Ship Builds & Load Outs Question on Retracted/Deployed %'s in Coriolis ship outfitting?.

I often have a play about in the Coriolis site building the various types of ships. I try to get the most effective ship at the most economical price but I notice that many others have the Deployed level in the red and need to switch off usually the Cargo Hatch, Fuel Scoop and FSD to compensate the difference. I have always tried to get the highest % reading on both while keeping all of them in the blue except when building a small combat fighter which has mostly no need of a cargo hatch. If you have a look you will see what I mean from the ships in the links below. I would like to know if I am correct in my approach or is it better to overload and cut modules to compensate, keeping the ship within spec and budget?.
http://coriolis.io/outfit/viper/03A...5.Iw1+kA==.IwBhrSokg===?bn=Viper Combat Mk IV
http://coriolis.io/outfit/cobra_mk_...Iw1-kA==.IwBhrSsig===?bn=Saltyseadog MkII Max
http://coriolis.io/outfit/type_6_tr...22f2i.Iw1-kA==.IwBj7UOo?bn=Type 6 Trading Rig
 
Hey mate I've had a look at your builds and you're correct the cargo hatch can be turned off completely (not just set to a lower priority) in fighter builds, the only time it needs to be active is for scooping cargo or for drones during mining.

Revised Viper, I usually don't set the FSD to power down when the weapons are deployed as it occasionally can be slow to activate just when you need it most!

http://coriolis.io/outfit/viper/03A...40-25.AwRj4yyA.Aw1sIykA?bn=Viper Combat Mk IV

Revised Cobra, same approach unless the cargo hatch is required for picking up containers/ore in space it can be totally off, you can load/unload cargo with it off while docked.

http://coriolis.io/outfit/cobra_mk_...f2i.AwRj4yKA.Aw18gjCQ?bn=Saltyseadog MkII Max

Revised T6, I wouldn't bother with a fuel scoop unless your trade is extremely long and even then I'd suggest fitting an additional tank, remember with trading time is money! Fitting an advanced scanner will earn extra cash but the detailed scanner needs to get fairly close to a planet (20 - 150 LS depending on size) before it'll start working so you might be better with more cargo space or fuel tanks.

http://coriolis.io/outfit/type_6_tr...02f2i.AwRj4yKA.Aw2iMZcQ?bn=Type 6 Trading Rig
 
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Hey mate I've had a look at your builds and you're correct the cargo hatch can be turned off completely (not just set to a lower priority) in fighter builds, the only time it needs to be active is for scooping cargo or for drones during mining.

Revised Viper, I usually don't set the FSD to power down when the weapons are deployed as it occasionally can be slow to activate just when you need it most!

http://coriolis.io/outfit/viper/03A...40-25.AwRj4yyA.Aw1sIykA?bn=Viper Combat Mk IV

Revised Cobra, same approach unless the cargo hatch is required for picking up containers/ore in space it can be totally off, you can load/unload cargo with it off while docked.

http://coriolis.io/outfit/cobra_mk_...f2i.AwRj4yKA.Aw18gjCQ?bn=Saltyseadog MkII Max

Revised T6, I wouldn't bother with a fuel scoop unless your trade is extremely long and even then I'd suggest fitting an additional tank, remember with trading time is money! Fitting an advanced scanner will earn extra cash but the detailed scanner needs to get fairly close to a planet (20 - 150 LS depending on size) before it'll start working so you might be better with more cargo space or fuel tanks.

http://coriolis.io/outfit/type_6_tr...02f2i.AwRj4yKA.Aw2iMZcQ?bn=Type 6 Trading Rig

I like your ideas for the trader but for the Viper and Cobra I don't think your getting enough extra performance to justify the extra 800k - 1mcr on the budget. I read it in another post somewhere but it isn't always necessary to have A grade on everything. Depending on the circumstances a lower grade shield with an A grade shield booster will give just as much performance. In the case of my Cobra which is built to combine exploration and trading I just need strong enough shields to allow me time to high wake out of it and the ones I have have only twice lost all rings and I got 85 & 55% damage before I jumped. Both times it was my fault for panicking, I was already set up for my next destination when I got interdicted and lost valuable time going to the galaxy map and setting a new course when all I had to do was hit the next system on route button instead.
 
I agree totally you get the best bang for you buck (or credit;)) using a lower grade shield plus boosters but with the Viper and Cobra the small number of utility slots is a bit limiting, the same thing applies with powerplants with some builds it's possible to drop a class or even two with the bigger ships (assuming you don't fill the hold with SCB's!).
Depending on the ship grade A thrusters are a bit OP certainly in the case of the Vulture and FAS you get a little more speed but barely any noticeable improvement in agility, I reckon that's the beauty of this game there's no perfect build you just use what works for you :)
 
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