Newcomer / Intro outfitting a cobra MK||| for combat

what would be the optimal outfitting for a cobra mkIII for combat?

i figured i'd try the combat section for a bit, since i havent ranked up in neither trade or exploring (while trading) even though i've basically been trading for the past 4 or 5 nights in a row..

tried exploring while trading and scanned everything i could sense then go back and sell but no dice :\

and i've read about the different difficulties surrounding enemies with rank and ships so im basically ready to take it on for now, and i got cash to spare if i fail also :)

is it the same as with trading? D modules, but with guns? and some gadgets on the side?

or would a viper be better? now i got sidewinder, cobra mkIII, viper and a eagle.
 
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Everyone is different, but this is my loadout (bounty hunting and some rare trading and occasional exploring):

  • Reinforced alloy hull
  • 2x D2 Gimballed beam lasers
  • 2xF1 Fixed multi-cannons
  • A4 FSD
  • A4 Power plant
  • D4 Shield Generator
  • A4 Thrusters
  • B2 Fuel Scoop
  • A3 Sensors
  • A3 Power Distributor
  • D1 FSD Interdictor
  • Heat Sink Launcher
  • C3 Life Support
  • B4 Shield Cell Bank
  • E4 (16t) Cargo rack

It gives me a range of near 20LY, even fully laden. The heat sink is for silent entry to stations when carrying illegal goods. The shield cells are more of an issue since 1.1, but I have enough power at the moment, so I'm keeping them. The beam lasers overheat quickly and may cause more issues if the heat overspill mechanic is changed, but I tend to fire in short bursts most of the time.

The Cobra is definitely my favourite ship (1984 veteran when that was all you could fly!). Enjoy it.
 
Personally, I much prefer the viper for bounty hunting over the cobra. I never liked how the cobras mount points were so far apart that you couldn't hit stuff up close unless you were using gimballs.
 
Just recently switched my Cobra over from a mining loadout to combat/pirating/mission running. Can't get to ED Shipyard atm, but here's the basics:

A-rated modules for everything (exception is a D-rated Life Support, 7:30 of O2 is plenty)
Military Grade Composite
2 C2 G Multicannons
2 C1 G Burst Lasers

Read some solid advice concerning shield vs hull strengths which basically showed that given the choice, you always want your kinetic weapons at higher classes, hence the C2 MCs and C1 Lasers. Tried running C2 Fixed MCs, and it just wasn't as effective for me when it came to subsystems. Given the position of the C1 hardpoints, you're going to want gimballed in those slots regardless.

So far this has been holding it's own in Combat Zones, and made short work of anything I've tried to pirate (including an Anaconda, though he was only Competent).

I still prefer my Viper for pure combat, but when I need range and hauling ability to go with my pew pew, this has been great so far.
 
Buy a Viper

the Cobra is not as good ...... and the bottom , Class 1 hard points are just too far back to make it a viable 4 gun fighter

if you want to haul ...... get a T-6 ...... the Cobra just eats profit paying for fuel.

It's just "ok" at stuff but not outstanding at anything ...... a poor man's ASP !!
 
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i already have a type-7 :D doing haul for cr so i can fit other ships for combat :D


the other option is to wait a couple of weeks for the Fleur de whatsists and the other 1 (Vulture??) to hit the black ????

errrrrrr... how come you have not ranked up in trade but have a T-7...... u scan the whole galaxy to get the Cr's ???? ...lol
 
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phugg.,.. im in solo, i can fly the type-7 at max speed in and out of that mail slit as much as i want.

stoopid npc federal, pirate, random stoopid interdict doesnt do me nothing, i can outrun them anyway.

the main issue here "was" that my rank hasn't moved since i first got the merchant rank several days ago.

and as i have spotted on several other posts is that "credits spent on ship" does not work. now i would like to know if this is being worked on.
 
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phugg.,.. im in solo, i can fly the type-7 at max speed in and out of that mail slit as much as i want.

stoopid npc federal, pirate, random stoopid interdict doesnt do me nothing, i can outrun them anyway.

the main issue here "was" that my rank hasn't moved since i first got the merchant rank several days ago.

and as i have spotted on several other posts is that "credits spent on ship" does not work. now i would like to know if this is being worked on.



no idea... raise a ticket

I'm off to practice slit flying @ max speed :)
 
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