Hola, el CMDR Rivertide puso en reddit un documento interesante para aquel que busque una build de una de las naves típicas de Pvp.
Quizás a alguien le sirva como referencia para inciarse en este mundo.
Un saludo.
https://docs.google.com/document/d/13qcAFlGJA1jrmoWreX9GPNFyp442r5l8qLQ__V6zxnw/
PD dejo el texto en un spoiler por si acaso el link se muere.
Quizás a alguien le sirva como referencia para inciarse en este mundo.
Un saludo.
https://docs.google.com/document/d/13qcAFlGJA1jrmoWreX9GPNFyp442r5l8qLQ__V6zxnw/
PD dejo el texto en un spoiler por si acaso el link se muere.
Simple PvP combat builds for 3.0
This document will provide ED Shipyard links to simple & effective combat builds for the most commonly-used PvP ships in Elite – the Alliance Chieftain, Federal Assault Ship, Fer-de-Lance, Imperial Clipper, and Vulture – as well as a brief overview of the builds.
The builds presented here are meant to provide new PvPers (or PvPers new to one of the ships mentioned) with an effective starting point with both a high skill ceiling as well as a relatively low skill floor – that is to say they will be neither skill-limited in terms of development nor will the builds be too difficult for a new PvPer to use.
Experienced PvPers will recognize that countless variations are possible, dependent on personal preference, personal skill levels, and situational conditions. The builds in this document are strong “cookie-cutter” builds, with some simple variations listed; more complicated builds/theorycrafting will come down to personal knowledge & experience.
At the end of the document are general “rules” for engineering. These are not hard & fast; there is no requirement to strictly adhere to them, but are simply best-practice guidelines for those who don’t want to get caught up in the minutiae of engineering theory.
For more information, please come visit the Galactic Combat Initiative, the PvP schoolhouse & PvP community hangout, where you can ask about builds/flying/all things combat-related – Discord invite link: https://discord.gg/XYQF95T.
Alliance Chieftain
https://goo.gl/N4RWER – decent strength biweaves, high hp, excellent agility, plenty of weapons. The chief is slower than the other ships listed here, but is still a strong all-rounder.
Weapons:
2x C3, 1x C2 PA – efficient w/ 2x target lock breaker, 1x dispersal
3x C1 rails – long range w/ 2x feedback, 1x superpen
Core:
Reactive armor – heavy duty w/ deep plating
Plant – armored w/ thermal spread
Thrusters – dirty w/ drag drives
FSD – increased range w/ mass manager
Life support – lightweight
Distro – charge-enhanced w/ superconduits
Sensors – vanilla
Utilities:
2x shield boosters – resistant-augmented w/ flow control
2x chaff – ammo capacity
Optionals:
C6 biweave – thermal resist /w lo-draw
5D4D4D HRPs – heavy duty w/ deep plating
4D HRP – thermal resist w/ deep plating
4D2D MRPs
2A FSD interdictor – expanded capture arc
Variations:
- 2x super pen + 1x feedback rails
- Change one efficient PA to overcharged/short-range blaster
- Double braced plant
- FSD: shielded 5A, vanilla 5A, shielded 2D, vanilla 2D
- Sensors: long range to taste
- Fuel tank: 2C if FSD is 2D
- Chaff & ammo-modded heat sink vs double chaff
- Replace 2D MRP with AFMU to keep canopy & MRP intact
- 5D MRP + 4x 4D HD HRPs w/ deep-plating + 2D thermal resist HRP
Federal Assault Ship
https://goo.gl/ebd7Dg – similar to the chief, the FAS is faster but driftier with a higher mass lock factor.
Weapons:
2x C3 PAs – efficient w/ target lock breaker & dispersal
2x C2 rails – long range w/ feedback & superpenetrator
Core:
Reactive armor – heavy duty w/ deep plating
Plant – armored w/ thermal spread
Thrusters – dirty w/ drag drives
FSD – increased range w/ mass manager
Life support – lightweight
Distro – charge-enhanced w/ superconduits
Sensors – vanilla
Utilities:
2x shield boosters – resistant-augmented w/ flow control
2x chaff – ammo capacity
Optionals:
C5 biweave – thermal resist w/ lo-draw
5D4D4D HRPs – heavy duty w/ deep plating
3D HRP – thermal resistant w/ deep plating
4D2D MRPs
2A FSD interdictor – expanded capture arc
Variations:
- Focused/long range PAs (especially if you have legacy ones with reduced thermal load)
- 1x efficient + 1x overcharged/short-range PA
- 4x PAs (4x efficient or 3x efficient + 1x OC/SRB)
- 3x PAs + 1x feedback rail
- Lightweight reactive armor
- 4A vanilla or shielded FSD, 2D vanilla or shielded FSD
- Long range sensors to taste
- 2C tank if 2D FSD
- Chaff + sink instead of double chaff
- Replace 2D MRP with AFMU to keep canopy & 4D MRP intact
- 5D MRP with 4D3D HD HRP w/ deep plating + 2D thermal resist HRP
Fer-de-Lance
Biweave hybrid, the meta-lance:https://goo.gl/ZTRn5c – strong shields, fairly high amount of shields stored in banks, decent recovery time when dropped, weapons that work at both long and close range. The hybrid FDL is one of the most common PvP builds in the game for good reasons. Relies on banks, biweave regen, and broken regen for its health.
Weapons:
1x C4 + 2x C2 PAs – efficient w/ 2x target lock breaker, 1x dispersal
2x C2 rails – long range w/ feedback & superpen
Core:
Reactive armor – heavy duty w/ deep plating
Plant – armored w/ double braced
Thrusters – dirty w/ drag drives
FSD – increased range w/ mass manager
Life support – lightweight
Distro – charge-enhanced w/ superconduits
Sensors – vanilla
Utilities:
2x shield boosters – resistance augmented w/ flow control
1x shield booster – heavy duty w/ supercaps
2x chaff – ammo
1x heat sink – ammo
Optionals:
C5 biweave – thermal resist w/ lo-draw
2x 4A shield cell banks – rapid charge w/ recycling cell
2D MRP
1A FSD interdictor – expanded capture arc
Variations:
- G5 lightweight reactive armor
- Thermal spread plant
- 4A vanilla or shielded FSD, 2D vanilla or shielded FSD
- Long range sensors to taste
- 2C tank if 2D FSD
- Chaff + double sink (all ammo modded) instead of double chaff + sink
- 2D MRP instead of HRP (with double-braced plant)
Big Prismatic:https://goo.gl/pkove5 – much more up-front health than the meta-lance at the cost of much lower regen. The least affected by feedback of the three FDL builds listed here.
Weapons:
1x C4 + 2x C2 PAs – efficient w/ 2x target lock breaker, 1x dispersal
2x C2 rails – long range w/ feedback & superpen
Core:
Stock armor – heavy duty w/ deep plating
Plant – Overcharged G3 w/ thermal spread
Thrusters – dirty w/ drag drives
FSD – increased range w/ mass manager
Life support – lightweight
Distro – charge-enhanced w/ superconduits
Sensors – vanilla
Utilities:
2x shield boosters – heavy duty w/ supercaps
1x shield booster – resistance augmented w/ flow control
1x shield booster – thermal resistant w/ flow control
1x chaff – ammo
1x heat sink – ammo
Optionals:
5A prismatic – reinforced w/ hi-cap
2x 4A SCBs – rapid charge w/ recycling
2D HRP – heavy duty w/ deep plating
1A FSD interdictor – expanded capture arc
Small Prismatic:https://goo.gl/vbZewD – more overall shield strength than its 5A variant, thanks to a larger SCB, if it can get its banks off. More up-front shield strength than the meta-lance at the cost of lowered regen; more overall shield strength than the big prismatic version at the cost of being more negatively-affected if feedbacked.
Build identical to big prismo, except
Optionals:
5A SCB – rapid charge w/ recycling
4A prismatic – reinforced w/ hi-cap
4A SCB – rapid charge w/ recycling
2D HRP – heavy duty w/ deep plating
1A FSD interdictor – expanded capture arc
Variations (both prismatic versions):
- C4 gimballed multicannon, overcharged w/ either autoloader or emissive and 4x C2 efficient PAs w/ 1x dispersal + 3x TLB (works on G2 OC plant w/ thermal spread)
- 4A vanilla or shielded FSD, 2D vanilla or shielded FSD
- Lightweight or long range sensors to taste
- 2C tank if 2D FSD
- Replace 1x RA booster with another heavy duty super-cap booster
- 2D MRP instead of HRP
Imperial Clipper
https://goo.gl/mmREW4 – Fastest ship on the list, has fairly strong shields for the amount of hull it has. Limited by drift, a requirement to run gimbaled weapons due to poor hardpoint convergence, and slightly less hull than other hull-reliant ships.
Weapons:
4x gimbaled multicannons – overcharged w/ 1x corrosive C3, 1x emissive C2, 2x autoloaders
Core:
Reactive armor – heavy duty w/ deep plating
Plant – armored w/ double braced
Thrusters – dirty w/ drag drives
FSD – increased range w/ mass manager
Life support – lightweight
Distro – charge-enhanced w/ superconduits
Sensors – vanilla
Utilities:
2x shield boosters – resistant-augmented w/ supercaps
2x chaff – ammo capacity
Optionals:
C7 biweave – thermal resistant w/ lo-draw
5D4D3D HRPs – heavy duty w/ deep plating
3D HRP – thermal resistant w/ deep plating
4D2D MRPs
2A FSD interdictor – expanded capture arc
Variations:
- C2 gimbaled pulse – long range G1 w/ scramble spectrum
- 4x frag cannons – overcharged with 3x screening + 1x drag or 3x screening + 1x drag + 1x corrosive. Note that ammo constraints are real on frag clippers.
- 6B power plant – armored w/ double braced
- Long range sensors to taste
- Change 2D MRP to AFMU to keep canopy & MRP interact
- 5D MRP + 4D4D3D3D heavy duty HRPs w/ deep plating + 2D thermal resist HRP w/ deep plating
Vulture
Biweave banktank:https://goo.gl/xQp8Q4 – like a mini-FDL, this relies mostly on its SCBs for health. It has more shield stored in its banks than a biweave FDL has stored. It uses its maneuverability and speed – augmented with drag munitions – both offensively and defensively.
Weapons:
2x pacifiers – overcharged w/ screening shell + drag munitions
Core:
Reactive armor – heavy duty w/ deep plating
Plant – Overcharged G4 w/ thermal spread
Thrusters – dirty w/ drag
FSD – increased range w/ mass manager
Life support – lightweight
Distro – charge-enhanced w/ superconduits
Sensors – vanilla
Utilities:
2x shield boosters – resistance augmented w/ flow control
1x chaff – ammo
1x heat sink – ammo
Optionals:
C5 biweave – thermal resistant w/ lo-draw
5A SCB – rapid charge w/ recycling
4A SCB – rapid charge w/ recycling
2D MRP
1D HRP – thermal resistant w/ deep plating
1A FSD interdictor – expanded capture arc
Variations:
- 2x PAs - efficient w/ target lock breaker & dispersal
- Lightweight reactive armor
- 4A vanilla or shielded FSD, 2D vanilla or shielded FSD
- Lightweight/long range sensors to taste
- 1C or 2C tank if 2D FSD
- Fast charge shield can be viable
Hybrid:https://goo.gl/6WcfDK – uses its speed and maneuverability like the banktank version, but relies on its hull in addition to shields – without banks – for health.
Weapons:
2x pacifiers – overcharged w/ screening shell + drag munitions
Core:
Reactive armor – heavy duty w/ deep plating
Plant – Armored w/ thermal spread
Thrusters – dirty w/ drag
FSD – increased range w/ mass manager
Life support – lightweight
Distro – charge-enhanced w/ superconduits
Sensors – vanilla
Utilities:
2x shield boosters – resist augmented w/ flow control
1x shield booster – heavy duty w/ supercaps
1x chaff – ammo
Optionals:
C5 biweave – thermal resist w/ lo-draw
5D HRP – heavy duty w/ deep plating
1D HRP – thermal w/ deep plating
4D2D MRP
1A FSD interdictor – expanded capture arc
Variations:
- 2x PAs - efficient w/ target lock breaker & dispersal
- Lightweight reactive armor
- 4A vanilla or shielded FSD, 2D vanilla or shielded FSD
- Long range sensors to taste
- 1C or 2C tank if 2D FSD
- Double chaff or chaff + sink (extra utility replaces HD booster)
- 5D MRP with 4D2D heavy duty HRP w/ deep plating
Prismatic banktank:https://goo.gl/iHDndd – two oversized SCBs and a big up-front prismatic healthpool make up for lack of noteworthy regen. This is a Vulture stretched to its functional limits. Credit to CMDR spuddymarvel.
N.B.: this requires you to shut off your cargo hatch and have your FSD and FSD interdictor shut down when hardpoints are deployed (put them on priority 5, be sure to check your cargo hatch if you die).
Weapons:
2x pacifiers – overcharged w/ screening shell + drag munitions
Core:
Reactive armor – heavy duty w/ deep plating
Plant – Overcharged G5 w/ monstered
Thrusters – dirty w/ drag
FSD – increased range w/ mass manager
Life support – lightweight
Distro – charge-enhanced w/ superconduits
Sensors – vanilla
Utilities:
1x C-rated shield booster – resistance augmented w/ flow control
1x A-rated shield booster – thermal resist w/ flow control
1x A-rated shield booster – heavy duty w/ supercaps
1x heat sink – ammo
Optionals:
2x 5A SCBs – G1 rapid charge w/ flow control
4A prismatic – reinforced w/ hi-cap
2D MRP
1D HRP – thermal resist w/ deep plating
1A FSD interdictor – expanded capture arc
Variations:
- 2x PAs - efficient w/ target lock breaker & dispersal
- Long range or lightweight sensors to taste
Engineering guidelines
Core internals
Armor:
- Reactive Surface Composites is generally chosen. This allows you to balance your resists when paired with a thermal-resistant HRP as your smallest HRP. RSC armor only requires you balance one type of damage (thermal), as compared to two (kinetic + explosive) on milgrade or mirrored armor.
Plants:
- Biweave builds generally want armored plants.
- Overcharged plants are best with lowest possible grade that provides enough power without using the Monstered experiemtnal. e.g. an OC3 thermal spread plant provides more power and less heat than an OC2 monstered plant.
- 6B plants (for more integrity) are worth it only in niche situations.
Distro:
- Charge-enhanced is always the go-to mod.
- Superconduits is generally better than cluster capacitors. Cluster caps can be useful in high-alpha, super high-distro draw builds – these are very niche.
Thrusters:
- Always dirty drives. Even if you’re planning a silent running build.
- Generally, drag drives are for normal thrusters; drive distributors are for enhanced-performance thrusters.
FSDs:
- For combat builds, full size or 2D FSDs can both be appropriate. Full size FSDs can be vanilla, increased range, or shielded. 2D FSDs can be vanilla or shielded. Full size FSDs are useful since 3.0 C&P often means you can’t restock/repair in the system you may be in.
- Mass manager is usually better than deep charge for size size 5+ FSDs in terms of single-hop max range. However, even on size 4 & smaller FSDs, mass manager generally provides more total jump range than deep charge for a given fuel tank size.
Sensors:
- Lightweight is risky on biweave builds since it lowers sensor integrity, which is fairly low to start with. No sensors = you’re out of the fight. On pure shield tanks, lightweight can usually be safely maxed out.
- Long range sensors (any grade) are a viable alternative, as are vanilla sensors.
- D-rated sensors are chosen for speed gains & weight/power savings.
Utilities
- Chaff & heat sinks should be modded for ammo capacity.
- If you need point-defense, it should be reinforced.
- Resist boosters experimentals are somewhat lacking. Flow control reduces power with no downsides. The resist experimentals generally won’t help much, though they can sometimes be marginally useful. Supercaps can also be used on resist boosters and can sometimes provide more effective hp. Play around on EDShipyard to find out or ask in GCI for help.
- For Prismatic FDLs, a 3HD + 1TR booster setup give you a bit more absolute (raw) protection at the cost of a bit less kinetic protection compared to a 2HD + 1TR + 1RA booster setup.
Optional internals
- Prismatics should generally be reinforced + hi-cap.
- Biweaves should generally be thermal resistant.
- Lo-drawshields can often get your shields back quicker than fast charge. The latter’s higher distro draw means your regen may be limited by your SYS cap running dry. Lo-draw also allows you to be more aggressive, especially when shields are down, since you don’t need to devote as much pip-time to your SYS cap.
- Recycling cells provide marginally more shield restoration on shield cell banks at essentially no cost. Boss cells are never worth it in PvP as they provide approximately the same shield restoration increase as recycling cells, but leave you vulnerable to feedback for longer.
- HRPs should usually be heavy duty + deep plating. If running reactive armor, the smallest HRP should be thermal resistant. The secondary on this last HRP does not generally make a significant difference, but deep plating is a safe default choice if none of your other resists are severely lacking – and if they are, HRP resist experimentals won’t help much anyway.
- MRPs can’t be modded. A 4D2D setup (or 4D3D or similar) is a safe choice. A single 5D MRP can be used to gain more hull at the cost of some module protection.
- MRP protection stacks multiplicatively. Two MRPs provides 84% protection to internal modules; one MRP provides 60%; more than two is generally not worth it.
- FSD interdictors don’t need to be modded. They can be run A-rated or D-rated. If modding, A-rated + expanded capture arc is a good combination.
- FSDs interdictors in the build above are only modded to G3 since that’s the highest grade attainable with the engineers most people have unlocked (i.e. highest grade outside of Col. Bris Dekker).
This document will provide ED Shipyard links to simple & effective combat builds for the most commonly-used PvP ships in Elite – the Alliance Chieftain, Federal Assault Ship, Fer-de-Lance, Imperial Clipper, and Vulture – as well as a brief overview of the builds.
The builds presented here are meant to provide new PvPers (or PvPers new to one of the ships mentioned) with an effective starting point with both a high skill ceiling as well as a relatively low skill floor – that is to say they will be neither skill-limited in terms of development nor will the builds be too difficult for a new PvPer to use.
Experienced PvPers will recognize that countless variations are possible, dependent on personal preference, personal skill levels, and situational conditions. The builds in this document are strong “cookie-cutter” builds, with some simple variations listed; more complicated builds/theorycrafting will come down to personal knowledge & experience.
At the end of the document are general “rules” for engineering. These are not hard & fast; there is no requirement to strictly adhere to them, but are simply best-practice guidelines for those who don’t want to get caught up in the minutiae of engineering theory.
For more information, please come visit the Galactic Combat Initiative, the PvP schoolhouse & PvP community hangout, where you can ask about builds/flying/all things combat-related – Discord invite link: https://discord.gg/XYQF95T.
Alliance Chieftain
https://goo.gl/N4RWER – decent strength biweaves, high hp, excellent agility, plenty of weapons. The chief is slower than the other ships listed here, but is still a strong all-rounder.
Weapons:
2x C3, 1x C2 PA – efficient w/ 2x target lock breaker, 1x dispersal
3x C1 rails – long range w/ 2x feedback, 1x superpen
Core:
Reactive armor – heavy duty w/ deep plating
Plant – armored w/ thermal spread
Thrusters – dirty w/ drag drives
FSD – increased range w/ mass manager
Life support – lightweight
Distro – charge-enhanced w/ superconduits
Sensors – vanilla
Utilities:
2x shield boosters – resistant-augmented w/ flow control
2x chaff – ammo capacity
Optionals:
C6 biweave – thermal resist /w lo-draw
5D4D4D HRPs – heavy duty w/ deep plating
4D HRP – thermal resist w/ deep plating
4D2D MRPs
2A FSD interdictor – expanded capture arc
Variations:
- 2x super pen + 1x feedback rails
- Change one efficient PA to overcharged/short-range blaster
- Double braced plant
- FSD: shielded 5A, vanilla 5A, shielded 2D, vanilla 2D
- Sensors: long range to taste
- Fuel tank: 2C if FSD is 2D
- Chaff & ammo-modded heat sink vs double chaff
- Replace 2D MRP with AFMU to keep canopy & MRP intact
- 5D MRP + 4x 4D HD HRPs w/ deep-plating + 2D thermal resist HRP
Federal Assault Ship
https://goo.gl/ebd7Dg – similar to the chief, the FAS is faster but driftier with a higher mass lock factor.
Weapons:
2x C3 PAs – efficient w/ target lock breaker & dispersal
2x C2 rails – long range w/ feedback & superpenetrator
Core:
Reactive armor – heavy duty w/ deep plating
Plant – armored w/ thermal spread
Thrusters – dirty w/ drag drives
FSD – increased range w/ mass manager
Life support – lightweight
Distro – charge-enhanced w/ superconduits
Sensors – vanilla
Utilities:
2x shield boosters – resistant-augmented w/ flow control
2x chaff – ammo capacity
Optionals:
C5 biweave – thermal resist w/ lo-draw
5D4D4D HRPs – heavy duty w/ deep plating
3D HRP – thermal resistant w/ deep plating
4D2D MRPs
2A FSD interdictor – expanded capture arc
Variations:
- Focused/long range PAs (especially if you have legacy ones with reduced thermal load)
- 1x efficient + 1x overcharged/short-range PA
- 4x PAs (4x efficient or 3x efficient + 1x OC/SRB)
- 3x PAs + 1x feedback rail
- Lightweight reactive armor
- 4A vanilla or shielded FSD, 2D vanilla or shielded FSD
- Long range sensors to taste
- 2C tank if 2D FSD
- Chaff + sink instead of double chaff
- Replace 2D MRP with AFMU to keep canopy & 4D MRP intact
- 5D MRP with 4D3D HD HRP w/ deep plating + 2D thermal resist HRP
Fer-de-Lance
Biweave hybrid, the meta-lance:https://goo.gl/ZTRn5c – strong shields, fairly high amount of shields stored in banks, decent recovery time when dropped, weapons that work at both long and close range. The hybrid FDL is one of the most common PvP builds in the game for good reasons. Relies on banks, biweave regen, and broken regen for its health.
Weapons:
1x C4 + 2x C2 PAs – efficient w/ 2x target lock breaker, 1x dispersal
2x C2 rails – long range w/ feedback & superpen
Core:
Reactive armor – heavy duty w/ deep plating
Plant – armored w/ double braced
Thrusters – dirty w/ drag drives
FSD – increased range w/ mass manager
Life support – lightweight
Distro – charge-enhanced w/ superconduits
Sensors – vanilla
Utilities:
2x shield boosters – resistance augmented w/ flow control
1x shield booster – heavy duty w/ supercaps
2x chaff – ammo
1x heat sink – ammo
Optionals:
C5 biweave – thermal resist w/ lo-draw
2x 4A shield cell banks – rapid charge w/ recycling cell
2D MRP
1A FSD interdictor – expanded capture arc
Variations:
- G5 lightweight reactive armor
- Thermal spread plant
- 4A vanilla or shielded FSD, 2D vanilla or shielded FSD
- Long range sensors to taste
- 2C tank if 2D FSD
- Chaff + double sink (all ammo modded) instead of double chaff + sink
- 2D MRP instead of HRP (with double-braced plant)
Big Prismatic:https://goo.gl/pkove5 – much more up-front health than the meta-lance at the cost of much lower regen. The least affected by feedback of the three FDL builds listed here.
Weapons:
1x C4 + 2x C2 PAs – efficient w/ 2x target lock breaker, 1x dispersal
2x C2 rails – long range w/ feedback & superpen
Core:
Stock armor – heavy duty w/ deep plating
Plant – Overcharged G3 w/ thermal spread
Thrusters – dirty w/ drag drives
FSD – increased range w/ mass manager
Life support – lightweight
Distro – charge-enhanced w/ superconduits
Sensors – vanilla
Utilities:
2x shield boosters – heavy duty w/ supercaps
1x shield booster – resistance augmented w/ flow control
1x shield booster – thermal resistant w/ flow control
1x chaff – ammo
1x heat sink – ammo
Optionals:
5A prismatic – reinforced w/ hi-cap
2x 4A SCBs – rapid charge w/ recycling
2D HRP – heavy duty w/ deep plating
1A FSD interdictor – expanded capture arc
Small Prismatic:https://goo.gl/vbZewD – more overall shield strength than its 5A variant, thanks to a larger SCB, if it can get its banks off. More up-front shield strength than the meta-lance at the cost of lowered regen; more overall shield strength than the big prismatic version at the cost of being more negatively-affected if feedbacked.
Build identical to big prismo, except
Optionals:
5A SCB – rapid charge w/ recycling
4A prismatic – reinforced w/ hi-cap
4A SCB – rapid charge w/ recycling
2D HRP – heavy duty w/ deep plating
1A FSD interdictor – expanded capture arc
Variations (both prismatic versions):
- C4 gimballed multicannon, overcharged w/ either autoloader or emissive and 4x C2 efficient PAs w/ 1x dispersal + 3x TLB (works on G2 OC plant w/ thermal spread)
- 4A vanilla or shielded FSD, 2D vanilla or shielded FSD
- Lightweight or long range sensors to taste
- 2C tank if 2D FSD
- Replace 1x RA booster with another heavy duty super-cap booster
- 2D MRP instead of HRP
Imperial Clipper
https://goo.gl/mmREW4 – Fastest ship on the list, has fairly strong shields for the amount of hull it has. Limited by drift, a requirement to run gimbaled weapons due to poor hardpoint convergence, and slightly less hull than other hull-reliant ships.
Weapons:
4x gimbaled multicannons – overcharged w/ 1x corrosive C3, 1x emissive C2, 2x autoloaders
Core:
Reactive armor – heavy duty w/ deep plating
Plant – armored w/ double braced
Thrusters – dirty w/ drag drives
FSD – increased range w/ mass manager
Life support – lightweight
Distro – charge-enhanced w/ superconduits
Sensors – vanilla
Utilities:
2x shield boosters – resistant-augmented w/ supercaps
2x chaff – ammo capacity
Optionals:
C7 biweave – thermal resistant w/ lo-draw
5D4D3D HRPs – heavy duty w/ deep plating
3D HRP – thermal resistant w/ deep plating
4D2D MRPs
2A FSD interdictor – expanded capture arc
Variations:
- C2 gimbaled pulse – long range G1 w/ scramble spectrum
- 4x frag cannons – overcharged with 3x screening + 1x drag or 3x screening + 1x drag + 1x corrosive. Note that ammo constraints are real on frag clippers.
- 6B power plant – armored w/ double braced
- Long range sensors to taste
- Change 2D MRP to AFMU to keep canopy & MRP interact
- 5D MRP + 4D4D3D3D heavy duty HRPs w/ deep plating + 2D thermal resist HRP w/ deep plating
Vulture
Biweave banktank:https://goo.gl/xQp8Q4 – like a mini-FDL, this relies mostly on its SCBs for health. It has more shield stored in its banks than a biweave FDL has stored. It uses its maneuverability and speed – augmented with drag munitions – both offensively and defensively.
Weapons:
2x pacifiers – overcharged w/ screening shell + drag munitions
Core:
Reactive armor – heavy duty w/ deep plating
Plant – Overcharged G4 w/ thermal spread
Thrusters – dirty w/ drag
FSD – increased range w/ mass manager
Life support – lightweight
Distro – charge-enhanced w/ superconduits
Sensors – vanilla
Utilities:
2x shield boosters – resistance augmented w/ flow control
1x chaff – ammo
1x heat sink – ammo
Optionals:
C5 biweave – thermal resistant w/ lo-draw
5A SCB – rapid charge w/ recycling
4A SCB – rapid charge w/ recycling
2D MRP
1D HRP – thermal resistant w/ deep plating
1A FSD interdictor – expanded capture arc
Variations:
- 2x PAs - efficient w/ target lock breaker & dispersal
- Lightweight reactive armor
- 4A vanilla or shielded FSD, 2D vanilla or shielded FSD
- Lightweight/long range sensors to taste
- 1C or 2C tank if 2D FSD
- Fast charge shield can be viable
Hybrid:https://goo.gl/6WcfDK – uses its speed and maneuverability like the banktank version, but relies on its hull in addition to shields – without banks – for health.
Weapons:
2x pacifiers – overcharged w/ screening shell + drag munitions
Core:
Reactive armor – heavy duty w/ deep plating
Plant – Armored w/ thermal spread
Thrusters – dirty w/ drag
FSD – increased range w/ mass manager
Life support – lightweight
Distro – charge-enhanced w/ superconduits
Sensors – vanilla
Utilities:
2x shield boosters – resist augmented w/ flow control
1x shield booster – heavy duty w/ supercaps
1x chaff – ammo
Optionals:
C5 biweave – thermal resist w/ lo-draw
5D HRP – heavy duty w/ deep plating
1D HRP – thermal w/ deep plating
4D2D MRP
1A FSD interdictor – expanded capture arc
Variations:
- 2x PAs - efficient w/ target lock breaker & dispersal
- Lightweight reactive armor
- 4A vanilla or shielded FSD, 2D vanilla or shielded FSD
- Long range sensors to taste
- 1C or 2C tank if 2D FSD
- Double chaff or chaff + sink (extra utility replaces HD booster)
- 5D MRP with 4D2D heavy duty HRP w/ deep plating
Prismatic banktank:https://goo.gl/iHDndd – two oversized SCBs and a big up-front prismatic healthpool make up for lack of noteworthy regen. This is a Vulture stretched to its functional limits. Credit to CMDR spuddymarvel.
N.B.: this requires you to shut off your cargo hatch and have your FSD and FSD interdictor shut down when hardpoints are deployed (put them on priority 5, be sure to check your cargo hatch if you die).
Weapons:
2x pacifiers – overcharged w/ screening shell + drag munitions
Core:
Reactive armor – heavy duty w/ deep plating
Plant – Overcharged G5 w/ monstered
Thrusters – dirty w/ drag
FSD – increased range w/ mass manager
Life support – lightweight
Distro – charge-enhanced w/ superconduits
Sensors – vanilla
Utilities:
1x C-rated shield booster – resistance augmented w/ flow control
1x A-rated shield booster – thermal resist w/ flow control
1x A-rated shield booster – heavy duty w/ supercaps
1x heat sink – ammo
Optionals:
2x 5A SCBs – G1 rapid charge w/ flow control
4A prismatic – reinforced w/ hi-cap
2D MRP
1D HRP – thermal resist w/ deep plating
1A FSD interdictor – expanded capture arc
Variations:
- 2x PAs - efficient w/ target lock breaker & dispersal
- Long range or lightweight sensors to taste
Engineering guidelines
Core internals
Armor:
- Reactive Surface Composites is generally chosen. This allows you to balance your resists when paired with a thermal-resistant HRP as your smallest HRP. RSC armor only requires you balance one type of damage (thermal), as compared to two (kinetic + explosive) on milgrade or mirrored armor.
Plants:
- Biweave builds generally want armored plants.
- Overcharged plants are best with lowest possible grade that provides enough power without using the Monstered experiemtnal. e.g. an OC3 thermal spread plant provides more power and less heat than an OC2 monstered plant.
- 6B plants (for more integrity) are worth it only in niche situations.
Distro:
- Charge-enhanced is always the go-to mod.
- Superconduits is generally better than cluster capacitors. Cluster caps can be useful in high-alpha, super high-distro draw builds – these are very niche.
Thrusters:
- Always dirty drives. Even if you’re planning a silent running build.
- Generally, drag drives are for normal thrusters; drive distributors are for enhanced-performance thrusters.
FSDs:
- For combat builds, full size or 2D FSDs can both be appropriate. Full size FSDs can be vanilla, increased range, or shielded. 2D FSDs can be vanilla or shielded. Full size FSDs are useful since 3.0 C&P often means you can’t restock/repair in the system you may be in.
- Mass manager is usually better than deep charge for size size 5+ FSDs in terms of single-hop max range. However, even on size 4 & smaller FSDs, mass manager generally provides more total jump range than deep charge for a given fuel tank size.
Sensors:
- Lightweight is risky on biweave builds since it lowers sensor integrity, which is fairly low to start with. No sensors = you’re out of the fight. On pure shield tanks, lightweight can usually be safely maxed out.
- Long range sensors (any grade) are a viable alternative, as are vanilla sensors.
- D-rated sensors are chosen for speed gains & weight/power savings.
Utilities
- Chaff & heat sinks should be modded for ammo capacity.
- If you need point-defense, it should be reinforced.
- Resist boosters experimentals are somewhat lacking. Flow control reduces power with no downsides. The resist experimentals generally won’t help much, though they can sometimes be marginally useful. Supercaps can also be used on resist boosters and can sometimes provide more effective hp. Play around on EDShipyard to find out or ask in GCI for help.
- For Prismatic FDLs, a 3HD + 1TR booster setup give you a bit more absolute (raw) protection at the cost of a bit less kinetic protection compared to a 2HD + 1TR + 1RA booster setup.
Optional internals
- Prismatics should generally be reinforced + hi-cap.
- Biweaves should generally be thermal resistant.
- Lo-drawshields can often get your shields back quicker than fast charge. The latter’s higher distro draw means your regen may be limited by your SYS cap running dry. Lo-draw also allows you to be more aggressive, especially when shields are down, since you don’t need to devote as much pip-time to your SYS cap.
- Recycling cells provide marginally more shield restoration on shield cell banks at essentially no cost. Boss cells are never worth it in PvP as they provide approximately the same shield restoration increase as recycling cells, but leave you vulnerable to feedback for longer.
- HRPs should usually be heavy duty + deep plating. If running reactive armor, the smallest HRP should be thermal resistant. The secondary on this last HRP does not generally make a significant difference, but deep plating is a safe default choice if none of your other resists are severely lacking – and if they are, HRP resist experimentals won’t help much anyway.
- MRPs can’t be modded. A 4D2D setup (or 4D3D or similar) is a safe choice. A single 5D MRP can be used to gain more hull at the cost of some module protection.
- MRP protection stacks multiplicatively. Two MRPs provides 84% protection to internal modules; one MRP provides 60%; more than two is generally not worth it.
- FSD interdictors don’t need to be modded. They can be run A-rated or D-rated. If modding, A-rated + expanded capture arc is a good combination.
- FSDs interdictors in the build above are only modded to G3 since that’s the highest grade attainable with the engineers most people have unlocked (i.e. highest grade outside of Col. Bris Dekker).
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