(my) ASP trader defense setup

http://www.edshipyard.com/#/L=30g,0...7u64yS,2-8S8S7_6u6Q8S8I,0AA7TC05U05U05U03w03w

Here is my version of ASP trader with ultimate defense.
Basically the Chaffs is to break any gimbaled weapons and missiles while hopefully the Point Defense will take care of the missiles the Chaffs cant trick.
Also, Point Defense work against Cargo Hatch break in, but then again they first have to take out your shields.
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All weapons are turrets. I don't want missiles or torpedo's- As I don't want to engage in battle. I want to get out of the situation as soon as possible. Hopefully the turrets will make the offender to back off long enough for me to FSD away.
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"A" rated Power Distributor to max out your Afterburners.
"A" rated FSD to max out jump range.
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Trader ASP don't really need a "5x" shield generator. "4a" would be more than enough for a "get the heck out of here" encounter. Unfortunately the ASP don have any size "4" internal compartments so you have to use a size 5 and that forces you to drop a 32 size cargo container instead of a 16 - maxing the cargo at 96T.
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You can run this setup without shields, getting cargo capacity up to 128T, but then I would recommend to change your standard "Lightweight Alloy" to something far better.
The loss in profit with shields compared to non shields is 32k per trip or 64k per roundtrip, assuming 1000 profit per Ton- that's a whopping 25% profit loss.
.

Arda
 
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You can put your shields down a bit where your 8ton cargo racks are. There are lots of choices for lesser shields in the asp. B4 works and b3, A3, etc. you just have to find a well stocked station.
 
I would recommend better sensors if you want your turreted weapons to be more effective against aggressors. Personally, I also use shield cells, but then again, this reduces cargo capacity again. Call me 'cautious'. ;)

I agree, I don't see the point of dropping down the shield from a 5 module slot to a 3. Why bother having a shield at all if it's not going to cope with the prescribed job? Pirates prosper when traders get greedy...
 
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You are right. That does change the equation a bit.
SHIELD STRENGTH (in MJ) = [SHIP SHIELD RATING] * [0.53821 * erf([1.0228] * [SHIELD OPTIMAL HULL MASS] / [SHIP HULL MASS] - 0.66391) - 0.0588 * [NUMBER OF RATING LEVELS BELOW A] + 0.56377]
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So we get for our ASP in a 3A shield a rating of 73,73 - That should work. I have to try that on.
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Equation taken from here: http://elite-dangerous.wikia.com/wiki/Shield_Generator
 
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Asp with A3 shield / 120t cargo works fine, did it myself for a few weeks. Do not fight with A3 shields, even a sidewinder will get those shields down quickly.
 
IMO your build is way overkill for a _trading_ Asp. You can get a 120 ton capacity, 14+ Ly laden jump range, and plenty of shields for bumps during docking or taking a few hits while boosting away from interdiction with the following config. This is what I used for my entire Asp career up to my jump into an Imperial Clipper. I never once took any hull damage or even came close to losing shields during interdictions/docking:

http://www.edshipyard.com/#/L=30g,,2-8S8S8S6u6u8S8I,0AA08c7Q405U05U03w03w

The whole trick for interdictions is to immediately go zero throttle to submit (take no damage this way), then immediately boost and jink. Boost 2-3 times if needed. Your FSD spins up much faster this way, and the Asp is fast enough when boosted that you won't get mass-locked by the interdictor. (Same rationale for trading in a Clipper instead of a T7: you can boost out of any interdiction attempt and get back into FSD very quickly.)
 
http://www.edshipyard.com/#/L=30g,0...7u64yS,2-8S8S7_6u6Q8S8I,0AA7TC05U05U05U03w03w

Here is my version of ASP trader with ultimate defense.
Basically the Chaffs is to break any gimbaled weapons and missiles while hopefully the Point Defense will take care of the missiles the Chaffs cant trick.
Also, Point Defense work against Cargo Hatch break in, but then again they first have to take out your shields.
.
All weapons are turrets. I don't want missiles or torpedo's- As I don't want to engage in battle. I want to get out of the situation as soon as possible. Hopefully the turrets will make the offender to back off long enough for me to FSD away.
.
"A" rated Power Distributor to max out your Afterburners.
"A" rated FSD to max out jump range.
.
Trader ASP don't really need a "5x" shield generator. "4a" would be more than enough for a "get the heck out of here" encounter. Unfortunately the ASP don have any size "4" internal compartments so you have to use a size 5 and that forces you to drop a 32 size cargo container instead of a 16 - maxing the cargo at 96T.
.
You can run this setup without shields, getting cargo capacity up to 128T, but then I would recommend to change your standard "Lightweight Alloy" to something far better.
The loss in profit with shields compared to non shields is 32k per trip or 64k per roundtrip, assuming 1000 profit per Ton- that's a whopping 25% profit loss.
.

Arda

You abuse chaffs to the max with double launchers, but would fall for anyone using the same still, which imho is not the smartest choice. Those turrets furthermore nearly double your insurance costs.
You can always boost away, flight assist off, turn, reverse thrust and fire for example a 6x6 seeker missiles at your target to than boost away again. Most ships should explode from that kind of firepower without problems if they don´t pack lots of point defenses. If you feel more confidant your could switch to dumbfires, etc, but I guess you are not that confident in your combat abilities hence the turrets. A volley of dumbfire missiles normally should give any pirate something to think about when is approaching you, which means it buys you more time to charge the fsd up. As well missiles have the advantage that you can have all pips to shields and boosters.

Another thing that is definitely missing: Shield cells. You are losing just 8 or 4 cargo slots for some shield cells, insignificant for your trading profits but increase you shield defense by a very large margin. So why not use them as long as you still can?
 
http://www.edshipyard.com/#/L=30g,0...7u64yS,2-8S8S7_6u6Q8S8I,0AA7TC05U05U05U03w03w

Here is my version of ASP trader with ultimate defense.
Basically the Chaffs is to break any gimbaled weapons and missiles while hopefully the Point Defense will take care of the missiles the Chaffs cant trick.
Also, Point Defense work against Cargo Hatch break in, but then again they first have to take out your shields.
.
All weapons are turrets. I don't want missiles or torpedo's- As I don't want to engage in battle. I want to get out of the situation as soon as possible. Hopefully the turrets will make the offender to back off long enough for me to FSD away.
.
"A" rated Power Distributor to max out your Afterburners.
"A" rated FSD to max out jump range.
.
Trader ASP don't really need a "5x" shield generator. "4a" would be more than enough for a "get the heck out of here" encounter. Unfortunately the ASP don have any size "4" internal compartments so you have to use a size 5 and that forces you to drop a 32 size cargo container instead of a 16 - maxing the cargo at 96T.
.
You can run this setup without shields, getting cargo capacity up to 128T, but then I would recommend to change your standard "Lightweight Alloy" to something far better.
The loss in profit with shields compared to non shields is 32k per trip or 64k per roundtrip, assuming 1000 profit per Ton- that's a whopping 25% profit loss.
.

Arda

Good points. I've spent a lot on my asp for defence and started moving weapons to the turret also. I still have seen them work, if they are in the front will the turret return fire behind you or do you need to get at least adjacent or behind? I don't engage either but almost got smoked the other night taking to long to fsd recharge and get away
 
Skip the point defense for heat sink launchers and you will smuggle well also. Point defense is basically useless since no one uses missiles and they will probably only put a dent in your tail light if they hit.
 
I do trade with a similar build.
It is overkill for trading but it allows to pickup juicy missions when you find them and go on with the trading when nothing interesting comes up.
 
i have ised the 120t build before and worked really well for me, interdictions can be scarey some times but just run, run, run.
 
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