Ships Ship build for noob combat?

Looking to get my feet wet with ship combat. Does anyone have a recommended ship build for PvE pirates and bounties? I've watched a lot of YT videos and my head is spinning a bit.

I have cash and some mats for engineering (I'm sure I'll need what I don't already have lol). I'm at Jameson Memorial so I may have access to most ships and modules. I've read that medium ships are good for this, specifically the Chieftan but I'm open to all suggestions. I have an Elite rank in Exo, not sure if that opens any possibilities for me.

TIA.
 
If you're totally green, start small. Fit an A graded Viper with lasers and MCs and just have fun. If you have resources then losing the rebuy on a Viper is no issue so you can get a feel for ship fighting without worrying about anything else. Start with a low RES and support the cops, just watch out for the bug where they try to kill you.

Once you have some experience and a grasp of your own ability/preferences, try some of the other combat ships. And play with different loadouts.
 
Well, having access to Jameson really helps as you won't have to fly around to gather modules. ^^
I second starting out small, so if you get blown up the rebuy won't be an issue.

Viper Mk III is fast and packs a great punch for its weight class, but it's not very agile (turn rate). Very low overall price.
Cobra Mk III is a good allrounder and can also do combat, the only downside is the awkward hardpoint placement
Diamondback Scout is an underrated alternative; it's a bit more expensive but has its perks (for instance 4 utility slots)

Weaponry: for a beginner it's easiest to just use lasers and multicannons, as metatheurgist says. Due to the way piercing mechanics work, you should always use the small hardpoints for lasers and the medium ones for MCs. Oh and burst lasers are more power efficient than beams, which is relevant for those tiny distributors small ships have.

When you start engineering, thrusters should be Dirty Drag Drives; you probably can do G3 right now.

As for bigger ships, I am solidly in Team Chieftain, imo the best ship for PVE altogether - but it only really comes into its own with some solid engineering. A fully kitted-out Chief will cost something like 100-125 million, and it needs G5 Dirty Drag Drives to fly properly or you'll be smashing into asteroids due to drifting. Also it is a perfect match for certain Powerplay modules, particularly Cytoscramblers and Pacifiers. So long story short, an effective Chief lies behind a bit of a grind wall, so all the more reason to start out with a smaller ship first.
 
FDL, 4 x gimballed medium beams, 1 x huge gimballed multicannon. Best for combat.

Or, Krait mk 2, SLF fighter, cargo for collector limpets. 3 x multicannon, 2 x beam. With SLFs you can either fly the ship and have the fighter as a kind of extra hardpoint, or fly the fighter yourself and have your pilot fly the ship. Riskier, but fun and a great way to break the monotony.

If you have credits for a large ship, and want to go that way, fed corvette or cutter, corvette for preference.

Then there’s tons of engineering options, obviously. But beams and multicannons are easy to start with and will handle almost everything.
 
Much appreciated advice and still eager to hear opinions. I have 14 billion with nothing to spend it on, so I'm not risk averse. But starting small and learning my way around seems like the thing to do.

Right now I am just playing the brief combat training tutorials over and over and over until pips adjustment comes more naturally. My goal each run through is to come out without any hull damage.

I've been trying to work the vertical and lateral thrusters into my stick handling. When pulling back on the stick, it's thrusters down to swing the nose faster, yes?

I may get a throttle to go with this Gladiator NXT. Right now I'm just using the keyboard for forward thrust.
 
Looking to get my feet wet with ship combat. Does anyone have a recommended ship build for PvE pirates and bounties? I've watched a lot of YT videos and my head is spinning a bit.

I have cash and some mats for engineering (I'm sure I'll need what I don't already have lol). I'm at Jameson Memorial so I may have access to most ships and modules. I've read that medium ships are good for this, specifically the Chieftan but I'm open to all suggestions. I have an Elite rank in Exo, not sure if that opens any possibilities for me.

TIA.
Get all gimballed multi cannons and you are fine. Fit one with corrosive shells to take down hull faster. :)
 
Get all gimballed multi cannons and you are fine.
Ouh, strongly disagree. Kinetic against shields is really frustrating. First it will take almost twice as long to wear down a shield. Then NPCs love using banks and -swoosh- you're back to square one, but with less ammo remaining.
You could mitigate some of that by making some of the MCs incendiary, but what's the point when you can just use a laser?

Only exception for me is a Vulture with 2 Pacifiers; that's so much damage that you can just bruteforce your way through resistances.
 
You could mitigate some of that by making some of the MCs incendiary, but what's the point when you can just use a laser?
There is however a case for using Intertial Impact on pulse/burst lasers, 50% kinetic damage with no ammo limits.
 
There is however a case for using Intertial Impact on pulse/burst lasers, 50% kinetic damage with no ammo limits.
Not for beginners. These have such an absurd amount of jitter that they require excellent range control to land at least some of those shots on target. You basically have to dock with the target. They aren't called Jazz Hands for nothing. Back when I started engineering I fitted me a pair of C3 ones for my Chieftain, and it sucked so bad that all in all I still consider it just a waste of engineering mats.

edit:
Question to the OP: how many / which engineers do you have unlocked?
 
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Not for beginners. These have such an absurd amount of jitter that they require excellent range control to land at least some of those shots on target. You basically have to dock with the target. They aren't called Jazz Hands for nothing. Back when I started engineering I fitted me a pair of C3 ones for my Chieftain, and it sucked so bad that all in all I still consider it just a waste of engineering mats.

edit:
Question to the OP: how many / which engineers do you have unlocked?
So far, only Farseer.
 
Okay, embarrassed to ask this question, but do I need mats for the weapons to replenish their ammo? What should I carry with me, if so?
No. You can restock and rearm at any station that has those services. Using mats to rearm is usually only done for specific reasons, like you want the enhanced ammo or you really need to finish a kill for reasons and you are dry. This is one reason why I mostly prefer energy weapons for PvE, longer time in the field.
 
No. You can restock and rearm at any station that has those services. Using mats to rearm is usually only done for specific reasons, like you want the enhanced ammo or you really need to finish a kill for reasons and you are dry. This is one reason why I mostly prefer energy weapons for PvE, longer time in the field.
Also, soloing a thargoid needs multiple restocks during the different phases of battle. If you were to break off and re-arm you have to restart.
Same for CZs, if you are run out of ammo, breaking off and re-arming resets the sceanrio.

Admittedly neither of these should matter to start with.
Not for beginners. These have such an absurd amount of jitter that they require excellent range control to land at least some of those shots on target. You basically have to dock with the target. They aren't called Jazz Hands for nothing. Back when I started engineering I fitted me a pair of C3 ones for my Chieftain, and it sucked so bad that all in all I still consider it just a waste of engineering mats.
This also brings an excellent point. There is no one great build for noob combat.

I don't find the jitter a problem, probably because I've settled on a combat style where I use range control. I've learned this by flying different ships so I knew what worked for me and what doesn't, and eventually settled on smaller faster ships where I avoid taking damage, ideally by being point blank behind them where jitter doesn't matter.

Looking to get my feet wet with ship combat
The good news is that if you just start by heading to a Low Res (mining site in planetary rings with a decent police presence) or a Navigation beacon in a medium or high security system, you can dip your toes in with the police helping. One poster on here once said he just fired one missile each time he identified a bounty then retreated to a safe distance and let the police do the rest. I'm guessing you want to do more than that, but the point stands that you can ease the combat and learn skills, so you can find what ships work for you.
 
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.

--

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.
 
That is very much open ended... so, you got the cash. That's good. Do you also have the ship engineers? Which ones at which level? Stocked with engineering mats?
What style of combat/play sessions do you prefer? The highest powered weapons use ammunition, and my favourites use a lot of it. Good if you want to smash at most half a dozen Anacondas (or similar) in one outing, bad if you want to clean up a combat zone on your own.

So, for fast hit-and-run tactics, anything that can take multiple class 3 (L) weapons, for me that's Pacifiers (the powerplay enhanced version of frag cannons). Basically no useful range, so you have to mount them to something agile (or at least more agile than your opponent, which isn't that hard if you go for big ships).
For staying power, lasers and PA or rails (I still never was able to become friends with rails, but I like PAs).

All ships engineered to the hilt:
for fun: Vulture with dual Pacifiers. Fast and hard hitting, but those Pacs breathe ammo and the Vulture isn't exactly famous for its strong shields. If you go for the Vulture, get an A-rated life support. A D-rated life support gives you something like 7 minutes when (not if!) your canopy is blown away to reach a safe station. With an A-rated life support, you get 25 minutes - enough time to show to whoever just blew your canopy that you're really unhappy about that...

doing everything: Krait Mk.II. Triple Pacs on top, dual gimballed beams on the bottom. With me flying, the Krait isn't agile enough to catch anything much from an iCourier on downwards with the Pacs, but dual gimballed beams hit hard enough to dispatch them quickly. Just don't think about jousting with a wing of Vipers.... Ammo is good enough to deal with up to five high level 'condas from mission threats. Kind of disappointing, though, when the sixth ship you let interdict yourself turns out to be a non-mission related pirate T-10 and you have to finish them off with the small lasers and your SLF...

combat zones: Mamba with lazors (and maybe a PA on huge HP). Dual Cytoscramblers with inertial impact on the smalls (cytos are another powerplay weapon, in this case burst lasers with a big jitter, which only gets slightly worse by adding inertial impact). No useful range, so you can go short range for the engineering - but if you can get close to your prey, these will simply melt their shields. Two gimballed long range lazers (or MCs) on the medium HPs, another laser or PA (focussed or long range) on the huge HP. Don't forget to subtarget the powerplant on the Imperial Cutters, a plasma ball through the PP does wonders...

:poop: and giggles: sidewinder with enforcer cannon (another powerplay weapon, in this case a small multicannon that hits like a medium). Check out youtube "Sidey vs. the Galaxy", e.g.
Source: https://www.youtube.com/watch?v=xXSsLRvgRA8
(no, that's not me. I am not and never was even remotely that good. I fail at FA off for anything slightly more complicated than lining up a jump behind the station I just departed from.)
 
Oh, and @Kayvan talking about shiled boosters: if you haven't done so - there are Guardian blueprints for shield reinforcement modules. Less hassle than SCBs. You only need to unlock them once (unlike some of the other broker modules), so the grind is well manageable. I'd guess as explorer you already know about the unlock for the Guardian FSD boosters, the shield boosters are just about the same.
 
Dual Cytoscramblers with inertial impact on the smalls (cytos are another powerplay weapon, in this case burst lasers with a big jitter, which only gets slightly worse by adding inertial impact). No useful range, so you can go short range for the engineering - but if you can get close to your prey, these will simply melt their shields.
To make things more confusing, I have a somewhat different take on these. Yes they have jitter, but in practice I find there's a huge difference between the 1.7° of Cytos and the 3.0° of Impact. In fact, I have taken to using them with Long Range engineering (G3 is enough) because that gives you a lot of wiggle room between 600 and ~1000m, giving you more time on target, conversely making it a lot harder for an enemy to get out of your range. (The maximum deviation at 1000m is 30m, so you can still hit most medium or larger ships by shooting center-mass)
This also accounts for the fact that in a Haz you simply don't always have Conda-pinatas available as targets, but often only smaller and more agile ships spawn, which are a lot more trouble when you're limited to a SRB's 500m range.

Whichever approach you take, Cytos are probably the best powerplay module, as they give you the shield-stripping firepower of a Huge (!) burst laser on a Small hardpoint. That's simply fantastic and has no equivalent.

On my favourite PVE combat ship, which is a Chieftain, I run 2-3 Cytos, maybe 1 longrange thermal-vent Beam, 1 corr.MC and usually 2 rapid-fire Pacifiers. It typically strips shields faster than they can trigger their banks. Since I only use the Pacs after the shields are down, I have no trouble with the ammo -- as I said, when I run dry I'm usually fine with ending the session anyway.

But again, that is a fully pimped-out, engineered-to-the-teeth ship, not what I'd expect a combat rookie to build at the beginning of their journey.
 
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.
So, which to do first for a Viper 3 mostly a grade.? I've gotten myself in trouble before by not balancing thermal load with improvements.

I'm assuming I want the Dirty Drag Drive engineering mod for the thrusters and I think I have everything to get me to grade 3.

While I'm there, and assuming I have the mats, should I also bump the FSD while I'm at Farseer?

Thanks!
 
For a combat ship, jump range isn't that important. You can always have it ferried for a small fee, if you don't have a carrier anyway. Ofc you can engineer the FSD if you want but it's probably not worth going all the way to G5.

If you're worried about heat, make the PP armoured. As long as you're not using high thermal load weapons, like beams, Plasmas or rail guns, you should be fine anyway. MCs create negligible heat and burst lasers are pretty easy too, especially if you make them efficient.

Fwiw I have a Viper with double-engineered PP running 2 Plasmas and 2 Cytos, aptly named Brutale. That one tends to overheat but it's still viable. So don't worry too much, it's not like it's a Beluga that overheats just from engaging the thrusters.
 
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