Ship Builds & Load Outs Please look at my first real ship build

https://s.orbis.zone/dii

For my first expensive ship buy, is this a decent combat build? I'm a new player.

torpedos are a waste for pve, so it's not an efficient build for 'grinding'. also, relying on hull is more expensive and less durable, since it can't regenerate. but it's ok to have fun!

still a few problems:

your core internal modules could be better class, specially for combat. power plant, power distributor and thrusters should be definitely class a. the rest is your choice (a for performance, d for lightweight, b for integrity).

and you will not fire those three beams for very long, specially not with a class e distributor. barely 3 secs.

that's all of course without even mentioning engineering. you'll survive with that in pve but won't do much.
 
You probably should have started with a Viper or Vulture to get familiar with Combat in general.

Both are much cheaper platforms that enable you to learn outfitting and flying technique that are probably as good if not better for combat.
 
It is your first build, but no. If you ask 100 CMDRs you will get 100 opinions, all dependent on that CMDRs fighting style and preferences. The build that works for one CMDR may not be the best for another. Myself, I prefer to get in close and mix it up with my opponents so:

https://s.orbis.zone/dj9

The only long-range modified weapon in this build is the single gimbal burst laser. Burst laser because it has the scrambler effect experimental effect available (causes random malfunctions in your opponent's ship) and I prefer gimbal weapons as my piloting skills are not advanced enough to allow me to effectively use fixed weapons all the time. Even though the DPS is lower more shots get placed on my target. That is what I hit them with first and repeatedly, along with 2 gimbal beam lasers modified with "short range blaster" for increased DPS at closer ranges and thermal vent experimental effect which keeps heat generation to a minimum so long as you are hitting your target. These are for bringing down shields. For hull I use 2 gimbal frag cannons modified with double shot and corrosive shell experimental effect.

I like the bi-weave shield, but modified for enhanced low power and fast charge exp effect and backed by two SCBs to quickly restore depleted shields which necessitates 2 heat-sink launchers modified for increased ammo capacity. A bi-weave shield's recharge rate is not affected by shield boosters so I added one of those as well as a chaff launcher also modified for increased ammo cap. IMO the module reinforcement should be bigger than a hull reinforcement, the two cargo racks are in case a destroyed ship drops something you can use but these could be replaced with more MRP or HRP. Note that for some reason Coriolis is not saving my build correctly and the smallest cargo rack should be a 2E and not a 1E.

ALL core modules are A-rated, in a combat ship this includes sensors and life support. Sensors for the slightly increased range and life support for extra emergency air so that in case of a canopy breach you do not suffocate within sight of a landing pad. Thrusters get the dirty drives mod with drag drive x-effect, FSD module gets increased range mod with mass manager x-effect, life support and sensors modified for lighter weight. With this build the power plant does not even need to be modified, just set your power priorities to shut down the fuel scoop and cargo scoop when the weapons are deployed.

This is my preferred build for a PvE Krait Mk. II. It fits my weapons preferences and close-in fighting style but what works for me may not work best for you. o7
 
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Interesting... so how do I figure out that I won't fire those beams for long? Is the three beam viable with a class A?
 
That build is 290mil but I wish... I need suggestions for something under 60 million, pve, and only stuff I can get at stations easily
 
Interesting... so how do I figure out that I won't fire those beams for long? Is the three beam viable with a class A?

You can run 3 beams, I did for a while but they do use a lot of power very quickly, one of the reasons I switched one out for the burst. The scrambler effect mod was a side-benefit but one that has proven useful. Since it is not used nearly as much I placed the burst laser in one fire group all by itself and all the rest of the weapons in another fire group with the beams on one trigger and the frags on another trigger. I just hold down trigger #1 and switch between fire groups (mapped to a button) to alternate between the burst laser and the beams.
 
Interesting... so how do I figure out that I won't fire those beams for long? Is the three beam viable with a class A?

You have to add up the distributor draw and compare it to the distributor recharge in the wep capacitor.
Using coriolis or edsy(no krait) is pretty accurate.

Do you have any engineers unlocked?
 
No unfortunately. Well I do have one but I have no idea what to do and don't wish to delve into that side of things yet. The one I have is thruster and FSD.

But I really want a Krait so bad :(((. I have 35 mil in assets right now so this is just a dream but I am getting really bored of trading in my type 7. Really bored.
 
That build is 290mil but I wish... I need suggestions for something under 60 million, pve, and only stuff I can get at stations easily

Under 60 million... don't buy a Krait.

You could do up a decent PvE Chieftain for around 60 million, but maybe you need to think even smaller? I expect most people will suggest a Vulture, but... wait for it... I had a combat AspX loadout forva while, and it was good cheap fun, which could be swapped quickly for rares, long passenger trips, exploration/Guardians, etc.
 
Interesting... so how do I figure out that I won't fire those beams for long? Is the three beam viable with a class A?

you can see it in coriolis. the TTD stat in the first top row is the time you can fire your all your weapons with 4 pips to wep until your capacitor is empty. it is not exact but gives you an idea. in time you'll get an intuition on what could work and what is probably too much. note that the TTD goes up if you select a class A power distributor. also beams are very power hungry, experiment with different combinations.

the distributor is the single most important module for combat, it determines how much power you can spend on movement, firing and shields, i.e., everything.

note with engineering you can greatly enhance the performance of almost everything, but it's good if you get the basics first, you can do pve without, it's just a bit harder. also, as others said, maybe starting with combat in a smaller ship would be convenient. i'll suggest a viper but i'm not impartial :)
 
No unfortunately. Well I do have one but I have no idea what to do and don't wish to delve into that side of things yet. The one I have is thruster and FSD.

As another poster has noted, if you are not yet an effective combat PILOT you would probably be better served by getting into a glass-cannon ship like an Eagle or Viper and learning the basics of combat in one of those. Learning in a relatively under-powered ship will teach you about things like proper outfitting, effective Engineering, power management and combat maneuvering.

It is not the arrow that wins the fight, it is the Indian. A Corvette can be destroyed by a more competent pilot flying a ship that costs 10% of what a Corvette costs. Get into an Eagle (or a Viper) and learn how to fight & fly before worrying about how to outfit a larger ship. Flying smaller ships will teach you about outfitting, etc. and it is a lot better to get blown up in an Eagle than it is to get blown up in a Anaconda or Krait.

Start in an Eagle (or Viper) and hit the low-intensity Resource Extraction Sites (RES). Low intensity and high intensity RES both have local security ships patrolling for WANTED ships. Follow them around and when they start firing on a wanted ship, scan their target so it shows WANTED in your HUD, then hang back and wait until the target is severely weakened before stepping in and finishing their target off. The security ships do not mind and you get to collect the full bounty as long as you land enough shots on the target, just do not shoot the security ships or any other "clean" ship.

When the low intensity RES gets boring move up to a high intensity RES and repeat. When you feel very confident in the HIRES and can defeat targets without help from the security ships move on to the Hazardous RES (HAZRES). HAZRES do not have security patrols. If you are attacked no security ships will show up to save you so some situational awareness is necessary. You have to know when to run away.

When you can hold your own in the HAZRES you might start fighting in Combat Zones (CZ). These are all-out firefights between ships on two sides. Pick a side and start blasting. A very high level of situational awareness is required in the CZ because if any of your shots land on a "friendly" ship, even accidentally, both sides will turn on you and try to destroy your ship.

Regarding ship progression again, 100 CMDRs will give 100 opinions but, get into a Vulture when you can afford one, arguably the best performing "small" combat ship. Then move up to a Krait, a Python or a Fer-De-Lance. o7

PS: You might want to set aside combat until you unlock most of the Engineers, the modifications they provide all help to make your ship(s) more capable and competitive. Also, there are several Engineers that will require you to engage in combat in order to unlock them. Tod Mcguinn requires 15 bounty vouchers, Juri Ishmaak requires 50 combat bonds, Bris Dekker requires 100,000 in combat bonds, Broo Tarquin requires "Competent" or higher combat rank and Lori Jameson requires "Dangerous" or higher combat rank. By the time you get Lori unlocked you should be a pretty decent combat pilot and you will probably have unlocked most of the other engineers.
 
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