New here. Need a FDL pve build!

I recently started last week (so you'll see me on here alot sorry in advance) and because of void opals I have more money than I know what to do.

I purchased a FDL all A grade core. But money does not buy experience or skill.

So if you guys could help me with a proper PVE build (I dont want to rely heavily on gimballed because I want to get gud) I have only farseer so far for engineers.

Also any recommended tactics/tips and places to get my feet wet in combat would be greatly appreciated! Thanks Commanders!
 
"Meta fdl"
This isn't by me

Instead of the plasmas you could use MCs overcharged incendiary huge MC and overcharged corrosive, thermal and so on. You could keep the rail or exchange for a MC and the other one for seeker missiles with drag munition (might as well). You can use gimballed or fixed. I think gimballed is the best. You could also do like 4 medium MCs and keep the huge PA.
 
Here's one which works until much later (PvE only)

Later you want Tod for the multicannon (overcharged, corrosive) gimbal because you want the corrosive applied to anything, can use fixed too.
Also Selene Jean for HRPs (all heavy duty / deep plating except the small 1D with thermal resist), and the armor lightweight / heavy duty.
Pulses all efficient / oversized from the Dweller, also charge enhanced Power Distributor from him.
Lei Cheung for the reinforced shield generator with fast charge.

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that's fully G5'd

Can swap the pulses to beams if you like, and apply one regeneration and one concordant special if you fly in wings...
 
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PP should be armoured + thermal spread, and your Lasers efficient. Should keep your build a lot colder. PA could be efficient too (even less heat) or focused/LR if you have problems hitting stuff. Distributor charge enhanced.
 
My advice would be to start with a Viper and possibly something like an Asp Explorer and unlock some engineers. Then use the Viper to practice and not worry about losing a few as you go.

Work up the ships, try one's even if you think you won't like them because you might be surprised. With money not much of a problem play around a bit
 
PP should be armoured + thermal spread, and your Lasers efficient. Should keep your build a lot colder. PA could be efficient too (even less heat) or focused/LR if you have problems hitting stuff. Distributor charge enhanced.

Ok so I was completely off with the PP thanks ! I have no problem hitting targets with the PA (when I don't impulsively shoot it) so I will do that ! Thanks CMDR

Also if anyone could assist, can you describe optimal mass in idiot for me there should be an elite dangerous for dummies book. Thank you!
 
Ok so I was completely off with the PP thanks ! I have no problem hitting targets with the PA (when I don't impulsively shoot it) so I will do that ! Thanks CMDR

Also if anyone could assist, can you describe optimal mass in idiot for me there should be an elite dangerous for dummies book. Thank you!
The higher the optimal mass, the further your ship jumps. +50% optimal mass = +50% jump range...
 
Welcome Commander Swordpunch o7

This is a link to a decent starting PvE build guide that served me well when I was brand new around 2 months ago:

Once I got more comfortable, I started just experimenting with different things as well and have had a lot of fun doing that, but even then I still have questions and try dumb things. This thread is from the person who wrote that guide and both he and others are nice and answer questions without noob-shaming:

Also any recommended tactics/tips and places to get my feet wet in combat would be greatly appreciated! Thanks Commanders!
No one seemed to touch on this one at all. When I was brand, brand new I got my feet wet in combat hunting pirates (taking pirate hunting missions) and at RES and Nav beacons. Only ever had to fight one opponent at a time doing it that way. With a nice FDL build with engineering though I was able to move pretty quickly into CZ's which are a whole ton of fun in comparison. Enemies in CZ's are tougher though, so probably not a good place to go until you get some engineering on the FDL.
 
Welcome Commander Swordpunch o7

This is a link to a decent starting PvE build guide that served me well when I was brand new around 2 months ago:

Once I got more comfortable, I started just experimenting with different things as well and have had a lot of fun doing that, but even then I still have questions and try dumb things. This thread is from the person who wrote that guide and both he and others are nice and answer questions without noob-shaming:


No one seemed to touch on this one at all. When I was brand, brand new I got my feet wet in combat hunting pirates (taking pirate hunting missions) and at RES and Nav beacons. Only ever had to fight one opponent at a time doing it that way. With a nice FDL build with engineering though I was able to move pretty quickly into CZ's which are a whole ton of fun in comparison. Enemies in CZ's are tougher though, so probably not a good place to go until you get some engineering on the FDL.

Awesome thank you I'm currently at the DMV bored and this will be a great read. I have been sitting in res sites but the police ruin my 1v1s alot but I do feel way better then when I started. I currently have an engineered aspx 63ly range to taxi me to engineers and I'm working on getting more !
 
A good all round PVE loadout for the FDL is a pair of gimballed beams on the outer upper medium hardpoints and a huge gimballed MC below. That way you can strip shields and add in the MC for ripping hulls. Efficient heat transfer for the beams and efficient or overcharged corrosive for the MC.

The inner upper hardpoints are your fun gun positions slap in something fancy like PA's, cannon, rails, seekers, shock cannons or plasma chargers for a bit of extra stonk. The reason you put those in the inner upper hardpoints is they are the best positions for fixed weps.
 
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Welcome Commander Swordpunch o7

This is a link to a decent starting PvE build guide that served me well when I was brand new around 2 months ago:

Once I got more comfortable, I started just experimenting with different things as well and have had a lot of fun doing that, but even then I still have questions and try dumb things. This thread is from the person who wrote that guide and both he and others are nice and answer questions without noob-shaming:


No one seemed to touch on this one at all. When I was brand, brand new I got my feet wet in combat hunting pirates (taking pirate hunting missions) and at RES and Nav beacons. Only ever had to fight one opponent at a time doing it that way. With a nice FDL build with engineering though I was able to move pretty quickly into CZ's which are a whole ton of fun in comparison. Enemies in CZ's are tougher though, so probably not a good place to go until you get some engineering on the FDL.


Excellent advice.
 
Also any recommended tactics/tips and places to get my feet wet in combat would be greatly appreciated! Thanks Commanders!
Something worth noting: you might not find the Fer-de-Lance the right ship for you at first. There's a 'rite of passage' progression, from Viper to Vulture to Chieftain to Fer-de-Lance (with variations: I used a DBS instead of Viper, and for me it was the FAS in pre-Chieftain days). It's about more than just having the money for it: it also teaches you how to fly. Jumping straight into a Fer-de-Lance you might find the handling a little awkward, and come to rely too much on overwhelming power and backstabbing clueless ships in Resource Extraction Sites.

Also, re: fixed vs gimballed, I found something similar there too. Running all-gimballed for a ship taught me to focus on where I wanted my ship to be going. Then starting to mix in fixed guns taught me to compromise between where I wanted to be going, and where I had to be pointing. Basically, careful not to mistake "getting good" for "never flying an all-gimballed Vulture", when it's more like "flying an all-gimballed Vulture until you don't need to".

All that said, for starting out, definitely look to non-Hazardous Resource Extraction Sites. They're essentially trivial once a good force of cops are around. Hazardous ones and Compromised Nav Beacons are a good step after that, and then non-wing assassination missions. When you start trying out Conflict Zones, make sure you can affordable plenty of rebuys.
 
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Source: https://www.youtube.com/watch?v=gJjl3jKNf_E

I lol'd (and would've thought it would be worse...)
I LOLd very hard. Then again, it's an eagle. I'd love to see something bigger. But anyway.

I would personally second the idea that the FDL should be shelved until you get more experience. It really moves and that is satisfying, but it requires more control to keep it working right. I agree that you should progress up. The Vulture is super fun and isn't as "touchy" as FDL so it would be easier to learn technique in. Frankly, even though I'm pretty good with my FDL and have refined my loadout considerably, I still pop back into the vulture and it's really fun to play that way. Almost relaxing, comparatively.

WFIW, FDL is my ultimate combat ship because I HATE when my shields go down. My build turned out to be size 4 PA with focussed mod (the projectile speed is key to taking this gun to murdertown) The rest are beams with efficient and thermal vent. Bi weave shields with thermal resist, size 4 SCB, and 4 Shield boosters modded to balance the resists. The rest you can fill in. You'll need heat sinks for the SCB.
Every combat ship gets dirty drives with drag drive, and charge enhanced distributor.

For the Vulture I've liked lots of builds. It can't do so much crazy shielding so it does force you to focus on hull, but that's almost simpler, in a way. The guns can vary. I've like a laser and a MC; classic. Later on for something that can really be devastating but requires more experience and intense effort, I've just been playing with dual PAs (focussed, again; love that) and it's cool. I'm on my way to unlocking the advanced PA for this ship. I think that will be better. The heat adds up quick in that build, but I think the advanced plasmas will be better on that since I'll be able to reduce the sudden jumps a bit. Make it more spaced out.
I've used rails, too, on various ships. They feel cool but that spool up time is somehow harder for me to deal with than having to lead the target, so I keep coming back to PAs when I want a big hit.
 
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