.I don’t think you’re allowed to launch more than one fighter at a time.
You only need one extra seat..
That's true when you play solo, as you can only have one NPC active at any time. If you go muti-crew, you can deploy two fighters, just make sure you have a ship with a sufficient number of seats.
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I have a combat Keelback with a similar build, and I fly it in RES's when I'm collecting bounties. I generally let the NPC fly the SLF but sometimes I like to zip around in it. A better combat pilot could probably survive in CZ's with it as well.Has anyone tried tanking out a Keelback for max AI controlled survivability, with the CMDR piloting the SLF? If so, how did it fare?
.You only need one extra seat.
One player SLF, one NPC SLF.
Referring to the NPC piloting the mothership.Did they seem to be hampered by the weapons capacitor?
.Referring to the NPC piloting the mothership.Did they seem to be hampered by the weapons capacitor?
Cheers! It looks like it will cost a couple of million credits so I'll hold off until I have a bit more in the bank but it looks like this could provide the kind of balance I'm after. I guess the name 'Courier' put me off it a bit. Silly really.
Gunship is good if you got the rank for it..
I know. But i also fell into the Keelback trap when MC was introduced. A friend logged in, was all like "i want to try MC". As i refused to buy one of the big 3, i thought i'd just get a Keelback and off we go. So alas, Keelback bought, outfitted, found that it doesn't have a second seat, sold again. That were the ships 15 minutes (at best) in my inventory...
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By now i also have an Imperial Cutter in my arsenal. Steering it feels like turning a cathedral around, but hey, two friends can hop in at the same time and fly my SLFs. It's fun enough to make up for the cumbersome ship. (When not needing seats for SLF pilots, the courier still is my prefered combat ship, though. )
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That's why i just more commonly say to make sure you have enough seats, so everybody can determine for himself, how many seats his ship needs.
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.Gunship is good if you got the rank for it.
I went from a mk3 viper to keelback with a taipan fighter. Once the novelty of the ship launched fighters wore off (quite quickly) I found myself frustrated that you can't outfit the fighters and bought myself a mk4 viper, which I'm in the process of making a primarily combat ship with semi-reasonable jump capability (~10-13ly). Just wondering what thoughts are of the fighters v a viper or vulture in terms of combat ability? They're more nippy, but the lack of firepower was a source of frustration for me. I can see them being lethal in numbers but I don't have that luxury until I can afford an anaconda thst can launch 2 fighters and be tasty in a fight on it's own.