Please help me build my space ship - Enfant terrible

Greets Chumrades, I'm just about to get stuck in to some hot open play action now I have my power play weapon and built my new craft. Not sure if it's quite right... My first mission is to deliver Combat Stabilizers and then I plan to head to a resource extraction site after dropping The Waters of Shintara off to Jaques (I think he owes me six bob for the last lot) along with some reactive armour (you never know) and take it from there. All advice welcome. Wish me luck or if you'd rather not, that's fine. All advice welcome :eek:

I christen this ship

Enfant terrible


Please excuse the French.


Ship build follows

Cargo
enf1.jpg

Weapons
enf2.jpg

Modules
enf3.jpg

Priorities
enf4.jpg

Heat at 33% after two full thrusts weapons out and weapons firing cannons and 2 enforcers firing. 400 Speed. Id like to get the heat down

Average top cruising speed 282. Heat 23%. 36% with weapons firing. Almost constant signature flatline.

Range 21 LY unladen

Edit - This is what Im after

Role
Stealth Tank (not gaming 'tank' but a tank with cannons that's a big lump of metal)

Must Have
A Cobra
380+ Max speed
Heat below 35 at top speed with boost and weapons firing
18+ LY range
Enforcer Cannons
Reactive Armour

Should Have
Cold
Fast
Weapons that do not show a visible trace (apart from enforcers) when fire

Could Have
Deference that are invisible like ECM, Hull reinforcement
Defenses that disrupt radar presence (mines to put more 'hostiles' on the scanner)

Wont have

Shields

Current Build
[Cobra Mk III]
M: 2D/F Cannon
M: 2I/F Mine Launcher
S: Enforcer Cannon
S: Enforcer Cannon
U: 0F Electronic Countermeasure
U: 0I Heat Sink Launcher


BH: 1I Reactive Surface Composite
RB: 3B Power Plant
TM: 4D Thrusters
FH: 4A Frame Shift Drive
EC: 3D Life Support
PC: 2C Power Distributor
SS: 3D Sensors
FS: 4C Fuel Tank (Capacity: 16)


4: 4E Cargo Rack (Capacity: 16)
4: 4A Auto Field-Maintenance Unit
4: 4D Hull Reinforcement Package
2: 2D Hull Reinforcement Package
2: 2D Hull Reinforcement Package
2: 2A Fuel Scoop

Max Budget 8.9 M credits

But the lower the better.
 
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Ben are you joking with us? Life Support is Priorty 5 - haha! Who you trying to kid.
(it goes off when he deploys hardpoints)
 
Ben are you joking with us? Life Support is Priorty 5 - haha! Who you trying to kid.
(it goes off when he deploys hardpoints)

Ben, scratch all that. You need to put on all railguns, get an E-rated powerplant and take those shields off, and amass as much armor as possiblr. Also get the worst thrusters.

Cobra Main Battle Tank operational :)

- - - Updated - - -

Ben are you joking with us? Life Support is Priorty 5 - haha! Who you trying to kid.
(it goes off when he deploys hardpoints)

No, he's on 65% power usage, wouldn't that simply increase?
 
"No, he's on 65% power usage, wouldn't that simply increase?"
The top % always displays 100%. We can not see the full usage as other modules may also be off or on repair too. I'd never have my Life Support be the first module to suffer.
 
Why the ECM? I don't think anyone has ever actually shot a missile at me, excepting silly Dropships in a RES. Its not like it breaks a target lock.

Would the 3A powerplant have better heat dissipation and drop the signature over the B3 you're using now? (or does the sig go up in that scenario?). I realise you don't really need the extra power MW though.

From a passive defence perspective, you may be better off with the standard grey colour/paint scheme - the OH wireframe is cool, but it'll make you more visible.

Also, eek CGA HUD colours... what do enemies/friendlies show up as? red/cyan?
 
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Set fsd to go off first as you can't use with hard points deployed anyway.

Edit: nvmd I see you've done that, but as others said life support 5? No lol.
 
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Set fsd to go off first as you can't use with hard points deployed anyway.

Edit: nvmd I see you've done that, but as others said life support 5? No lol.

That AFM is getting in the way. So gone for some more useful hull reinforcement and down grade the power plant to a D3. I guess being a small target makes hitting my power plant harder so I wont need the life support? Guess I don't need all that fuel either so I can halve it to an 8T tank and lower the scoop to a C2? Now I don't need so much juice I can drop the power plant to a C2. Hmm number numbers numbers. Agh Need help!

So whats's the deal with the life support?

e=Edit - The first build was better but I can still lower the fuel and up my jump. 20ish LY is okay?

So why not have life support go down first?

Whats the range of a rail gun compared to a cannon? Might be worth the swap if it's also as almost invisible on radar and screen.

These enforcers seem to have a good range.

Current rebuy 200K. Is that too much for a hotly specified cobra?

Test one run. 100% alive. Still got to see Jack though.
 
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That AFM is getting in the way. So gone for some more useful hull reinforcement and down grade the power plant to a D3. I guess being a small target makes hitting my power plant harder so I wont need the life support? Guess I don't need all that fuel either so I can halve it to an 8T tank and lower the scoop to a C2? Now I don't need so much juice I can drop the power plant to a C2. Hmm number numbers numbers. Agh Need help!

So whats's the deal with the life support?

e=Edit - The first build was better but I can still lower the fuel and up my jump. 20ish LY is okay?

So why not have life support go down first?

Whats the range of a rail gun compared to a cannon? Might be worth the swap if it's also as almost invisible on radar and screen.

These enforcers seem to have a good range.

Current rebuy 200K. Is that too much for a hotly specified cobra?

Test one run. 100% alive. Still got to see Jack though.

Well Im thinking as I imagine the other commanders are thinking, if you go over your power limit and life support shuts down when you deploy hard points if your life support shuts down its not going to be so great for you if your canopy is breached. That rebuy cost is just fine my combat oriented cobra has almost a 300000 credit rebuy. Just know when to run lol.

If you like I can post my load out and priorities if you think it will help. I've put about 3 million or just over that into though so I don't know how much you are willing to spend .
 
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You don't die when life support is shut down, even if the canopy is breached - you just run on your limited oxygen reserve (x minutes depending on the life support you do have installed; Ben's Cobra has a D class LS so 7:30secs iirc).

Edit: Or do you? Doubting myself now lol

By setting Life Support to priority 5, when hardpoints are out, the FSD and life support turn off, reducing signature and thus reducing the chance of a successful poiice scan).
 
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Won't an A rated power plant give you better heat management? It's not like someone is gonna shoot out your powerplant in a cobra...
 
You don't die when life support is shut down, even if the canopy is breached - you just run on your limited oxygen reserve (x minutes depending on the life support you do have installed; Ben's Cobra has a D class LS so 7:30secs iirc).

Edit: Or do you? Doubting myself now lol

By setting Life Support to priority 5, when hardpoints are out, the FSD and life support turn off, reducing signature and thus reducing the chance of a successful poiice scan).

No you are right but one time I got back to station literally docked with 30 seconds to spare because of that exact reason. Better to keep on if you can I think.
 
Ben if you're really light you'll be able to drop the thruster class too - which may drop sig even further.

Give us a Coriolis or ED Shipyard link? (I'm at work and can't play with a Cobra myself)
 
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This is what Im after

Role
Stealth Tank (not gaming 'tank' but a tank with cannons that's a big lump of metal)

Must Have
A Cobra
380+ Max speed
Heat below 35 at top speed with boost and weapons firing
18+ LY range
Enforcer Cannons
Reactive Armour

Should Have
Cold
Fast
Weapons that do not show a visible trace (apart from enforcers) when fire

Could Have
Deference that are invisible like ECM, Hull reinforcement
Defenses that disrupt radar presence (mines to put more 'hostiles' on the scanner)

Wont have

Shields

Current Build
[Cobra Mk III]
M: 2D/F Cannon
M: 2I/F Mine Launcher
S: Enforcer Cannon
S: Enforcer Cannon
U: 0F Electronic Countermeasure
U: 0I Heat Sink Launcher


BH: 1I Reactive Surface Composite
RB: 3B Power Plant
TM: 4D Thrusters
FH: 4A Frame Shift Drive
EC: 3D Life Support
PC: 2C Power Distributor
SS: 3D Sensors
FS: 4C Fuel Tank (Capacity: 16)


4: 4E Cargo Rack (Capacity: 16)
4: 4A Auto Field-Maintenance Unit
4: 4D Hull Reinforcement Package
2: 2D Hull Reinforcement Package
2: 2D Hull Reinforcement Package
2: 2A Fuel Scoop

Max Budget 8.9 M credits

But the lower the better.
 
'allo Ben. Dunno what you're up to but sounds like fun.

I'd swap Reactive for Mirrored and drop ECM for either Chaff or more Sinks. Would be rare to have people throw homers at you, and they shouldn't even get locks on you. In the event they did, you can bet they know what they're doing and you won't even have time to charge it.

Having Life Support offline with weaps deployed worked for me, back in the old Cobra I used an A on a 25 min timer. Darth Vader mode combat is very zen like.
 
I've flown quite a few stealth cobras. One thing I learned was A rating the life support, then offlining it in combat. That way you get 25 minutes of air for zero power consumption. Also, go upto C4 on the power plant, you have more overhead on the power plant which means a cooler running ship. Learn to turn everything that isn't needed for the fight at hand off, FSD, AFM, Lifesupport, etc. And try and stay away from the boost button, that thing heats your ship up like crazy. Here's one that I was flying in the Lugh wars. And some video of it in action.

[Cobra Mk III]
M: 2E/F Multi-cannon
M: 2E/F Multi-cannon
S: 1G/G Multi-cannon
S: 1G/G Multi-cannon
U: 0I Heat Sink Launcher
U: 0I Heat Sink Launcher

BH: 1I Mirrored Surface Composite
RB: 4B Power Plant
TM: 4B Thrusters
FH: 4A Frame Shift Drive
EC: 3A Life Support
PC: 3A Power Distributor
SS: 3D Sensors
FS: 4C Fuel Tank (Capacity: 16)

4: 4D Hull Reinforcement Package
4: 4D Hull Reinforcement Package
4: 4D Hull Reinforcement Package
2: 2A Auto Field-Maintenance Unit
2: 2A Auto Field-Maintenance Unit
2: 2D Hull Reinforcement Package

[video=youtube;vR_x4gllADE]https://www.youtube.com/watch?v=vR_x4gllADE[/video]
 
I fly this stealth cobra build when fishing for pvp.
http://edshipyard.com/#/L=702,7OX7OX7N77N701Q01Q,316Q6Q6Q504s4s6k,15O15O15O0Iw0Iw9qI
I find it quite effective in PvP, anything smaller than an FDL I've been able to fight one-on-one.

Of course, my playstyle isn't the typical stealth, I boost constantly and toggle SR on and off quite a bit. It's not so much "you can't see me" as it is "you can't hit me." A wedge moving at 4000+ M/s with dual chaff that you can't usually lock on to is a difficult target to hit.

While we're all doing this, heres a bit of video from the first time i took it out in PvP:
[video=youtube_share;Nc5_7lNcUWo]https://youtu.be/Nc5_7lNcUWo[/video]
Fair bit of ramming involved. Most of it isn't intentional, but it is effective with that many hull reinforcements.

Someone mentioned on another thread adding a mine launcher so that the opponent ends up with more targets on their radar. I think I might try that.
 
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