Stock Viper has the jump capacity of a dead fish...

I was extremely excited to finally get my hands on a Viper after hear how great it is in combat! I threw 2 Gimbled Burst Lasers and 2 Multicannons on it, accepted a couple of combat missions, and took off into the endless space. Little did I know that this thing has the jump capacity of a Sidewinder! I've only been able to travel within about a 6 system vicinity which is extremely limiting. So far I've gone up against a Dangerous ranked Cobra and I had to retreat, severely damaged. Looks like I'm gonna have to get back to my Hauler and make some cash before I can start getting into combat missions. At least its fast, and looks pretty.
 
The Vipe needs upgrades to meet its true potential. My death dart is worth about 2 mil, and it's not maxed in any way, most systems are C or D with maybe one B. She screams in battle like a wild banshee, and can take down an Elite Anaconda without getting the paint scratched (most of the time :D )

No ship is perfect at stock levels, but the Viper really shouldn't leave the station stock.

As for jump range, I can't check the engine right now, but I know it's almost 10ly with 6 tons of cargo, and like I said not an A class FSD, that part. Is I think a C.
 
I replied because I loved your post title and it made me laugh. Thanks!

Vipers can have some decent jump range when upgraded and pay attention to the mass of items installed. Generally speaking I've found that D rated gear for any ship provides the best advantage in abilities and jump range. Going for combat requires better gear and lower jump range, but per hundreds of posts on the Forum the Viper seems to be the ship many like for combat. Some like it better than the Cobra or Asp and take on 160k Anaconda missions with it (check it out on You Tube)! It is fast, small and hard to hit compared to larger ships. No, it is never going to be an explorer ship so pick the universe you want to live in and buy another ship keeping the Viper...if you're combat talents work well with it.

Thanks to you I have this vision of a dead fish trying to jump in the ocean...
 
Last edited:
Thank you for the replies everyone! I'm glad you enjoyed it Hooplah.

I am glad I kept my loaded Hauler as a backup ship. I should be able to earn some cash and hook this thing up no problem. I am excited to have the thing, as it is a pretty fun vessel. Being able to catch up to all of these other ships is exhilarating!

I will take your advice into consideration during my travels!
 
Personally, i am at a B rated Viper, mostly Life support is a D and Distributor is an A, and i think i have an 11.5Ly range with 8 tons cargo. I also dropped my fuel tank to a 2 ton tank so i have to be very cautious about my fuel use and routing. class 2B fuel scoop makes refueling at any star damn easy though.

weapons are 2 C2 pulse lasers, 2 C1 Dumbfire missiles, chaff, and C rated KWS. can kill an elite conda in under 2 minutes.
 
i upgraded mine by lowering weight of different systems and upping the fsd, can get 12.27 with no cargo, 11.20 with 8 cargo.
It's my first ship past my sidewinder. I'm just using it to trade rare goods at the moment, and it seems to be working fine for that.

Although I was a little disapointed with the jump range on it at first, because I got my sidewinder to ~14 LY, its no big deal because I can get same cargo+shields and now I have the option to put some extra guns on it and go pew pew if I get bored of trading. Had to get a fuel scoop because it apparently takes a lot more fuel to jump the same distance because of the increased weight. At the time, I also made the mistake of thinking my jump range was far shorter than it really was, because the 100+ ly course I wanted to plot is where the route planner stops (you need to plot it in 2 parts)

If you're looking for upgrade locations, press "view" tab in the galaxy map and uncheck everything but "High Tech" and then look around for the nearest system with that, see if it has stations, and go buy a better upgrade.

Got interdicted by a sidewinder and blew him up no prob with stock lasers.

I'm wondering what the ship with the greatest jump range would be (when upgraded, and weight reduced) to really explore those fringe systems with huge jumps between systems
 
Personally, i am at a B rated Viper, mostly Life support is a D and Distributor is an A, and i think i have an 11.5Ly range with 8 tons cargo. I also dropped my fuel tank to a 2 ton tank so i have to be very cautious about my fuel use and routing. class 2B fuel scoop makes refueling at any star damn easy though.

weapons are 2 C2 pulse lasers, 2 C1 Dumbfire missiles, chaff, and C rated KWS. can kill an elite conda in under 2 minutes.

what do the missiles cost each and how many are you shooting at the anaconda?
 
If ships were great as stock you'd lose the fun of upgrading.
The viper is really great once you put about a mil into it and anything over that only has minor changes.
If you plan on traveling while doing some combat a cobra is much more suited to that task with it's longer range and much bigger fuel tank. The viper really is a short range fighter craft good for bounty hunting in the one system. It's also a good runabout if you don't want to use a sidewinder.
 
Last edited:
what do the missiles cost each and how many are you shooting at the anaconda?
the dumbfire's are 250 a pop, and i am using 32 of em. usually brings the anaconda down to ~15-20% health and i finish it with the lasers.

the tactic i use is Boom and Zoom, i put 3 pips shields, 1 pip engine 2 pips weapons, go in and start shooting lasers max range, when the turrets start hitting me i pop chaff and keep closing. when my capacitor is dry i pull power out of weapons, put into engines and boost away, once i am ~3k away i put power back into weapons and strafe back in, poping chaff again, this second pass is usually when the shields go down and i dump a mag of missiles into the Anaconda at point blank range. boost away, turn around blast back in and dump anothe mag of missiles. at this point i stick right on the back and pump laser into till it dies.

reload cost is usually 8k missiles, ~150k in chaff. but for a 60k+ bounty i dont mind. this does not have endurance though, as you can only carry 3 magazines of missiles.
 
the dumbfire's are 250 a pop, and i am using 32 of em. usually brings the anaconda down to ~15-20% health and i finish it with the lasers.

the tactic i use is Boom and Zoom, i put 3 pips shields, 1 pip engine 2 pips weapons, go in and start shooting lasers max range, when the turrets start hitting me i pop chaff and keep closing. when my capacitor is dry i pull power out of weapons, put into engines and boost away, once i am ~3k away i put power back into weapons and strafe back in, poping chaff again, this second pass is usually when the shields go down and i dump a mag of missiles into the Anaconda at point blank range. boost away, turn around blast back in and dump anothe mag of missiles. at this point i stick right on the back and pump laser into till it dies.

reload cost is usually 8k missiles, ~150k in chaff. but for a 60k+ bounty i dont mind. this does not have endurance though, as you can only carry 3 magazines of missiles.

I can kill them, done nearly 40 of them now, but it takes me over 5 minutes, I probably go through 2000cr of ammo. I didn't realise the dumbfire missiles are so cheap.
 
I can kill them, done nearly 40 of them now, but it takes me over 5 minutes, I probably go through 2000cr of ammo. I didn't realise the dumbfire missiles are so cheap.

yup, i used to run Quad fixed multi cannons, but switched to this for fun, haven't looked back. any small bounty i have the free ammo lasers, anything worth wasting i have the hard hitting dumbfires

this is also in a B rated Viper
 
I noticed the jump range on the Viper as well... Quickly replaced it with a Cobra and never once looked back. 12ly jump range with an upgraded FSD and enough firepower to take down Anacondas with relative ease.
 
Wouldn't be much point to offering upgrades if the stock ships were already excellent, right?

The "stock" viper is intended as a short range light combat vessel. If you want to make it something else, you need to do the upgrades required. It is good at many roles, but not straight from the showroom.
 
Well... earlier Viper models IMHO couldn't jump at all. What we get here is the MK III i think. Still designed as a short range fighter.
 
Last edited:
with mostly class B modules and full weapons i have a 11.42 Ly jump range, no cargo, with 8 tons i can jump 10.66 Ly. so it isnt that bad once yo ufrop in a few 100k in credits.
 
with mostly class B modules and full weapons i have a 11.42 Ly jump range, no cargo, with 8 tons i can jump 10.66 Ly. so it isnt that bad once yo ufrop in a few 100k in credits.

go buy a Cobra and see the difference

how can they be a hard drawback to a fighter who is equal strong to an all rounder, when this all rounder has no drawback at all ?

that is what i don't understand, either boost the FSD, or boost the combat capabilities of the viper
 
Back
Top Bottom