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