Ships Outfitting my AspE for Bounty Missions/Exploration

I've got an Asp Explorer, and I'm upgrading it as I can afford to (everything is currently C or D rated). My main focus in the game has been performing bounty missions (usually Fed), but also exploring. I've got an SRV in my vehicle bay, my weapons are 4 small pulse lasers (might switch two of them to beam), two medium multi cannons, and I'm running class 6 shields. How else should I outfit my Asp? Also, where can I find stations that sell higher rated gear for outfitting?

edit: I should also mention that I still want to be able to use it for rare commodities trading.
 
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If I was you, I'd focus on the exploration and trading capabilities of the ASP. Strip it down, get the jump range up, make sure everything is D-Class.

The reason I wouldn't recommend bounty hunting in it is because it won't fare very well against anything more powerful than it. Although it's listed as "Multipurpose," even Vipers and Cobras can take it down. Especially with only 4 small pulse lasers. Especially if you do PvP, people will get a kick out of ruining you in Vipers and Pythons.

If you insist on going bounty hunting, make sure you swap 2 of those pulse lasers for beams, and ensure that you have kinetic damage to take down hulls.
 
With all respect I have to disagree with CMDR Pinda Gupta, the AspX is a really powerful combat ship IF outfitted correctly. Considering PvE, an AspX is more than enough to destroy any opponent, elite Conda, Corvette included.
However, if it is not A rated, and outfitted for more than 2 activities (like OPs concept) it will struggle with the harder opponents.
My advice for a good combat loadout would be:
1/ full multicannons, gimballed, modified for overcharged, 5*incendiary rounds 1*corrosive shell - aim for power plant
2/ full multicannons, fixed, practice aiming, same modifications - raw firepower
3/ (the best possible loadout) 4*enforcer cannons, 2*fixed class2 multis, same modifications - insane firepower.

As for outfitting, try some high-tech/industrial systems with Li Yong Rui influence (15% discount), Diaguandri/Ray Gateway and LHS 20/Ohm City are some good examples.
 
Also, here is my PvE everyday ship, the "Hail of Lead" fitted for transport missions, assassinations, warzones. I dont bother with level 5 mods, level 3 is easy to reach, and is more than enough for AI.
[Asp Explorer]

U: 0A Shield Booster *thermal resist3
U: 0A Shield Booster *resistance aug3
U: 0A Shield Booster *resistance aug3
U: 0A Shield Booster *resistance aug3
S: 1F/F Enforcer Cannon *overcharged3, incendiary
S: 1F/F Enforcer Cannon *overcharged3, incendiary
S: 1F/F Enforcer Cannon *overcharged3, incendiary
S: 1F/F Enforcer Cannon *overcharged3, incendiary
M: 2E/F Multi-cannon *overcharged3, incendiary
M: 2E/F Multi-cannon *overcharged3, corrosive

BH: 1I Lightweight Alloy *heavy duty3
RB: 5A Power Plant *efficient1
TM: 5A Thrusters *dirty tuning3
FH: 5A Frame Shift Drive *increased range5
EC: 4D Life Support
PC: 4A Power Distributor *charge enhanced3
SS: 5D Sensors
FS: 5C Fuel Tank (Capacity: 32)

6: 6E Cargo Rack (Capacity: 64)
5: 5A Shield Generator *thermal resist3
3: 3D Hull Reinforcement Package *heavy duty3
3: 3D Hull Reinforcement Package *heavy duty3
3: 3D Hull Reinforcement Package *heavy duty3
2: 2A Frame Shift Drive Interdictor
2: 1C Advanced Discovery Scanner
 
The reason I wouldn't recommend bounty hunting in it is because it won't fare very well against anything more powerful than it. Although it's listed as "Multipurpose," even Vipers and Cobras can take it down. Especially with only 4 small pulse lasers.
So I stripped it down like you recommended. No wonder you think this ship is weak. With Military Composite and a Hull Reinforcement Package you can usually survive going head to head with two of anything smaller if you're good. Why would you only have 4 spl? What about the two medium hardpoints? (I have multi cannons in those)

If you insist on going bounty hunting, make sure you swap 2 of those pulse lasers for beams, and ensure that you have kinetic damage to take down hulls.
That's a pretty good idea, I think this ship has the power management to pull it off.

With all respect I have to disagree with CMDR Pinda Gupta, the AspX is a really powerful combat ship IF outfitted correctly. Considering PvE, an AspX is more than enough to destroy any opponent, elite Conda, Corvette included.
However, if it is not A rated, and outfitted for more than 2 activities (like OPs concept) it will struggle with the harder opponents.
My advice for a good combat loadout would be:
1/ full multicannons, gimballed, modified for overcharged, 5*incendiary rounds 1*corrosive shell - aim for power plant
2/ full multicannons, fixed, practice aiming, same modifications - raw firepower
3/ (the best possible loadout) 4*enforcer cannons, 2*fixed class2 multis, same modifications - insane firepower.
Interesting. Don't thermal/energy weapons take shields down faster?
 
class 6 shields is no good for the AspE.

it adds only 12% MJ to your shielding, half a railgun hit in fact... for a massive gain on mass and weight and power usage.

you'd be better off fitting a class 3 scb.

___

as others have said - i personally would get a second ship. something cheap and fun, for bountyhunting missions. a fully a graded viper mkIII will cost half of an AspEs class 5A shieldgenerator. a fully maxed out DBS will cost 20% more then that shield generator only ... of course you can make a 20-30 mio AspE work in combat, but a DBS will always outperform it for a third or a quarter of that price. the aspE shines for travelling and trading and armed trading.

travelling and combat outfitted ships don't really go together (only in case of a DBS it does, but that has close to no cargo).
 
class 6 shields is no good for the AspE.

it adds only 12% MJ to your shielding, half a railgun hit in fact... for a massive gain on mass and weight and power usage.

you'd be better off fitting a class 3 scb.
Interesting, yeah, I kept my shields at class 5, basically this is what I have: https://coriolis.io/outfit/asp/2pht...229-v52i2f.Iw18WQ==.EwBgjCkWO5-1CIA=?bn=Manta

Gonna ditch the bi-weave shields, I think. They fall too quickly.

as others have said - i personally would get a second ship. something cheap and fun, for bountyhunting missions. a fully a graded viper mkIII will cost half of an AspEs class 5A shieldgenerator. a fully maxed out DBS will cost 20% more then that shield generator only ...

Fair, I was hoping to eventually find a home system so I could park a Vulture there for straight up combat, I just hated how it was capable of exactly nothing else.
 
Fair, I was hoping to eventually find a home system so I could park a Vulture there for straight up combat, I just hated how it was capable of exactly nothing else.

i have run a multipurpose vulture for some time - class 4 shields, class 5 cargo rack, and stunts when docking :) it isn't bad in that role - I#ll maybe give it a go again, i like the ship, only not for combat.
 
i have run a multipurpose vulture for some time - class 4 shields, class 5 cargo rack, and stunts when docking :) it isn't bad in that role - I#ll maybe give it a go again, i like the ship, only not for combat.

lol, really? What was the jump range and fuel situation like in it? That was my biggest issue. Couldn't really go anywhere without worrying about getting stuck.
 
I've got an Asp Explorer, and I'm upgrading it as I can afford to (everything is currently C or D rated). My main focus in the game has been performing bounty missions (usually Fed), but also exploring. I've got an SRV in my vehicle bay, my weapons are 4 small pulse lasers (might switch two of them to beam), two medium multi cannons, and I'm running class 6 shields. How else should I outfit my Asp? Also, where can I find stations that sell higher rated gear for outfitting?

edit: I should also mention that I still want to be able to use it for rare commodities trading.

Pick something, one thing, and go do it. Outfitting a ship to perform a single job requires compromises enough between mass, power draw, firepower, etc.; trying to outfit a ship to do two different jobs (as opposed to complimentary, like cargo hauling & smuggling) will require compromises that will negatively affect the ability of your ship to perform either of those jobs well. It may end up being able to perform both jobs but will not do either of them spectacularly, or even very well (think of the F-4 Phantom-good at intercepting, bombing and CAS but not awesome at any of them-too many compromises). Outfit your ship to do a job. Then re-fit the ship to do a different job. You get 100% back when you sell modules so who cares how often you switch them out?
 
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