Is there anything the Cobra Mk3 can't do?

  • Thread starter Deleted member 182079
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CIII can't convince me to buy it.

Well, tbh I do have a CIII, Frontier25 paintjob and tightly mothballed in the far corner of Jaques Station in Colonia. More a shelf queen than practical ship.
 
What can't the CM3 do?

Convince me to trade down from a Krait.

I recall, on my main account, I bought a CM3 as soon as I could and then I stuck with it way, way, longer than I needed to.
I upgraded to an AspX, nearly lost it the first time I flew it and then went back to the CM3 for another couple of months (this was back in the days when it took a week or so to earn Cr1m) to ensure I could fully upgrade the AspX before I flew it again.

Seriously, surely it wouldn't be that difficult to set the game up so that only small ships were legal in certain systems, or when systems were in certain BGS states?
Given that credits are now so easy to find, most players miss out on the progression through different ships.
If there were systems where you could ONLY legally fly a small ship, it'd give players a new incentive to revisit small ships and build them into fighters, traders, haulers miners etc.

That's why I play it slow, only spending 10% of the money I make on new ships.
The rest goes in the kids' college fund. :cool:
 
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Deleted member 182079

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I have been summoned.

@ObiW there are a few things it cannot do. It cannot carry triple-figure cargo-counts or support luxury cabins, nor can it deploy a fighter.

All of which literally don't matter.
In terms of cargo hauling larger quantities - technically it can thanks to partial cargo deliveries - I suppose the question is whether one is willing to make the additional journeys. But it is possible at least.

As for luxury cabins - my experience with them has been mixed at best; ran both a Beluga and a Dolphin solely for this purpose for a while, and those Luxury passengers were either nowhere to be found, or if they were, the mission was not worth it (either too long, poor reward, or both).

I've since gotten rid of both ships and just haul passengers up to first class - weirdly enough quite often the most valuable missions are economy class. It's not like the luxury variants play out in any special way compared to the rest, either. Another missed opportunity there.
... cargo missions in excess of 64t in one go?
Of course, but given the size of the ship, compromises have to be made, but those cargo missions are at least not locked away from you because your ship is too small, like before we were able to do partial deliveries.
 
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Deleted member 182079

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Beautiful ship, but you're going for straws now right?

I made a sidewider the other day. Basically its a spare ship to take on my carrier so i can suicidewinder my way home without losing any engineering modules. Its amazing, called it the ruby slipper and put a paint job on it.
If you mean what I think you mean by 'straws', then yes - running out of gameplay options so ship building is the only area for me that still engages me greatly and is a lot of fun. Got a genuine buzz out of this last night.
 

Deleted member 182079

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Never needed to use my ship's PDTs at guardian sites. Never died at a guardian site.

But i am a god in the SRV.
Yeah, I do like the PD 'trick' at those sites, but it makes them even more trivial than they already are when it comes to danger. But I'm also able to handle the SRV pretty ok, which helps.
The main problem with the Cobra for AX is hardpoint placement. Otherwise it is perfectly capable.

SLFs are generally bad for interceptor combat.
Yeah, that's the one thing I don't like about the C3, but no ship's perfect which I like as it makes you work around the shortcomings. Still, if you keep your distance it's not a big deal provided damage fall off isn't too big. But doesn't lend itself to well for certain fixed weapons, that's for sure. Though what I did here (and it was a requirement from a heat management perspective also) was to assign the left and right hardpoints to separate firegroups, and fire in turn.
Does it have small seismic charges?
It shares the same capability for that as all the other ships (y)
 
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Deleted member 182079

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Damn good!

Unless I missed something, the build is not yet posted. Would you please post it?

Also, how many refills for what did you synth?
The only thing I synthed was heatsink ammo, once. I added the build in the OP, the heatsink only carries 3 ammo, normally I would upgrade that to 4 but I borrowed the module from another ship as I was on my FC and didn't have any spares lying around.
 

Deleted member 182079

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Bloody hell, no repairs! So, you just ignored the swarm (other than avoiding it) and shot straight for the hearts. Really nice, I'll try to replicate this at some point. Naturally, the problem is extensive engineering...
Ah yes, no repairs and I ignored the swarm, which you can do with a Cyclops at least - I carry a decon limpet (which I had to use, once) because you can't stack sufficient Guardian HRPs to greatly reduce caustic damage combined with the lower max armour pool the Cobra allows. If I hadn't had one with me, I wouldn't have made it.

My main AX ship is a Chieftan (previously Challenger, and Krait) - you can stack so many Guardian HRPs that you can pretty much ignore caustic damage on those, and even fly into the caustic cloud to nab the Thargoid Heart if you feel adventurous.

Another thing I didn't mention in the OP was that I got caught out massively in the beginning of the fight, where you're too close and the Interceptor uses some sort of tractor beam (no idea if this is the correct description) - you can't FA Off boost away and both the Interceptor and the swarm keep hammering you. I lost about 30% hull just from that very first incident.

After that, it was much easier - I flew in largely a triangle pattern in FA Off keeping both the swarm and the Cyclops at about 5-10km distance, until the latter dropped its shield. I also find the Cobra much more stable aiming the Gauss's compared to other ships - I'm really not a good shot with fixed weapons usually, and playing with an Xbox pad doesn't make it any easier.

As for engineering, the key bits are Thrusters (speed is vital) PP and PD - Guardian modules (other than weapons) help tremendously although some argue that G5'd HRPs are better - which is true in raw numbers, but the caustic damage protection (and not wasting a lot of mats on engineering) makes GHRPs my preferred choice.

I'm in two minds about the shield - tempted to replace that with another hull reinforcement, as it just draws power and doesn't last long anyways.
 
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Deleted member 182079

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Well, it cannae look as cool as me Viper MkIV

(the Viper is kinda trash but I hardcore stan my ugly baby, it's done me well).
Shieldless with 3000HP and 4 fixed MCs. Survived multiple gank attempts back in New Borann no problem.
1730006x2094.jpg
 
I envy you for that paintjob alone!
I do wish they would sell stuff like that again, but also appreciate they've stuck to their word.

Well done (2 years ago(y))
I still remember it. Sparks were flying, modules were in bits and needed 2 reboot and repairs to get them back online to finish the fight, barely made it out. It was great!


I'm in two minds about the shield - tempted to replace that with another hull reinforcement, as it just draws power and doesn't last long anyways.
I think they're worth it if you're expecting to take damage, it's free hp each time you go for a heart to save the precious hull.
 
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