Genau. I used ammo synthesis a couple of times, but the last time was so long ago I can't even remember. But generally I don't care for fighting several hours in a row without restocking, so usually when I run dry I just return to base and end my session or do something else. On most ships I use a mix of lasers and projectile weapons, so I can use the former to strip shields and the latter to wreck hulls.
Now for some basics:
As a beginner, you should stick to gimballed weapons wherever that's an option. Not fixed, not turreted. Some NPCs like to spam chaff which will disrupt tracking, but still gimballed will give you the most time on target overall. Later you can start practicing with fixed (particularly plasma accelerators).
The commonly used benchmark for combat capability is the performance in a Hazardous RES. Every lower-level RES is always easy because there are strong police ships that will do a lot of work and you just need to tag an enemy once to receive the bounty (if he dies within a couple of minutes after you tag him). HazRES has no NPCs to help you, but you still control the engagements (only very rarely will an NPC attack you first). So for starters it is totally fine to start out in a lower RES but if a build is really useful (and your skills are improving) typically only shows in a Haz.
Ship performance varies wildly with engineering, but unfortunately a lot of engineers are locked behind quite a grind wall. But Felicity is a good start as she can upgrade your thrusters to G3. She can also squeeze a bit more power out of your reactor if necessary.
By doing a little bit of fighting, you'll automatically be invited by Tod McQuinn who can set you up with kinetic weapons. Elvira Martuuk can improve your shields. Unfortunately everyone beyond that requires you to jump some hoops. The Dweller is really useful as he can tune your lasers.
Some basics on which engineering mods to pick and which to leave:
- power plant: only use Overcharged if absolutely necessary. Later when you have more engineers unlocked, Armoured is the way to go as it increases output and efficiency.
- thrusters: as mentioned, Dirty Drag Drives for the absolute majority of combat ships; only very light ships benefit more from drive distributors.
- multicannons: overcharged is fine in general. One gun should have high capacity with corrosive ammo.
- distributor: always charge enhanced.
- shields: usually reinforced or thermal. You'll want to balance out your resistances with shield booster modifications.
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Anyway now for the chunky bits:
A basic
Viper build with minimal engineering:
https://s.orbis.zone/nm4a
Note that this is mostly capped by the power plant, since you only have access to G1 upgrades right now. Hence no weapon engineering.
And here is a newbie-friendly
Chieftain build with minimal engineering:
https://s.orbis.zone/nm48
Maximum G3 to save mats, and only utilizing the 4 engineers that are easiest to unlock.
As I said it won't perform perfectly without G5 thrusters, but it should give you an idea how it can perform.
Here I opted for long-range lasers, but that's optional. You can also make them efficient or skip engineering entirely for the time being. Just don't overcharge them, you won't have the power for it.
There's one free class 1 slot for a flight assist of your choice. If you don't need any, you can slap in another HRP.
Of course there are many ways to change it; for instance you could replace one shield booster with a point defence, because NPCs
really love to spam you with missiles as soon as your shields drop.
Note that the entire Viper is a lot cheaper than just the rebuy of the Chieftain.