Ships New to game, looking for 2 builds NO engineering please!

Hello! im fairly new. i dont have any engineering yet besides FSD. i will eventually get to that but untill then id like to fly around and have some fun with PVE doing pirates or bounties or something. so the 2 sets of ships im thinking are
1. Alliance ship...should i use a chieftan, a crusader, or a Challenger. i love how they look. so whatevr one would be best for a newer player with no engineering, and if you ahve a build or 2 for them.

and then

2. a small ship. thinking vulture, viper 3 or viper 4. what would be good for no engineering and builds for them.

i appreciate the help. thanks!!!
 
2. a small ship. thinking vulture, viper 3 or viper 4. what would be good for no engineering and builds for them.

i appreciate the help. thanks!!!
I'll vote for the Vulture, it was suggested to me for pirate/bounty hunting, worked out great. Though it is nice to have an engineered powerplant for better weapons, but you might want to wait on that. I also built a Krait Phantom Mk II that I put a Bi-weave shield generator in with cell banks and hull reinforcement packages.
 
Alliance ship...should i use a chieftan, a crusader, or a Challenger

Welcome to the boards commander. I'd recommend the Chieftain from that triumvirate. I have a fixed rail boat Chief and I like it a lot. Good agility and hardpoint placement. For combat I think that's the Alliance ship to start with. I took a shot at making a build with no engineering. We all started this way, but it's been so long and it's interesting to put together on Coriolis without having engineering crutches to fall back on (overcharge, efficient, heavy duty, etc)

Chieftain No Engineering

Bi-weaves offer shield protection with fast recharge and recovery. Packed in some integrity through mil grade armour, HRPs and some module reinforcement. Weapons are a place holder since they are so personal, feel free to experiment. There's 3.2 MW overhead to play with, allowing a lot of latitude here. Chaff and point defense just because, but all of this is optional, and there's power to play with. Not very fast and jump range is poor, but I remember flying ships with sub-10 jump, so in that sense it's not so bad. No engineering is the thing, so this is expected. There's overhead to add A-rated sensors too.

For small ship I'd suggest the Vulture. Viper 3 is fast and a good ship, but the Vulture has more firepower and agility. Try them all. I also took a shot at a engineerless Vulture.

Vulture No Engineering

A Vulture really needs engineering with a class 4 power plant. There's far less power to play with. This build goes over 100% deployed, but module priorities would make it work. Same basic concept as what I did with the Chieftain. Bi-weaves with armour and HRPs, chaff and point defense. Weapons are again a place holder, but the power limits what you can do. A-class scoops in both, but those can be swapped out if you're fighting in-system or nearby.

Good hunting commander.
 
When you do finally get into engineering, don't do what I did and "close the rings" for each grade before 5. You don't need to, and I wasted so many materials that way!
 
Welcome to the boards commander. I'd recommend the Chieftain from that triumvirate. I have a fixed rail boat Chief and I like it a lot. Good agility and hardpoint placement. For combat I think that's the Alliance ship to start with. I took a shot at making a build with no engineering. We all started this way, but it's been so long and it's interesting to put together on Coriolis without having engineering crutches to fall back on (overcharge, efficient, heavy duty, etc)

Chieftain No Engineering

Bi-weaves offer shield protection with fast recharge and recovery. Packed in some integrity through mil grade armour, HRPs and some module reinforcement. Weapons are a place holder since they are so personal, feel free to experiment. There's 3.2 MW overhead to play with, allowing a lot of latitude here. Chaff and point defense just because, but all of this is optional, and there's power to play with. Not very fast and jump range is poor, but I remember flying ships with sub-10 jump, so in that sense it's not so bad. No engineering is the thing, so this is expected. There's overhead to add A-rated sensors too.

For small ship I'd suggest the Vulture. Viper 3 is fast and a good ship, but the Vulture has more firepower and agility. Try them all. I also took a shot at a engineerless Vulture.

Vulture No Engineering

A Vulture really needs engineering with a class 4 power plant. There's far less power to play with. This build goes over 100% deployed, but module priorities would make it work. Same basic concept as what I did with the Chieftain. Bi-weaves with armour and HRPs, chaff and point defense. Weapons are again a place holder, but the power limits what you can do. A-class scoops in both, but those can be swapped out if you're fighting in-system or nearby.

Good hunting commander.
thansk a bunch, and thanks to everyone else too. i think ill play around with these 2 for a few days and kinda get used to controls and everythign a bit better then figure out how to do engineering.
 
Some slight alterations to sinisalo's Vulture. A pulse laser against shields and a small AFMU instead of the DSS (?) – very useful to repair the windshield unless not fully cracked. Also added power priorities.

 
Vulture really needs grade 1 over charge power plant to work - which Felicity Farseer can do if you have unlocked here for FSD engineering. That's the best small combat ship.
Chieftain is one of the best medium combat ships, especially at it's price point. Forget the other two Alliance ships. There are other options that work better. If you want a medium ship with ship launch fighter capability - Krait II which is my favourite combat multi-role mission runner ship. Krait II does everything well, even if others are better one one task.
The step up from Chieftain would be Fer De Lance for a strictly combat only ship or the Krait II for more all round capability.
 
i suggest you try trading to make credits,then look at material collecting,then grabbing the engineeers.,then think of combat ships,,try a asp or python.,walk before you run,07,dont laugh asp is a character in combat btw.
 
Vulture - Overcharge grade 1 with thermal spread power plant. Now fit Burst Laser for better shield stripped, replace point defence with a 0B shield booster (not enough power for 0A unless you used monstered instead of thermal spread experimental effect on the power plant, but you better to keep the ship cool with thermal spread).
You could reduce the fuel scoop to a 3A or even 2A unless you expect to do a lot of jump in the Vulture. If you can fill the tank in under 40 seconds with the fuel scoop you fit, you are on par with the best long distance exploration ships that fill up in 36 seconds.
 
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