I've got 4 utility slots on my recently-purchased Asp.
PD seems most reasonable, but I suppose I need more than one? And the rest filled up with shield boosters?
Playing Solo, BTW.
Well, point defence is always nice but only 1 in maybe 8 ships will use missiles against you and point defence isn't absolutely guaranteed to stop a missile. It depends what you're using your ship for? If it's an AspX then I wouldn't take it into combat in the first place, if I was to choose anything it would be a chaff launcher and heat sinks to escape combat. Shield boosters are always good if you don't mind the weight and have plenty of energy to work with.
Dear Cmdr Sevil,
If you are not playing in Open then combat is a voluntary activity and why would you want to take an Asp, of either breed, into combat? There are much better ships available for that sort of thing.
For once I am going to disagree with Cmdr Maymo, equipping gizmos like chaff and heatsink launchers to make it easier to escape combat is an admission that you shouldn't be in combat to start with. Why add weight and cost when with a bit of sensible flying you will never need such stuff. Alternatively, fit out a ship designed to fight, to, as our American friends might put it, kick bottom and take names. My favourite in that respect used to be the Vulture but that was in 2015 and fashions change; I am told the ship in favour amongst the combat in-crowd is currently the Adder, or, for the real connoisseur of ED violence, the Eagle.
Personally, I'd put the following on an AspX :
- Chaff
- Point Defence
- Shield Booster
- (pick whatever you like, if no idea... another Shield Booster is never a bad thing)
IMHO when it comes to Utility Slots and general allround Gameplay :
- Chaff is a mandatory item for me, will always get one Slot
- Point Defense is almost a mandatory item for me, will get any available 2nd Slot (beware of placement... for any Ship I intend to fight with, I like it located on front & top if possible, my Large Ships also get a 2nd PD placed on lower rear)
- Shield Boosters help alot, no harm in carrying them on all slots not used otherwise
- Heat Sinks or ECM are kinda Optional, although Heat Sinks generally very useful for prolonged Exploration or Smuggling (can't recall having actually fired my ECM, only my Large Ships have it equipped)
CMDRs, thank you.
Oh, I'm a trader through and through, flying an AspX for now. However, if I'm ever successfully interdicted, I'd like to be able to put up a bit of a fight.
Would chaff still be mandatory as a solo-playing trader? I've seen some posts that NPCs (being managed by the computer) ignore chaff.
Lots of NPCs have fixed lasers. They tend to be the small lighter types.Coming to think about it, AFAIK NPCs only ever use these as fixed Weapons :
Plasma Accelerators
Railguns
Can't recall ever seeing an NPC using fixed Lasers really. I actually don't think they carry these.
So against most NPCs and/or most of their Weaponis carried, Chaff is quite effective and take alot of heat off the own Ship while active.
I've got 4 utility slots on my recently-purchased Asp.
PD seems most reasonable, but I suppose I need more than one? And the rest filled up with shield boosters?
Playing Solo, BTW.
It was pointed out to me yonks ago (pre Engineers) that instead of the 6A shield gen I was running with, fitting a 5A plus two 0A boosters was stronger and gave me more cargo space to haul rares around in.
However, I still fit my AspXs with 2PDT (front and back), Chaff and Heatsink launcher and a 6A shield gen. I even leave these utility slots like that when I trip-off into the black, although trading a PDT for a heatsink (to give 2) for longer trips.
I don't do combat, I just like to survive.![]()
Interesting, Mr. Yorks. Please may I ask how long you have been using this defensive loadout?
I wonder you see because since I came back to the game a bit over three months ago I have never been successfully interdicted and never been fired on in that short distance between dropping out of supercruise and arriving at a station. I have run all sorts of cargo into all sorts of systems, though my odd bout of smuggling has been by accident, but I have not had to get involved in any combat. My cargo carrying ships have been for the most part a T6 and a T7 but even with those flying bricks winning the interdiction mini-game is currently trivial. So I don't bother with defensive loadouts, though that may change if and when the pendulum on the mini-game swings back again.
2 years - even yough missiles were useless back then.
I have the habit of just submitting - I don't see the point in doing the mini-game unless I'm in my destination system and it is a long-haul to the station and I get stuck in chained interdictions (somtimes I h-jump out and back).
I've got 4 utility slots on my recently-purchased Asp.
PD seems most reasonable, but I suppose I need more than one? And the rest filled up with shield boosters?
Playing Solo, BTW.
Interesting, Mr. Yorks. Please may I ask how long you have been using this defensive loadout?
I wonder you see because since I came back to the game a bit over three months ago I have never been successfully interdicted and never been fired on in that short distance between dropping out of supercruise and arriving at a station. I have run all sorts of cargo into all sorts of systems, though my odd bout of smuggling has been by accident, but I have not had to get involved in any combat. My cargo carrying ships have been for the most part a T6 and a T7 but even with those flying bricks winning the interdiction mini-game is currently trivial. So I don't bother with defensive loadouts, though that may change if and when the pendulum on the mini-game swings back again.
I will point out here that the T7 is one of the most agile ships in Super Cruise and therefore is extremely difficult to interdict, even I usually win the mini game when in a T7.
...................
However, my point here in this thread is how easy it is, currently, to avoid interdiction, at least against the NPC, and thus what a waste of money and mass fitting defence stuff is.