Newcomer / Intro Rank Progression: eliminating a General

What to expect here?

I'm flying a Viper, fairly well outfitted.
Should I be in a higher class fighter?
 
What to expect here?

I'm flying a Viper, fairly well outfitted.
Should I be in a higher class fighter?

HAzer you should be aware that - depending on the faction - your target will either be flying an Imperial Clipper or (even worse) be an Elite Anaconda.
It's not impossibloe to take both out with a Viper - have done so myself, but only after having to stump up the re-buy costs on several ships beforehand.
Your Viper will have to be upgraded to real Kick-Ass status.
If it was me I'd get some more experience (and credits) under your belt and upgrade to the max before taking on these missions.
Not trying to put you off - just giving you some pointers as to what to expect.
Let us know how things turn out if you give it a go.
 
hey no worries - i DO want to be prepared before I engage this target.
The Federation is offering the bounty - I'm currently allied with them as a midshipman.

I'm worth about 4.4 mil, with 2.6 mil banked and I have both a VIPER and an ADDER.

I think ultimately I want to have ships spec'd for a particular task... so my Viper serves combat and my Adder for trading. Expect eventually to have an Explorer. Point being that I don't think I want to trade everything in for say a better Fighter; although, if taking out the General warrants a truly valuable rank, then maybe that's the way to go ;)

And per experience yes, certainly need more... still considered a novice... and still not yet comfortable with Flight Assist off. I am however easing myself into it. I've recently configured my thruster to FULL RANGE so I no longer use a clickie to go into reverse thrust.

Thoughts?
 
Last edited:
You will have to sub-target their power but it will still be a chip, chip, chip - run away for shields to recharge - chip, chip, chip kinda battle.

Small cannons against a large ship = slow progress but it can be done if you persevere. Much easier in a Vulture or something with larger hardpoints.
 
If it is just a rank up mission I managed to take on an imperial clipper with a medium spec cobra, although it took me two attempts. Just make sure you destroy the ship in the system you find him. The first time he jumped out of the system, I managed to follow using my wake scanner and killed him in the next. But I was unable to complete the mission.

If it is a mission from the bulletin board for 160k cr or so I believe they tend to be the big boys. Not checked myself but just what I've read on this forum.

Good luck.
 
You will have to sub-target their power but it will still be a chip, chip, chip - run away for shields to recharge - chip, chip, chip kinda battle.

Small cannons against a large ship = slow progress but it can be done if you persevere. Much easier in a Vulture or something with larger hardpoints.

Can't quite yet afford a Vulture... boo hoo :eek:

If it is just a rank up mission I managed to take on an imperial clipper with a medium spec cobra, although it took me two attempts. Just make sure you destroy the ship in the system you find him. The first time he jumped out of the system, I managed to follow using my wake scanner and killed him in the next. But I was unable to complete the mission.

If it is a mission from the bulletin board for 160k cr or so I believe they tend to be the big boys. Not checked myself but just what I've read on this forum.

Good luck.

Thanks for the tip on making sure the target stays in the same system to get completion!

So maybe swap out my Viper for a Cobra as a minimum for this Rank Mission. Should be a fairly easy transition since I can easily sell my modules and outfit them into the Cobra... yeah? Guess a better question is, per a fighter, would it make sense to move to a Cobra or hold off for something a little sweeter ? Cobra MK III, seems my real benefit is to jump from module size III to IV. Hardpoint loadout seem to be the same, although, with IV modules, I could upgrade to better power and distribution for better small and medium weapons, eh?
 
Last edited:
Guess I'd be looking at something like this, easily within reach: Cobra MK III

But I see that I can't upgrade Power past A3, and that makes outfitting for combat I think a little difficult.
I say that because my Viper is using an A3 and my power usage is fairly maxed out.
So adding modules in type 4, not really sure I can use to benefit combat...
 
Guess I'd be looking at something like this, easily within reach: Cobra MK III

But I see that I can't upgrade Power past A3, and that makes outfitting for combat I think a little difficult.
I say that because my Viper is using an A3 and my power usage is fairly maxed out.
So adding modules in type 4, not really sure I can use to benefit combat...

HAzer this is just MY opinion and I stress that, but I firmly believe that the Viper - properly outfitted - makes for a better combat ship than Cobra.
Have you considered selling off your Adder for the time being to raise some funds to properly equip the Viper.
You won't lose that much on trade in - just remember to sell off or downgrade to minimum all your hardware before you actually sell the ship. More credits this way.
I am not a big fan of keeping a stable of different ships - again just my personal pref - preferring to sell off, swap and change models whenever I feel the need. It gives you much more freedom to just fly around wherever you please.

My specs for the Anaconda ready Viper were:

F2 Multi-Cannons - gimballed
F1 Beam lasers - turrets
A rated shield boosters
D rated KWS
A3 Power Plant
E3 Thrusters
B3 FSD
B2 Life Support
A3 Power Dist
A3 sensors
A3 Shields

This all adds up to a really kick-ass ship, but I have to admit it was an expensive kit-out.
Hope you find some of this helpful.
Best of luck.
 
For combat a Cobra is at best a sidegrade to the Viper, they pretty much use the same grade fixtures and fittings. The Viper is the dedicated fighter of the two.

The Vulture is only 6M or so, with a few hours grinding a RES you could afford one fairly quickly. Though of course outfitting costs too.

Having said that I think I did the assassination mission in a cobra and came out severely battered and bruised but victorious.
 
Viper is a fighter. Cobra isn't. So wait till you can afford a Vulture for the next fighter.


Basically, sit at 2km and try keep on its tail. Just chip away at its shields and use thrusters to move about. Don't stay still. Don't tank anything. You will get one shot.
When its shields go down try focus the thrusters or power plant.
When its shields come online again try keep the pressure up and stop its regen.
 
HAzer this is just MY opinion and I stress that, but I firmly believe that the Viper - properly outfitted - makes for a better combat ship than Cobra.
Have you considered selling off your Adder for the time being to raise some funds to properly equip the Viper. You won't lose that much on trade in - just remember to sell off or downgrade to minimum all your hardware before you actually sell the ship. More credits this way. I am not a big fan of keeping a stable of different ships - again just my personal pref - preferring to sell off, swap and change models whenever I feel the need. It gives you much more freedom to just fly around wherever you please.

My specs for the Anaconda ready Viper were:

F2 Multi-Cannons - gimballed
F1 Beam lasers - turrets
A rated shield boosters
D rated KWS
A3 Power Plant
E3 Thrusters
B3 FSD
B2 Life Support
A3 Power Dist
A3 sensors
A3 Shields

Dan - I'm fairly close to this already and although the keeping a multiple ship deal isn't a deal breaker, i don't quite need to sell my Adder yet ;)
(Currently it's outfitted at just over 1.7 mil.)

And yeah I think I can swap it all in for a Vulture but outfittting... gawds that's pricey.
I have around 3 mil banked and my assets are just over 4.7 mil (230k on ships, and about 3 mil on outfitting.)

I can certainly afford the turreted bean lasers now and that would be the biggest investment, switching from the gimbled burst lasers already outfitted.

I understand for mass, all slots should be 'D' class minimum - any reason to leave some @ 'E' ?
So as it stands, all slots possible are at least 'D' rated.

KWS is ?

Regards FSD... I don't plan on travelling outside of my base system until perhaps I can afford a Vulture, so I'm okay for now with a D3, unless I'm making a mistake here that you can help me clarify - perhaps to have more power available for weaponry? I imagine that laser upgrade to power is costly.

Actually no, power usage goes down if I opt for turreted Beam Lasers so yeah that works!
(Currently , power usage is 11.61 of 12 mw max - since I don't have cargo holds, I switch 'cargo' related modules off.)

Anyway, my VIPER rig is:

Medium hardpoints: 2F/G Multicannons x2
Small hardpoint: 1G/G pulse lasers x2
Utility Mount 0A Shield Booster
Utility Mount 0I Chaff launcher

I1 Light Alloy
A3 Power plant
A3 Thrusters
D3 FSD
2D Life Support
A3 Power Distributor
D3 Sensors
C2 Fuel Tank
C3 Shields


Because of power usage, i have three empty internal bays, a 3, 2 and a 1.
 
Last edited:
I upgraded my lasers to Beam Turreted F1, and I still have another 1.9 mil to play with.

That gives me this: Viper Elite ! :) :)

( well, maybe elite... i dunno - suggestions are always appreciated and are always welcome ;) )
 
Last edited:
You can squeeze more out of it.

Look at this, just a few quick changes http://www.edshipyard.com/#/L=60M,7OW7OW4ws4ws0_g,2-4s505K3m4s5K3c,7Pc7fs12G
It's just a quick example so swap it how you like.
I don't think multi-canons are right choice. Depends on ammo count and how many you can save for direct hull damage. MC's have alot of ammo but I think it will run out.
I think you need to know how to switch modules on/off when wpns drawn because you didn't overpower your build.
I think you should be fine with fixed wpns. Ana is a big target but depends. You got to keep your distance and canons can be tricky to lead at that range.
 
Last edited:
My first assassination was with an ASP. I'm sure there are plenty of ways for a good pilot to use an ASP against an Elite Clipper. My method: a pair of beam lasers to take down the shields, and 4 torpedoes which I fired simultaneously at point blank range. That was quite a satisfying explosion.
 
Dan - I'm fairly close to this already and although the keeping a multiple ship deal isn't a deal breaker, i don't quite need to sell my Adder yet ;)
(Currently it's outfitted at just over 1.7 mil.)

And yeah I think I can swap it all in for a Vulture but outfittting... gawds that's pricey.
I have around 3 mil banked and my assets are just over 4.7 mil (230k on ships, and about 3 mil on outfitting.)

I can certainly afford the turreted bean lasers now and that would be the biggest investment, switching from the gimbled burst lasers already outfitted.

I understand for mass, all slots should be 'D' class minimum - any reason to leave some @ 'E' ?
So as it stands, all slots possible are at least 'D' rated.

KWS is ?

Regards FSD... I don't plan on travelling outside of my base system until perhaps I can afford a Vulture, so I'm okay for now with a D3, unless I'm making a mistake here that you can help me clarify - perhaps to have more power available for weaponry? I imagine that laser upgrade to power is costly.

Actually no, power usage goes down if I opt for turreted Beam Lasers so yeah that works!
(Currently , power usage is 11.61 of 12 mw max - since I don't have cargo holds, I switch 'cargo' related modules off.)

Anyway, my VIPER rig is:

Medium hardpoints: 2F/G Multicannons x2
Small hardpoint: 1G/G pulse lasers x2
Utility Mount 0A Shield Booster
Utility Mount 0I Chaff launcher

I1 Light Alloy
A3 Power plant
A3 Thrusters
D3 FSD
2D Life Support
A3 Power Distributor
D3 Sensors
C2 Fuel Tank
C3 Shields


Because of power usage, i have three empty internal bays, a 3, 2 and a 1.

Sorry HAzer - KWS is Kill Warrant Scanner. Not totally necessary but it will bring in some extra credits as your target is bound to be wanted in other systems.
As you say FSD rating depends soley on how far in one stage you need to travel.
I would recommend upgrading shields as much as poss.
If your power usage goes above what you can draw simply make your non-essential modules ( cargo hatch / FSD / Fuel Scoop / Docking Computers etc.) a 3 or 4 in the rating order - this will effectively shut them down when hardpoints are deployed.
If it was my fight I would swap chaff for shield boosters.
Upgrading your sensors will also make your turreted and gimballed weapons fire more accurately.
Just remember when upgrading - ALWAYS leave enough money in the pot to cover re-buy.
Dan
 
[Viper]
M: 2F/G Pulse Laser
M: 2F/G Pulse Laser
U: 0C Kill Warrant Scanner
U: 0A Shield Booster


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


3: 3A Shield Generator
3: 3D Frame Shift Drive Interdictor
2: 2D Hull Reinforcement Package
---
Shield: 214.20 MJ
Power : 9.95 MW retracted (83%)
11.95 MW deployed (100%)
12.00 MW available
Cargo : 0 T
Fuel : 4 T
Mass : 112.3 T empty
116.3 T full
Range : 11.05 LY unladen
11.05 LY laden
Price : 2,813,877 CR
Re-Buy: 140,694 CR @ 95% insurance

^ After I pick up a few more parts this is what I will be flying. I've been having a hard time finding the 3D fsd inderdictor, but hopefully will have better luck tomorrow. I've been flying an Eagle up till now and while I could take out Anacondas with it, it was a slow painful process and they would run away half the time anyway. Not anymore!
 
All - your input has been very valuable to me and I thank you kindly for being the wonderful community that you are :)

I've completed the mission and have upgraded my VIPER to the tune of 3.46 mil. And thank goodness Universal Evil was once again on my wing , further suggesting upgrades , and supply crucial info regards actually completing the mission - and the assist taking down the General !

I have however exceed my power capacity and must turn stuff off to engage in combat... but no matter... now that I actually have to manage module priority, I'm also getting 1st hand experience on that as well. Also good getting that experience under the wing of an expert... err wait MASTER pilot (yup Dr. Evil again!), the learning curve wasn't so bad.

Still some stuff to do here on power management because I can't activate the Chaff Launcher, so either that goes, or something else has got to give. No cargo holds so my Cargo Hatch is permanently OFF. My FSD is set the lowest priority so when my hardpoints deploy, my FSD goes offline - working expected. But still all other systems I need for combat, Chaff Module has to be also switched OFF... So again, either it goes or something else has to be downgraded.

What's really interesting is, even though my F1 turreted beam lasers cost 500k each, and when conditions are right, are always on, the power draw is fairly conservative, compared to say a gimbled unit. That is, I thought about bumping to a different laser, a lot cheaper, but my power consumption goes up , on just about every option I checked, save for really bottom line units. Then again, I based in LHS 3589 (Roosa Gateway) so perhaps there are other options elsewhere.

btw, those turreted beam lasers can get you in trouble since they continue to fire outside of you sight line, sometimes hitting the wrong target and drawing a bounty to yourself , or so it appeared to me!

Finally, and with this Rank Mission complete, and another easier one that I completed afterwords, just received an 'invitation' from the Federation - ain't that just so very special??? :)
 
Last edited:
All - your input has been very valuable to me and I thank you kindly for being the wonderful community that you are :)

I've completed the mission and have upgraded my VIPER to the tune of 3.46 mil. And thank goodness Universal Evil was once again on my wing , further suggesting upgrades , and supply crucial info regards actually completing the mission - and the assist taking down the General !

I have however exceed my power capacity and must turn stuff off to engage in combat... but no matter... now that I actually have to manage module priority, I'm also getting 1st hand experience on that as well. Also good getting that experience under the wing of an expert... err wait MASTER pilot (yup Dr. Evil again!), the learning curve wasn't so bad.

Still some stuff to do here on power management because I can't activate the Chaff Launcher, so either that goes, or something else has got to give. No cargo holds so my Cargo Hatch is permanently OFF. My FSD is set the lowest priority so when my hardpoints deploy, my FSD goes offline - working expected. But still all other systems I need for combat, Chaff Module has to be also switched OFF... So again, either it goes or something else has to be downgraded.

What's really interesting is, even though my F1 turreted beam lasers cost 500k each, and when conditions are right, are always on, the power draw is fairly conservative, compared to say a gimbled unit. That is, I thought about bumping to a different laser, a lot cheaper, but my power consumption goes up , on just about every option I checked, save for really bottom line units. Then again, I based in LHS 3589 (Roosa Gateway) so perhaps there are other options elsewhere.

btw, those turreted beam lasers can get you in trouble since they continue to fire outside of you sight line, sometimes hitting the wrong target and drawing a bounty to yourself , or so it appeared to me!

Finally, and with this Rank Mission complete, and another easier one that I completed afterwords, just received an 'invitation' from the Federation - ain't that just so very special??? :)

Hi HAzer so glad that you managed to complete the mission - well done!
As you are now learning, it really is all about power management in the smaller ships, which is why an A3 Power Plant is crucial in the Viper.
Regards turning chaff on - you can assign a keyboard key that will do do this. Go to controls and it is under Miscellaneous.
Yes - you do need to be careful with turreted weapons - make sure they are set to fire at 'Target Only' and not 'Fire at Will', also upgrading your sensors will help to make them more accurate and keep on target. You do still need to be aware of your shooting 'backdrop' though - the area directly behind your target. Try and adjust your flight pattern so you have a clear backdrop with no other ships in the firing line.
As you say - it is all a learning curve, but one that you seem to be coping with admirably (with a little help from a certain misnamed philanthropist ;) ).
Best of luck and keep up the good work - I'm sure you'll be wearing your lieutenant's bars in a very short time.
Dan
 
Last edited:
Back
Top Bottom