Multiple Ship Loadouts - Are mine OK?

Firstly, it'd be nice if you could have a "saved" loadouts function for a ship. So that once saved you can click a button and all of your modules, firegroups and power priorities are changed over. Handy when swapping between roles (I do this a lot... dunno how common a thing this is)

Secondly, can anyone spot any glaringly obvious flaws in my ships' modules, loadouts etc?? I know that the Vulture needs better thrusters?

Thirdly, 5C bi-weave for the Vulture is probably for the best, but I'm thinking of swapping out the bi-weave on the Asp for a 5B / 5A (power depending). ??

Ships.JPG
 
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some general comments:

- shields: bi-weave are great for extended combat (RES, CZ), where they recharge rate shines. they don't make sense on a trader or for single engagements - you'll be always better off with an a-class or d-class shield (to save weight)

- weapons: we used to say that there is no size penalty against shields, and a size penalty against hull (e.g. small weapons against medium ships do less damage). while the actually mechanic behind that depends on armour hardness of your target, and rmour penetration value of your weapon, the principle stays true: you want shield stripping weapons in the small hardpoints, and hull damaging weapons in the mediums - like you did it on your imperial eagle. change it on your AspE accordingly. cobra mkIII is a special, because its small hardpoints aren't well placed - i personally run a medium beam and a MC, and have two seeker racks in the small hardpoints.

- not sure what the intended use of a FSW on a vulture is ... are you following pirates?

- not sure what the intended use of a KWS is on mission running ships - do you scan ships while they are attacking you on a mission? generally i would always fit a chaff on a mission runner, beside the PD.

- A/C clss boosters give you better jumprange with a very minor MJ difference, instead of A/B combination

- i suggest you tray a 5D shield on your ASPE --- i really enjoyed the added manouverability through less weight; if it is to weak for your style, go 5A

- mining loadout: you want 4-5 active collectors for 1 medium mining laser .... switch refinery and collector around, and fit an additional small mining laser.

- 5D scb or 2b scb won't hlp you at all - to few MJ. i can see the use of a 3A on a AspE ("safety scb"), but on the vulture and cobra you'll be better off with a mudol reinforcement package or a hull reinforcement package (my cobra has 3 HRP in combat, and has the total hull with that of an vanilla conda)

generally your loadouts look quite good :)

use https://coriolis.edcd.io/ or http://www.edshipyard.com if you don't want to stick with spreadsheets.
 
See that's what I thought about the shields too... bi-weave better for dogfighting, normal shields when I get attacked by a pirate. I'll get that sorted.

Right, I didn't know that about the weapons... I'll get them swapped over. 4x pulses, and 2x kinetics on the mediums.

The cobra, and to a lesser degree the Eagle, are purely back up in everything goes Pete Tong and I need a spare ship. I generally chuck older modules into them. I haven't even flown the Eagle yet! :D
Oh, and yes, I put the FSW on the Vulture so that I could go pirate hunting from time to time. I had no real ideas about what to fill up the slot with. Eventually, when money permits, I'll replace them with re-inforcement modules I think.

I always carry a KWS with my traders, because if I get interdicted, I always submit and kill the pirate. That can give me anywhere up to a 70k bonus. I'd rather get the bonus than not. I used to carry a chaff launcher, but as a rule I don't even lose shields before I kill the pirate, so I don't mind my shield taking the hits.

A/C boosters > A/B overall with all things considered? OK, I'll swap my B's out for C's. Will ease the burden on the powerplant too.

With the boosters I too think I'll be fine with a 5D. I'm gonna give that a go next.

The Mining Asp has 5 collectors - 2x Class 3 modules give 2 collectors each, plus there's another Class 1 collector too. that's the fifth collector. I did used to carry a small mining laser too... I can't recall why I swapped. *shrug*

As for the military slots; Yup, I fully intend on shoving in hull re-inforcements. Just a bit broke ATM. (Only got 3x insurance cost of the Asp to my name after splurdging 13m on the Vulture + upgrades!)

Thanks for you help goemon, appreciate it. :)
 
Don't know about your loadouts as everyones play style and skill is different but goemon is "doing you a solid" as in all good advice.

However the main reason I am here is to second the idea of a "saved ship configuration" that, while docked, you click on it and it draws and equips the required modules from your saved module storage. That would be quite nice!
 
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