulse lasers (1 C3 and 1 C2) on the left side.

it takes a bit of practice with the fixed gun cause of the offset, but it works wonders once you get used to it
the railgun is mostly for the burst damage against SCB spam and for subsystem sniping (you'd be surprised how many drives were shot out with a single decent shot :D)

if you haven't consider upgrading your bulkheads, i'm running with reinforced (military and above reduce speed by about 20 m/s reinforced only by 10 ish m/s), they will save you when your getting swarmed and you need to bug out :p
 
Currently fitting out my A class clipper which I'm hoping will be my first serious pvp ship (as opposed to infrequent pvp encounters during general play). I've taken some of the above advice regarding weapon loadouts (thanks for this) but I'm having problems switching shield cell modules during battles - would have asked this elsewhere but couldn't find an appropriate thread, and didn't want to start a new thread just to ask this. Can anyone tell me how best to set your modules so the risk of turning off your shield generator is less? All my deployed stuff is set to 1, and the rest above that (2-5) but in no strategic order. I'm getting quicker at accessing the right panel during battle, turning the active cell off and a fresh one on, however, every now and again this messes up horribly and I switch a new one on without switching the first one off - lose shields :/ Thanks
 
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