[Suggestion] Cobra Mk.4 Overhaul

Most of the work I do outside the immediate bubble requires the use of one my multirole vessels. Lately, it's been the Cobra Mk.4.
With one extra Hardpoint over the Mk.3 and a large amount of internal space, this is a great ship to take to the Alien sites.
However, the lack of a decent power distributor and the oddity of it's extremely slow speed make it an absolute sitting duck at times.

While, yes, by no means is it terrible. It lacks the oomph and utility of the Mk.3.
My suggestions? Add a larger powerplant, distributor, and 2 more utility mounts. It might just push it into the 'smuggler' category a little further.
 
Most of the work I do outside the immediate bubble requires the use of one my multirole vessels. Lately, it's been the Cobra Mk.4.
With one extra Hardpoint over the Mk.3 and a large amount of internal space, this is a great ship to take to the Alien sites.
However, the lack of a decent power distributor and the oddity of it's extremely slow speed make it an absolute sitting duck at times.

While, yes, by no means is it terrible. It lacks the oomph and utility of the Mk.3.
My suggestions? Add a larger powerplant, distributor, and 2 more utility mounts. It might just push it into the 'smuggler' category a little further.

I would like to see some more work done with the Cobra Mk 4. Contrary to most people I enjoy the Mk 4. But you are right, when it was released I think FD made an effort to not make the ship too powerful or make it the "perfect ship". However, I think they made too much of an effort. At the expense of one extra hard point and some internal compartments, they made it so much slower and not that much bulkier than the Mk 3. Even with a grade 5 engineered FSD, I am only jumping 28ly with it and I am at 15.70 of mt 15.90 allotted power. If they added your suggestions, I think the ship would be that sweet spot that most other ships seem to be in. Also, more paint packs...
 
Nah it's all fine and just like any other Ship - you got to MOD it to the max. I get 380 TOP BOOST!
As I take the biggest Manifest Scanner I disable it to use all others as it takes 17% power - I got every pirate gadget:
Manifest Scanner
Wake Scanner
FSD Interdictor
Hatch Breaker
Limpet Collectors
2 Medium Rails
3 Turret Beams
(for Multicrew protection)
48t Cargo Bay

Must take out any PD in Sub-Systems first for a Hatch-Breaker. They get through Shields though.
 
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As a space-saver... I have just discovered NO SCANNER is required to scan Nav Beacons!
Although you need at least a Basic Scanner to Scan Data Beacons in wrecks to get your Legacy Firmwares.

PLUS 1 Extra pip in Multicrew ;)
 
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Having spent a fair % of my flight time in a Cobra IV I am comfortable is adding my opinion to this discussion.

I'm a fanboi of it I admit :) And I always end up back in one!

For me I'd like maybe a couple of little changes.

Base speed increase of 10m/s - This for me is a borderline case as I haven't really been overly affected by the lack of speed on this boat until recently when I've had a couple of assassination targets turn tail and run away. But 10m/s won't make it crazy OP just a bit more liveable.

An extra utility or two would be spot on please.

Increase the size of the Power Dist to 4. Running 5 weapons can be taxing on the little class 3 PD.

Other than that I think the Cobra IV is a fine little ship.
 
On paper this Jack of All Trades, Master of None seems great. In practice you'd be better off with a Master of One. It was a Horizons loyalty ship that had great potential to be the go to Planetary Vessel. Since planets have sweet FA to do and the DB series exists, it lacks it's niche role.
 
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