Hello everyone. This will be a bit long, so please bare with me. I am looking for advice on how to retrofit a Keelback. I have a little over 600M, so credits are not an issue.
I have been doing Imp missions to get the courier and I'm currently at Count. The grind is real, and having hit Elite in exploration yesterday, I decided to try something different and see how the fighters behave.
I built this one (http://beta.coriolis.edcd.io/outfit...42g2g24240l0004fr2d45296bm3.AwRj4zKA.AwgsIyoo.) Don't mind the low power, as I have it engineered with more power, efficient weapons, and a couple of other things that have reduced the power usage. I do need to put the sensors A rated however (D is not good for combat, I know that now!).
For the fighter I am using a Harmless pilot flying a 2 plasma Taipan (I want to level the guy up myself so he doesn't eat so much into my profits!!!)
Now, yesterday I spent about 45 minutes at an HighRes, and it worked well. I would mark the target, tell the fighter to attack, and I would stand behind, giving support only when needed / for the bigger ships like Anacondas. However, after 45 minutes, ammo is gone. Still, made about 1.5M, so enough to pay for the ammo!
Now, I am wondering if it would be better to replace the missiles and multicannons with burst lasers. If so, which mod should I apply to it? Most level 3 mods are available to me (4 / 5 I still need to find the micro materials). Would you suggest something else?
Yes, I know I could get an Anaconda, be done with it, and go to conflict zones. That's not my point thought. I quite enjoyed seeing my fighter trying to go up the ranks. At some point, sure, I will probably do that, but for now, I just want a break from the Imp grind, before getting the cutter, retrofitting the Python for mining, and spend a few weeks in some shinny belt firing lasers at rocks
I have been doing Imp missions to get the courier and I'm currently at Count. The grind is real, and having hit Elite in exploration yesterday, I decided to try something different and see how the fighters behave.
I built this one (http://beta.coriolis.edcd.io/outfit...42g2g24240l0004fr2d45296bm3.AwRj4zKA.AwgsIyoo.) Don't mind the low power, as I have it engineered with more power, efficient weapons, and a couple of other things that have reduced the power usage. I do need to put the sensors A rated however (D is not good for combat, I know that now!).
For the fighter I am using a Harmless pilot flying a 2 plasma Taipan (I want to level the guy up myself so he doesn't eat so much into my profits!!!)
Now, yesterday I spent about 45 minutes at an HighRes, and it worked well. I would mark the target, tell the fighter to attack, and I would stand behind, giving support only when needed / for the bigger ships like Anacondas. However, after 45 minutes, ammo is gone. Still, made about 1.5M, so enough to pay for the ammo!
Now, I am wondering if it would be better to replace the missiles and multicannons with burst lasers. If so, which mod should I apply to it? Most level 3 mods are available to me (4 / 5 I still need to find the micro materials). Would you suggest something else?
Yes, I know I could get an Anaconda, be done with it, and go to conflict zones. That's not my point thought. I quite enjoyed seeing my fighter trying to go up the ranks. At some point, sure, I will probably do that, but for now, I just want a break from the Imp grind, before getting the cutter, retrofitting the Python for mining, and spend a few weeks in some shinny belt firing lasers at rocks