Been mulling things over, and with the arrival of the Dolphin in 2.3, and being a long time fan of the Orca (and its upcoming change is going to be nice), i've decided to become a Saud Kruger only (more or less) pilot.
Please bear in mind this is all for Private Group PvE only. I had been toying with getting involved in some PvP but these new plans override that, and non of these ships are really going to cut it for PvP anyway.
My current shipyard and plans are:
Beluga (keeping)
Fed Gunship (much as I love it, its going to be sold)
Python (Awesome ship, but another fatality)
Asp Explorer (selling)
Cobra Mk4 (i can't sell it, love the ship, will keep for planetary bombardment missions - currently fitted with 5 mine launchers)
Cobra Mk3 (one simply does not sell their Cobra Mk3)
Eagle (Selling)
Sidewinder (Selling).
Unfortunately, i cannot simply mothball them, for when i inevitably change my mind in the future as credits are an issue in relation to my plans. I will put some of the better modules into storage though.
Moving forward, these are my planned ships.
1) Beluga #1: Trade/Passenger/Exploration - not too much hassle to have a vareity of modules in storage to quickly switch between these roles.
2) Beluga #2: Multicrew combat ship. Size 6 Fighter hangar and weapons suitable for MC. <-- This is the one i need the most advice about. Suggestions?
3) Orca #1: Piracy/Mining - its fairly simple to convert between Piracy and Mining since they share a lot of features in terms of loadout with simple changes like FSD Interdictor <-> Refinery (both size 4) and Hatch Breaker <-> Prospector Limpets, and of course weapons.
4) Orca #2: Exploration/Passenger missions. No questions here, easy descisions. The mass reduction of the Orca coming in 2.3 makes it much better for exploration.
5) Orca #3: Solo combat ship. Suggestions welcome on this build. Ramming will be less viable in the Orca due to mass reduction but probably still ok. Shields are an issue. Suggestions?
6) Dolphin: Passenger Missions. Simple loadout.
With regards to (5) i'm thinking of a single large beam and 2 canons, or possibly 3 frags. With frags (rapid fire or double shot) basically jousting (as its fast) and unloading pain at close range. Shields won't hold up much, so of course HRPs and MRPs required. Better suggestions?
With regards to (2) i'm thinking again will need the reinforcements on the internals, bi-weaves (since shields are sucky anyway... that thing really needs size 7 shields), not sure SCBs will be of any use, if under serious attack shields will drop before an SCB can even take effect and the Beluga does struggle with power, not sure will be able to afford SCBs. Weapons wise, could go simple, 5x size 2 pulses? Or perhaps some combo of lasers and missiles. General idea is to hang back and let the fighter(s) do the most of the work. Perhaps then long range modification on any lasers....
Anyway, input would be appreciated on these builds.
Please bear in mind this is all for Private Group PvE only. I had been toying with getting involved in some PvP but these new plans override that, and non of these ships are really going to cut it for PvP anyway.
My current shipyard and plans are:
Beluga (keeping)
Fed Gunship (much as I love it, its going to be sold)
Python (Awesome ship, but another fatality)
Asp Explorer (selling)
Cobra Mk4 (i can't sell it, love the ship, will keep for planetary bombardment missions - currently fitted with 5 mine launchers)
Cobra Mk3 (one simply does not sell their Cobra Mk3)
Eagle (Selling)
Sidewinder (Selling).
Unfortunately, i cannot simply mothball them, for when i inevitably change my mind in the future as credits are an issue in relation to my plans. I will put some of the better modules into storage though.
Moving forward, these are my planned ships.
1) Beluga #1: Trade/Passenger/Exploration - not too much hassle to have a vareity of modules in storage to quickly switch between these roles.
2) Beluga #2: Multicrew combat ship. Size 6 Fighter hangar and weapons suitable for MC. <-- This is the one i need the most advice about. Suggestions?
3) Orca #1: Piracy/Mining - its fairly simple to convert between Piracy and Mining since they share a lot of features in terms of loadout with simple changes like FSD Interdictor <-> Refinery (both size 4) and Hatch Breaker <-> Prospector Limpets, and of course weapons.
4) Orca #2: Exploration/Passenger missions. No questions here, easy descisions. The mass reduction of the Orca coming in 2.3 makes it much better for exploration.
5) Orca #3: Solo combat ship. Suggestions welcome on this build. Ramming will be less viable in the Orca due to mass reduction but probably still ok. Shields are an issue. Suggestions?
6) Dolphin: Passenger Missions. Simple loadout.
With regards to (5) i'm thinking of a single large beam and 2 canons, or possibly 3 frags. With frags (rapid fire or double shot) basically jousting (as its fast) and unloading pain at close range. Shields won't hold up much, so of course HRPs and MRPs required. Better suggestions?
With regards to (2) i'm thinking again will need the reinforcements on the internals, bi-weaves (since shields are sucky anyway... that thing really needs size 7 shields), not sure SCBs will be of any use, if under serious attack shields will drop before an SCB can even take effect and the Beluga does struggle with power, not sure will be able to afford SCBs. Weapons wise, could go simple, 5x size 2 pulses? Or perhaps some combo of lasers and missiles. General idea is to hang back and let the fighter(s) do the most of the work. Perhaps then long range modification on any lasers....
Anyway, input would be appreciated on these builds.