Newcomer / Intro Mamba - is it BIS combat ship?

I have Asp X but think about some heavy kicking bird to deal with 1-3 NPC enemies in most situations.
Have the money but no reputation in super powers, so I need a good fighter to work the reputation out.
Budget for ship ~50-70 mil. cr base price.

Without engineering - I didn't reach any yet, I'll deal with this later...
 
Like the FDL, the Mamba will only perform as well as the pilot will allow it to.

If you're still kinda new, I'd consider looking into an Alliance Chieftain. It's a little more user friendly, and cheaper to replace if you blow up.
 
Thanks for proposals, but I think Vulture is a bit too small for me :). The Chieftain or maybe Challenger look good...7 guns good.
Mamba is fast but if considering mostly close quarters combat, super speed seems not much important.

Is there any rule what guns should be put in largest hardpoints? Thermal or kinetic?
And what setup is needed for a ship to maintain 6-7 guns firing constantly without loosing energy? :sneaky: ok...for a Challenger probably 1 big laser to strip the shields and 6 multicannons to drill in the hull...
 
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It'll all depend on the kind of guns you have. But if you really want to prod backside, I'd go down the Engineering path.

For example, this is my heavy metal Mamba. Ample power left over, and even with only two pips to WEP I don't run out of power.
The same ship, in a beam centric loadout. The power plant still copes, but I had to put in a larger distributor, which resulted in dropping the heavy bulkheads in order to keep the mass down.
For killing NPCs fast, though, that Krait Mk.II beats it. Not as fast as the Mamba, but still agile enough to bring her triple Pacifiers to bear. I'll try to replace the two tickle beams with torpedoes next :devilish:. I would use packhounds if I had them.
 
Honestly, it's hard to go wrong with plasma accelerators. They're a little power hungry, but even without engineering, they pack a good punch. You have to aim them yourself, but it's certainly a skill worth mastering.

Pacifiers are great too, and the only frags I enjoy using. They're one of the best powerplay weapons you can get.
 
To add my two cents to previous suggestions - it really depends on how you fight.

If you are uncomfortable with taking damage and need the best shields possible, the Fer de Lance is an obvious choice. She has awesome shields and speed and armaments are no joke, either. Mamba is generally the same kind of ship, so you won't make mistake by choosing her, either.

If you prefer the "in your face" combat methods, alliance ships are great fun. Challenger in particular. And it will prepare you for the Federal Gunship, which is the ultimate heavy hitter in medium class. (or overall, depending on whom you ask)

If you don't mind sharing your XP and money with an NPC pilot, you can also consider the Crusader and Krait Mk.II - having an SLF in a fight can speed up massacre and other general ship-killing missions considerably.

edit: added the mention of Mamba as she was the original topic, after all. I like Mamba. She's basically just a bit differently configured FdL, both are great fun.
 
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Thanks for proposals, but I think Vulture is a bit too small for me :). The Chieftain or maybe Challenger look good...7 guns good.
Mamba is fast but if considering mostly close quarters combat, super speed seems not much important.

Is there any rule what guns should be put in largest hardpoints? Thermal or kinetic?
And what setup is needed for a ship to maintain 6-7 guns firing constantly without loosing energy? :sneaky: ok...for a Challenger probably 1 big laser to strip the shields and 6 multicannons to drill in the hull...
Unless several things are engineered weapons are going to drain the energy, kinetics drain the least so your Challenger suggestion should be fine you just need to keep an eye on the capacitor and not spray and pray to much.

The Mamba is a great ship not least because all the weapons are on one side of it which helps in concentrating the damage but mine cost around 90 million after discounts but I haven't added expensive armour one of my two FdLs costs twice as much due mainly to the armour.

I don't recommend fixed mount or unguided weapons for combat, because I don't like them.
 
If you want a Mamba, go get it tiger! It's a beautiful machine.

Without engineered drives though it turns like a delivery van, making it difficult to against a wing of small agile ships.
 
Finally my choice for combat was Krait MkII. First fights, first problems though...

Is this ship ideal for filling 3 large hardpoints with turreted guns? Due to the hull's flat profile and hardpoints close one to another?
So far I was trying with frag cannons but they weren't good in my first fight (vs fast and agile elite ship), so I was about to exchange for 3 turreted large multicannons - is it wise? The mediums, 2 beam lasers.

Please help also with Power Modules distributions settings (link above).
Is it wise to equip also Repairing Limpets and Auto Field Maintenance Unit (instead of Cargo Scoop maybe)?
 
The game kinda revolves around engineers. So get into them and all ships will be 5-7 times better.
So my advice would be to drop whatever you're doin in game and start working on them engineers.

Now, if you insist on goin on without them engineers...
Frags are very good, but only at point blank and only against medium and large ships. The dispersion of pellets is way to much for them to be effective past 500m and even at that range, most pelets will miss a small ship
So frags? yes if you can fire them at 300-400m range or even closer
Otherwise, for a non engineered ship, pulse lasers and multicannons. Try various combinations of those.
 
Finally my choice for combat was Krait MkII. First fights, first problems though...

Is this ship ideal for filling 3 large hardpoints with turreted guns? Due to the hull's flat profile and hardpoints close one to another?
So far I was trying with frag cannons but they weren't good in my first fight (vs fast and agile elite ship), so I was about to exchange for 3 turreted large multicannons - is it wise? The mediums, 2 beam lasers.

Please help also with Power Modules distributions settings (link above).
Is it wise to equip also Repairing Limpets and Auto Field Maintenance Unit (instead of Cargo Scoop maybe)?

1. Don't bother using turrets on a nimble ship, the loss of damage inflicted is not made up by the turret tracking the target. Use gimbal-mounted weapons and rely on your ship manoeuvrability to keep target under fire with them.

2. Don't bother with repair limpets or AFMU - you have to stop fighting to use them so you might as well just go get repaired at a station and use the slots for things that help you survive a fight - shield cells, hull reinforcement and module reinforcements (the last two you have I see). N.B. If you do want to use shield cells then you should have a heatsink launcher fitted.

DISCLAIMER - I am rubbish at combat.
 
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Finally my choice for combat was Krait MkII. First fights, first problems though...

Is this ship ideal for filling 3 large hardpoints with turreted guns? Due to the hull's flat profile and hardpoints close one to another?
So far I was trying with frag cannons but they weren't good in my first fight (vs fast and agile elite ship), so I was about to exchange for 3 turreted large multicannons - is it wise? The mediums, 2 beam lasers.

Please help also with Power Modules distributions settings (link above).
Is it wise to equip also Repairing Limpets and Auto Field Maintenance Unit (instead of Cargo Scoop maybe)?
I have slightly modified your build as shown
I have setup the power priorities such that if your power plant gets heavily damaged there will still be enough power for you to fly away and dock.
Added a fighter because it is a great help though expensive if you are in a hurry to reach combat Elite the pilot takes half your XP, replace with a Module Reinforcement or similar if not interested.

Personally I wouldn’t keep the interdictor, fuel scoop or limpet controller for combat flights but would replace with more reinforcement packages.
 
Thanks for proposals, but I think Vulture is a bit too small for me :)...
Nope nope nope, won't hear it. The Vulture is pound for pound one of the deadliest dedicated combat ships. Do not underestimate this ship. It can lat thrust almost as fast as it can forward thrust and this makes it extremely able to stay glued to any other ships anus while you chew through its armor with 2 medium hard points. If you haven't already used this ship, do not dismiss it. :)
 
Ok I still have some credits to try the Vulture, but please advice what in your opinion would be best weapons for these 2 /medium/ large hard points.
With just 2 weapons... how long I'd have to manhandle anus of other ship? :unsure:
 
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Best? Pacifiers, engineered for rapid fire/screening shell. Second best anything else that has low power demands and is effective at close range. Power is one of the drawbacks of the Vulture (dual plasmas are basically out of the question, unless you want to run an overcharged power plant and call your ship "Kru Baranki's Rotisserie"), the other is the canopy. Fit the largest life support you can manage, you will finish off many an enemy (and then fly home) with your canopy gone.

A lot of people fit either dual multicannon, or the basic MC/pulse laser combo.
 
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