Rate My FDL

*disclaimer. I don't generally look up other builds players come up with. This build was made entirely from trial and error, and testing different engineering blueprints until I found one that fit my playstyle.*

So I finally did it. After weeks and weeks of grinding the credits, unlocking engineers, and waiting for 4 weeks in PP to get the Imperial Hammers followed by another few days of testing, tuning, and rerolling for good engineer RNG, I finally have my dream FDL.

https://eddp.co/u/abYFNaFM

That's my exact in-game FDL. I used regular railguns until I got the hammers and that was a blast too.

At first glance, you'd think combining beams with railguns would be too hot for an FDL, and you'd be right. When overcharged and tuned for short range combat, the loadout simply generated too much heat even with strict pip management. I was forced to wait long periods between shots, resulting in a DPS loss that was just too significant.

So then I reengineered them for long range rails and fixed efficient beams with thermal vent. It requires a decent amount of piloting skills to pull off, since missing punishes with even more heat, but that brought the thermal load to manageable levels, assuming I hit my target with the beams to vent the heat generated by the rails. Not only that, but the power draw is low enough now that I can generally just keep only one or two pips into weapons and only really ever need to worry about managing shields and thrusters.

It *does* still overheat if I push it too hard, but the loadout fits my playstyle really well. Use the rails at long range while I close in on the target, and then finish off their shields and vent heat at the same time with the beams as I maneuver around behind them. Then I finish them off with the overcharged corrosive huge multicannon and beams, using rails whenever heat allows.

I'm sure the build's been done before. But having spent weeks testing it and tailoring it to my exact playstyle without looking up other combat builds online has left me with such a sense of satisfaction and accomplishment.

I came up with this, and I love how it feels to fly it.
 
While there is no accounting for taste, I do see some quantifiable issues with this setup:

- In addition to the aforementioned heat, medium beams are fairly mediocre damage wise...correspondingly less impressive than their larger counterparts.
- This ship is quite heavy and 507m/s is on the low end for a DD5 FDL.
- Hull integrity is fairly low, with only the bulkheads and no HRPs providing protection. While phasing sequence is fairly uncommon, your setup will almost certainly have issues holding up against it.

Also, if those power priorities are representative (and they may not be, but I'll assume they are here, for the sake of others, if not yourself), they need work. While power plant malfunctions will be uncommon in a shield focused FDL, everything shutting down as you try to escape when struck with a long range penetrator rail, or cooked with thermal cascade weapons, may make you wised you had reconsidered them.

I've corrected them to reflect for the fact that malfunctions reduce PP output to 40% momentarily, while a destroyed PP (assuming you don't just explode right away) knocks you down to 20% for five seconds before stabilizing at 50% output:

https://coriolis.edcd.io/outfit/fer...v3+nEZHKfgIAAA==.CwegjOIAwgHNICmBDA5gG0ScVdA=

No other changes made in that link.
 
Thanks for the tips. Out of curiosity, what you change the beams to, and how would you lighten the load for a higher boost speed?
 
Last edited:
Thanks for the tips. Out of curiosity, what you change the beams to, and how would you lighten the load for a higher boost speed?

Modify your armor for Lightweight and you can shed 20t right there, plus when you're in a theater of operations ditch the 4A FSD for a 2D, which will save you an additional 9t. There are other ways to lighten the load while keeping your ship effective, but those two will help a bunch.
 
Thanks for the tips. Out of curiosity, what you change the beams to, and how would you lighten the load for a higger boost speed?

If you're intent on hitscan damage (which is often wise) I'm tempted to recommend overcharged pulses, if most of your engagements are occurring at close range, or focused bursts otherwise...leaning toward the latter. You have considerable power to spare, so the secondary rolls that add power consumption while reducing distributor draw will be desirable. Focused bursts are a bit less damage than the efficient beams, but the fall off and maximum range are much improved, and you can get effects that may be more useful than thermal vent (which currently just counters the thermal load of the weapon itself)...emissive and scramble spectrum come to mind.

As for mass reductions, lightwight mod on the bulkheads will shave ~20 tons off the ship without significantly harming integrity, and will leave you with a mild penalty to thermic damage in exchange for a modest bump to kinetic and explosive resistance. I'd consider this a worthwhile trade off because the FDL has an armor hardness value of 70, which means the only weapons that do a significant degree of thermic damage that won't be resisted to a large degree are railguns...and they are just as much kinetic damage as thermic. More explosive resistance is also extremely useful, as that applies to all module damage as well, and few things are more annoying than almost winning or almost getting away except for the seekers or packhounds that just knocked out your guns or thrusters.

I'd recommend fitting an HRP in there somewhere as well, but this won't be possible without dropping an SCB, or overhauling the shielding in general.

Frankly, I've been less than impressed with the current state of bi-weaves on the FDL in combat against other CMDRs, especially on heavier setups. Unless you can make the ship silly fast, you won't be able to leverage the higher regeneration rate against vessels of similar class. I'd be tempted to dump the A4 SCBs, switch to a reinforced A4 or prismatic generator, add a single A5 SCB and a heavy duty D4 HRP.

Even if you want to keep the bi-weaves, dumping the SCBs may still be a good idea because collapsed regen is 2.5* as high as standard and cannot be interrupted unless the shield generator itself loses power. Getting enough hull/module protection to survive at least one collapse/regen cycle may well extend total useful combat time (not to mention preventing a phasing setup from sending you running while you still have two rings of shields left)...though there are obviously risks.

In the end, it's down to personal preference and experience against the threats you expect to face. I'm just throwing out some ideas.
 
It looks like a well considered setup. I spent a long time evolving a Lance build I was happy with and it failed pretty hard in field testing more than a few times as i learnt what I needed to be competitive. It's now doing pretty good at the current CG.

I would echo the medium beams sentiment having field tested them myself. Swap the medium beams/huge multi for a huge beam/medium multis. Better laser damage and the advantage of corrosive plus emissive FX on the multis.
 
Given how much power headroom you have, wouldn't it be better to go for a lower grade overcharge power plant mod? you'd lose nothing and reduce your heat generation considerably.



Stay Frosty,



Cmnd Fulsom
 
Alright all, here is the build with the changes you all suggested.

https://eddp.co/u/aYZn1qPq

The increased shield recharge time has me worried about how effective I'd be in HazRes zones. I'm just not sure the extra armor is enough to counter that. The reason I left so much power headroom originally was exactly to counter power plant and module damage. But I'll go and give it a try. I'll let you all know how it turns out.

Time to get into my Python and go mat farming :p
 
Last edited:
I'm in the same boat as you almost at trying to set up my FDL. I will be following this thread and might copy what you have done.

BTW, like your name.
 
Synthetic, something to note: you're getting advice on how to build a high end ship more tailored for PvP from some of us. If you have no interest in PvP, a lot of the tips on how to speed your ship up that extra 15 m/s are probably a bit unnecessary
 
Alright all, here is the build with the changes you all suggested.

https://eddp.co/u/aYZn1qPq

The increased shield recharge time has me worried about how effective I'd be in HazRes zones. I'm just not sure the extra armor is enough to counter that. The reason I left so much power headroom originally was exactly to counter power plant and module damage. But I'll go and give it a try. I'll let you all know how it turns out.

Time to get into my Python and go mat farming :p

some radical changes there. good luck and do tell how it goes.

one thing i noted on your build is you used coriolis 'best' estimate for all the rolls (so it's not really the exact layout of your fdl, but your whishlist). keep in mind you will not get those across the board, and that you will have to specially look out for the negative effects.

also some extra weight can be lost by using an a5 powerplant, it could be enough (maybe with some compromises).
 
Last edited:
some radical changes there. good luck and do tell how it goes.

one thing i noted on your build is you used coriolis 'best' estimate for all the rolls (so it's not really the exact layout of your fdl, but your whishlist). keep in mind you will not get those across the board, and that you will have to specially look out for the negative effects.

also some extra weight can be lost by using an a5 powerplant, it could be enough (maybe with some compromises).

Actually there are a few rolls I've made in game that were actually better than the "best" rolls on Coriolis. I got a 45% thermal load reduction and a 8% reduction to power load as bonus effects in addition to an almost perfect roll on one of the Hammers. The other got a major dps increase bonus effect. I was just too lazy to manually adjust every single stat on Coriolis. :p

Rest assured, part of the reason this took me weeks to implement was the mat farming for perfect grade 5 rolls on engineering. The changes made in the second build won't be much of an issue because I already have most of the stored modules and prismatic shields with good engineering rolls on them from other project ships I've worked on in the past.
 
Last edited:
Actually there are a few rolls I've made in game that were actually better than the "best" rolls on Coriolis. I got a 45% thermal load reduction and a 8% reduction to power load as bonus effects in addition to an almost perfect roll on one of the Hammers. The other got a major dps increase bonus effect. I was just too lazy to manually adjust every single stat on Coriolis. :p

Looking really good now. Consider rolling some long range cascades instead of long range super pens on the rails. You will find that you get more utility with the cascades.

Don't forget the lightweight reactive bulkheads as well !
 
Last edited:
Synthetic, something to note: you're getting advice on how to build a high end ship more tailored for PvP from some of us. If you have no interest in PvP, a lot of the tips on how to speed your ship up that extra 15 m/s are probably a bit unnecessary

Which is why I'll probably keep my thermal resistant reactive armor and fuel scoop in my end build. Once engineered for thermal resistance, the reactive armor is better than any other armor at almost everything except explosive damage.

I was quick to accept the advice on switching the beams for MCs because I too was a little underwhelmed with the dps I was seeing from them. I was just going by the rule that the kinetic weapon should be on the largest hardpoint for that armor penetration when mixing kinetic and thermal weapons.

I'll try the huge beam and get back to everyone after I've tested it.
 
Very similar to my MK I, only I had C4 LR5 Beam, 2 C2 RF5 MCs Corrosive and AutoLoader, 2 LR1 Rails SuperPen and Feedback Cascade

Even rolling 25% thermal load reductions it was too hot and the distrib draw too steep, so I toned it down to 1 LR4 SuperPen Railgun that sits under the pilot, 1 RF5 Corrosive MC under the CoPilot, 2 RF5 AutoLoader MCs on the outsides, and a C4 Efficient Beam that got a pretty good roll. All gimbals except the rail. The full results are below

https://eddp.co/u/BjvumLv4

I'm still unlocking Jean and Vatermann so this is the best I can do for boosters/armor for now, but this loadout is fully sustainable draw/heat wise and I get to take pot shots with the railgun. For PvP I swap in a Feedback Cascade Rail, replace interdictor with MRP, and KWS swapped for another shield booster.

Side note, I used to hate the FDL before Engineers were a thing, but I can't believe how much I love it now. It still drifts but now the thrusters are powerful enough to overcome it and reverse motion if necessary
 
Last edited:
Nice build! I like the BH build with included interdictor and kill warrant scanner. But if I may ask, why do you have an Advanced Discovery Scanner on it? It consumes a lot of power, and it's not like you'll be exploring in an FDL.
 
like others have stated if you have great shields and not very good hull tanking ability your build will be punished by the phasing sequence mods , on my FDL it has good average 50% resistances across the board and a hull rating of about 1400 iirc, although my build suffers from lack of SCB's but its only built for PvE.
 
Last edited:
Nice build! I like the BH build with included interdictor and kill warrant scanner. But if I may ask, why do you have an Advanced Discovery Scanner on it? It consumes a lot of power, and it's not like you'll be exploring in an FDL.

Oh yeah, that's another thing I swap out. Actually the fuel scoop too. But it somewhat depends what I am doing. For example, HazRES/Assassination farming the engagements are so controlled I just don't really need the extra protection, in fact I'll swap to HD Lightweight bulkheads and get 19LY range for assassination missions. For PvP which I am new to really since engineers have changed all the rules in the time I took a break, I do go for as much protection as I can carry, same for CZs, once I get some more PvP experience I'll decide whether to try and squeeze more speed out of it instead.

One thing I'd consider weight wise might be to use 1 full sized 4D HRP, and the rest make 2d HRP/MRP with HD1 rolled for best possible min/max (just takes a bunch of carbon) regardless of slot size and just use them to stack the resistances. So something like this if I include Selene Access.

https://eddp.co/u/3o2G4h1z (actually this looks like a nasty piece of business it may become my end build)

Also, in CZs when shields are low between engagements just boost away from the jump in point and do a Repair/Reboot, shields come back at 50% much faster than natural regrowth
 
Last edited:
Back
Top Bottom