Hi folks, Can I carry extra missiles?

Hi folks,

Here is my ship:


My missiles are 1B seeker missile rack. When I go out to shoot pirates it looks like I only have 16 shots (8 out of each missile rack). Is there any way I can carry more so I don't have to go back to base and keep buying them?

I'm thinking about going back to multi-cannon in the hopes that they will have more ammo at least.

Thanks for any ideas.

V/r,
Bryan
 
You can Engineer them for high capacity, if you have Horizons and jump through the hoops, or you can synthesize more ammo on the fly, which consumes certain materials (which can be a chore to get without Horizons).

In general, seekers are of marginal utility against NPCs, mainly used to knock out drives for piracy purposes.
 
You cannot carry extra anything except limpets as far as I know - BUT - You can make more if you have the mats - Synth them from the Inventory tab - You can synth anything on that list if your ship is equipped with the module and you have the Mats needed - Most of the mats are located on a planet or moon's surface in varying amounts or you can mine asteroids for those mats - The USS signals can give you the Tech required for a certain module's needs also.
 
In general, seekers are of marginal utility against NPCs, mainly used to knock out drives for piracy purposes.

Hi Morbad,

What would be the recommended gun against NPCs? I never steal from them I just blow them up for the bounty money.

I have about 6 million credits I think.
 
What would be the recommended gun against NPCs? I never steal from them I just blow them up for the bounty money.

To start with, for a Cobra III, I'd probably recommend sticking some gimbaled lasers (burst or beam) in the small hardpoints and then MCs in the mediums. Against large ships, or anything that seems to have an overly durable hull, targeting the power plant at close range will usually knock them out faster than trying to grind hull integrity to zero.
 
Hello Morbad,

Thanks for the advice. Before this, I did not realize I could target different parts of their ship. I was just selecting ship and shooting.

Now I found the button on my joystick to cycle through all the parts of their ships. I have been targeting different things, it's pretty interesting.

Okay, I will go search for some gimballed burst lasers for my small hard points. I think right now my hard points are backwards (lasers are the large missiles are the small). I need to swap them around and find some kind of guns or missiles for the small.

Now I have remember how I found all these weapons. I think I searched eddb.

Bryan
 
Okay I have got myself some different guns and lasers. Here is what it looks like.

 
That build isn't bad, but could benefit from some tweaks. I would swap the ECM for an Shield Extender. More hit points will probably serve you better.

You have some A rated modules you can do without. D rated modules are much lighter so for a very minimal loss in performance D rate your life support and your sensors. That will boost your jump range considerably.

I know Moribad said get gimbled lasers. Your ship should be maneuverable enough to use Fixed mounts.

Fixed weapons hit harder, they also are not effected by chaff and ECM. NPC love their chaff launchers. See how hard or easy it is for you to hold the target in your sights. Gimbled guns are solid and let you do things like fly at oblique angles to your target.

If you are looking for company or community we welcome everyone at Asteroid Defeated...

 
Okay thanks. I never heard of a shield extender. I will go search for one.

Yes my gimbled lasers are not working most of the time because of the chaff. I will look at getting fixed ones. Unfortunately I have to fly back to Daha Deti which feels like a waste of 20 minutes jumping and whatnot. I think fixed might be more fun because I'll have to aim the ship perfectly on the guy.

I would worry more about jump range yes, but lately I have just been shooting pirates in this one system (Iota Pavonis I think it's called). So what is the point of jumping around if all the pirates are only on the planets with the rings?

Do you know of a good pirate-shooting ship that's a step up from the one I have? I have the Cobra Mk3. I have about 6 million credits.

I will also look for the D-rated life support and sensors. I wish I could have longer sensor range on my mini-map. That would be cool.

Thanks for the advice.
 
I looked for shield extender but I don't see that anywhere. Where do I buy one of those?

i believe he meant shield boosters.

low mass is also good for speed and handling (up to a point, experiment in coriolis). that said d rated sensors will have even shorter range than your current a, but the trade off is usually worth it. you can spot ships in plain sight from far further away anyway, speed to close in fast and then keep the initiative seems more important.
 
the name is "(zero)(A,B,C,D,E) Shield booster" I.E: 0A Shield Booster (its a utility module), go to https://eddb.io/station, type in shield booster into the "sells modules" box and select which one you want, type your current system into the "reference system" box, the other boxes can be left blank but i recommend setting fleet carriers to "no" because those are player owned ships and unless the date on the info is a few hours or less old who knows what has happened to the carrier's stock.
you will then get a list of what stations and settlements (if "yes" or blank to the settlements box) are selling that module and how far away they are from you and how far they are from the main star in the system

note that EDDB isen't always correct, but it is correct about 99% of the time with the exception of carriers

of course, if you would prefer to only use in-game means then flying around and checking every station's Utility section of the outfitters is the only way i know of

hope this helps
 
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Okay thanks. I never heard of a shield extender. I will go search for one.

Sorry, they are called shield boosters. Someone else pointed that out.

Yes my gimbled lasers are not working most of the time because of the chaff. I will look at getting fixed ones. Unfortunately I have to fly back to Daha Deti which feels like a waste of 20 minutes jumping and whatnot. I think fixed might be more fun because I'll have to aim the ship perfectly on the guy.

That seems awfully long to get a couple of modules. Are you using EDDB?

I would worry more about jump range yes, but lately I have just been shooting pirates in this one system (Iota Pavonis I think it's called). So what is the point of jumping around if all the pirates are only on the planets with the rings?

There are pirates in lots of places, rings in res sites are the basic ones. If you want to make better money killing pirates there are missions you can take that will seriously boost your credits and provide places to hunt them eamass.

Do you know of a good pirate-shooting ship that's a step up from the one I have? I have the Cobra Mk3. I have about 6 million credits.

I think your ship is a good one for now. Save your credits for a Krait MK2 would be my advice. It's a really solid medium platform for all kinds of activities.

The system NLTT 19808 is a very good mission hub.

I will also look for the D-rated life support and sensors. I wish I could have longer sensor range on my mini-map. That would be cool.

Thanks for the advice.

Welcome,
 
I got the shield booster! That works great.

I also switch back to turreted burst lasers. I cannot seem to aim well enough for fixed lasers.

This seems to be the best way to build the ship so far:

 
Well maybe it doesn't take 20 minutes to jump between objects within a system, I just think it takes a little too long. Just my little complaint about how to get there takes a while.
 
Well maybe it doesn't take 20 minutes to jump between objects within a system, I just think it takes a little too long. Just my little complaint about how to get there takes a while.
heh, just wait till you come across a high paying transportation mission (data, passengers, cargo) and forget to read the fine print at the bottom.
it probably won't be long before 1,000ls becomes "just a quick trip in system".
just wait till you try out space trucking (hauling bulk commodities around for profit), the freighter types turn like bricks when loaded. (but the view from a type 9's cockpit.. absolutely amazing, and makes manual docking quite a bit easier)
 
heh, just wait till you come across a high paying transportation mission (data, passengers, cargo) and forget to read the fine print at the bottom.
it probably won't be long before 1,000ls becomes "just a quick trip in system".
just wait till you try out space trucking (hauling bulk commodities around for profit), the freighter types turn like bricks when loaded. (but the view from a type 9's cockpit.. absolutely amazing, and makes manual docking quite a bit easier)

I was going to say, just wait until you need to visit seven different planetary bases to get the engineering on a new ship where you want it to be.
 
Well maybe it doesn't take 20 minutes to jump between objects within a system, I just think it takes a little too long. Just my little complaint about how to get there takes a while.

a stright line is not the fastest path in sc. minding the gravity wells and choosing the best path to go places is part of the game. and getting to know the systems, sometimes it pays to jump out and back in. also, planet braking! sc can be a lot of fun.

a cobra with turrets ... 😢 🤦‍♀️ 😂

just joking. turrets are actually hard to aim, imo they're best in fire at will mode and totally unattended except for roughly keeping them in the face of the enemy. gimbal is what i would choose as early practice, they are much more focused but will make you lazy. i highly recommend training with fixed as it will improve your flying a lot.
 
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