Ships Imperial Courier

It still means that a vulture with two large hardpoints is better against large ships then the ASP (imo).

Far less versatile, I'd say. Four small hardpoints plus two mediums gives a lot more flexibility of loudout options than the two large points of the Vulture, which it can't even use to maximum potential due to power limits.
 
Far less versatile, I'd say. Four small hardpoints plus two mediums gives a lot more flexibility of loudout options than the two large points of the Vulture, which it can't even use to maximum potential due to power limits.

Oh I absolutely agree - the Vulture is a big ship killer and that's that. For almost anything else the ASP is better.
 
It still means that a vulture with two large hardpoints is better against large ships then the ASP (imo).

Against shields, the difference may be smaller.

All fixed:
C3 Pulse = 21.6 dps
C2 Pulse = 14.3 dps
C1 Pulse = 9.3 dps

(for all weapons of the same type, they seem to do the same damage per energy as each other)

So each step is about 1.5x the previous. In terms of these, 4xC1 Pulse (fixed) does 1.7 times the damage of 1xC3 Pulse (fixed), against shields.

C3 is more energy efficient hitting the hulls of larger ships (same DPE against shields, but small is penalised against hulls)
C1 is more damage / mass against shields

Against shields, as long as mass or hull damage isn't a concern, it is just a matter of the total number of laser you can get, since the damage per energy is basically the same along them. Having more/larger weapons increases DPS, and takes more energy and vice versa.

What makes the Vulture better in general against ships is the Class 5 Power Distributor (as opposed to the Class 4 on the Asp and Class 3 on the Cobra/Viper). Having a load of powerful lasers isn't useful if you can't keep them firing for long enough.
 
ASP have better firepower than Vulture, better armour, similar speed, better fsd range but weaker shields and agility, and combat asp will cost much more than combat fitted Vulture.
After 1.2 people using ASP only for exploration. Everybody forgot about his combat capability. It could be still dangerous ship, boosted with hull and shield upgrades, and without power problems.
 
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Just bought a cobra to see how fast you can get one to go.

Stock parts its 280 4 pips speed, not much over the 277 the standard courier is quoted as doing.

Stripped down and upgraded cobra will do 321.
Boost improves from 400 to 459.

Its possible the courier will do something similar.
 
What could be neat is if the Courier had the blue zone closer to the top speed.

It'd be nice from a "boy racer" perspective, but in terms of dogfighting...not so much. If your most agile speed is significantly higher than that of your opponent, you'll either be overshooting all the time or be forced to accept a lower turn rate just to stay on their tail.
 
It'd be nice from a "boy racer" perspective, but in terms of dogfighting...not so much. If your most agile speed is significantly higher than that of your opponent, you'll either be overshooting all the time or be forced to accept a lower turn rate just to stay on their tail.

Ideally, if you are doing it right, you would be able to orbit your targets with the guns always pointing at them.
 
For a ship named a Courier I was expecting a higher jump range and faster speed than the Cobra…

But lets see what the beta will bring. I absolutely love the visual design… It certainly looks like it should be much faster than a Cobra...
 
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Wow, why even waste time on another ship with garbage stats that no one will fly after week one.

The Courier was THE ship I was most looking forward too… But I agree… So far stats doesn't look too good… Actually they look awful by themselves… I really hope it will have something else under the hood…
 
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I guess I just don't see the point in "filling the gaps" when money is so easy to make now. We should get ships that actually have a purpose in the endgame, not filler crap.
 
Wow, why even waste time on another ship with garbage stats that no one will fly after week one.

I guess that's the diplomatic way of putting it. :D

It would be nice to see some trickery there, so we don't fall in the trap of utter linearity. That really helps in that second week. Maybe those new Power Play weapons? One can dream. :)
 
I guess that's the diplomatic way of putting it. :D

It would be nice to see some trickery there, so we don't fall in the trap of utter linearity. That really helps in that second week. Maybe those new Power Play weapons? One can dream. :)

I'd rather have a Powerplay FSD to boost significantly the Courier jump range...What an Earl must do to have a Gutamaya dedicated explorer? :(
 
I guess I just don't see the point in "filling the gaps" when money is so easy to make now. We should get ships that actually have a purpose in the endgame, not filler crap.
I haven't been playing this game for too long and I can still vividly remember the part where I felt there weren't nearly enough ships to fill up the gaps between certain bank account thresholds. Additionally, if they focused exclusively on end-game related updates this would probably only serve a smaller percentage of the player base.
 
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