Newcomer / Intro Suitable Combat ship For A Newbie.

Looks good - the remainder is more about learning what works best for you. I mean, the docking computer on a Vulture is a hanging offense 😁.

Aye, I keep switching it off now and again and having a go at docking manually. One problem I have had on quite a few occasions is finding the landing pads on the various types of stations. I'm aware of the dot on the radar which is a help of course and I have a map for the 'rotating mail slot' types but some of the outpost types have been a real pain when the platform has been out of sight.

I'm wondering if I should buy a Sidewinder and just practice docking in and out of the various types of stations around my home base of Ray Gateway. Plenty to go at there.
 
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One problem I have had on quite a few occasions is finding the landing pads on the various types of stations. I'm aware of the dot on the radar which is a help of course and I have a map for the 'rotating mail slot' types but some of the outpost types have been a real pain when the platform has been out of sight.
I have Voice Attack with Ad Astra installed, and she helpfully informs me where my landing pad will be if I enter with the green lights on my right. Not that she needs to, they're always "at the front of the station", of course, GRRRRRR.

As to the outposts, the same rule applies for those as when you're approaching a planetary settlement or SRV'ing farming for mats and approaching something you need to shoot off of it: It's on the OTHER side! ;)
 
Never thought to ask until now - My Vulture is now a pretty soild build with all of the shield/hull reinforcement. Obviously now I have slots all being used. If I wanted a Wake Scanner, Kill Warrant Scanner etc etc, I'll obviously need to shed some of the reinforcing. I only play in Solo mode and have read that the NPC ships aren't too bad to deal with. I'm just wondering if shedding the reinforcing and replacing it with scanners will compromise my ship strength enough for it to to be a problem or am I, in effect, over the top with the amount of shielding I have and so it wouldn't be a problem to lose some?

It was nice last night to have some clown fly straight into me during combat and just bounce off with zero damage to my ship 😁

Thanks for all of your help up to now. 👍🏼
 
Never thought to ask until now - My Vulture is now a pretty soild build with all of the shield/hull reinforcement. Obviously now I have slots all being used. If I wanted a Wake Scanner, Kill Warrant Scanner etc etc, I'll obviously need to shed some of the reinforcing. I only play in Solo mode and have read that the NPC ships aren't too bad to deal with. I'm just wondering if shedding the reinforcing and replacing it with scanners will compromise my ship strength enough for it to to be a problem or am I, in effect, over the top with the amount of shielding I have and so it wouldn't be a problem to lose some?

It was nice last night to have some clown fly straight into me during combat and just bounce off with zero damage to my ship 😁

Thanks for all of your help up to now. 👍🏼
Wake scanning is very situational and is mostly used for PvP, piracy or getting data for engineering. You shouldn’t need to compromise your ship for one of those.

The KWS is a solid module as it gains you extra credits and also improves your reputation with multiple factions at once. It’s not essential though...

One option is to go and do the guardian ruins and unlock the shield boosters. You can have a KWS and use a small guardian shield package to replace the lost shielding...

Another option is to leave your ship fully shielded and do your bounty hunting in the control system of a powerplay faction like Arissa Lavigny Duval as you’ll earn 20% more credits for all bounties you claim this way. To be honest if you’re going to spend much time bounty hunting you should do a bit of research into this anyway, you can really make some good credits while enjoying bounty hunting...
 
Wake scanning is very situational and is mostly used for PvP, piracy or getting data for engineering. You shouldn’t need to compromise your ship for one of those.

The KWS is a solid module as it gains you extra credits and also improves your reputation with multiple factions at once. It’s not essential though...

One option is to go and do the guardian ruins and unlock the shield boosters. You can have a KWS and use a small guardian shield package to replace the lost shielding...

Another option is to leave your ship fully shielded and do your bounty hunting in the control system of a powerplay faction like Arissa Lavigny Duval as you’ll earn 20% more credits for all bounties you claim this way. To be honest if you’re going to spend much time bounty hunting you should do a bit of research into this anyway, you can really make some good credits while enjoying bounty hunting...

Thanks for that 👍🏼 I'll make the Guardian trip my next job in my ASPX as I want to get stuff to enhance the ASPX modules anyway. I'm enjoying the bounty hunting as it makes change from drifting about in the far reaches of space scanning systems. That said, I've only just started on it and so am currently experiencing the satisfaction of the NPC ships making the job very easy. Control Systems and powerplay factions are all alien to me so I'll do a bit of fishing around to see how it works.

Thanks again for your time 👍🏼
 
If you are going to wake scan for engineering data collection then you can use any ship though a fast one can help reach the scans before they fade away.

If you are visiting the guardian sites it is very useful to have a Point Defence Turret mounted in a utility slot on top of your ship and to park the ship inside the site or as close as possible, the Diamondback Explorer is very good for both of these.
 
Kill Warrant scanner on the Vulture..... BEWARE those KWS's are power hungry devices. Yes I and the group I played with used the Warrant scanner, but for the last year or so I got rid of it in favor of running more power hungry weapons. If you wing up with others and they use the KWS you will also get the extra credit from their scan.

If you are visiting the guardian sites it is very useful to have a Point Defence Turret mounted in a utility slot on top of your ship and to park the ship inside the site or as close as possible, the Diamondback Explorer is very good for both of these.

Very true the above and less hassle finding a place to park it within the ruins. Use nothing bigger than the Asp Exp and as stated have a point defense on top to shoot down those missiles
Wingy.

Edit;
Beware some of those Guardian blueprints aren't all that useful where your at gamewise now. Guardian FSD Booster most definitely, Guardian Module Reinforcement perhaps, Guardian Shield booster not so much.
 
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I used to use kws... but:

1) as noted, it’s a power hungry thing
2) would rather use the utility slot for something else
3) you do need to make sure you get that scan in before you kill... which can be a pita, with fast small ship vs. fast small ship (or worse if yours isn’t as agile)

it does net you more money, and if this is your primary, it’s worthwhile, but these days I do fine with the basic bounty. I go for sheer volume, mats, and slf grinding instead. I’m usually scanned by the next npc pirate at the nav beacon before I finish collecting all the mats. So not a lot of downtime anyway.

edit: to clarify, not every wanted ship announces itself to you by scanning and shouting in chat. Some just quietly boost away. But npc pirates that scan n shout save you the trouble of scanning all the ships- they change from being “federal assault ship” to “John mcbountyhead” in contacts, allowing easy targeting. If you include a pittance cargo, it’s even easier. They turn hostile, allowing easy reciprocal lock.

however, you don’t get the choice on engagement. Sometimes fighting the anaconda or python, etc, is more annoying than you care for.
Also recommend you turn off “report crimes against me” in your ship panel. As long as you’ve landed some hits/hull dmg, cops can’t steal your bounty. But friendly fire will ruin your day in a hurry. Also a problem if you have multiple mission targets in the same system... more than one may drop in, and cops could kill one before you ding it... which is (some damn how) a mission failed.

on a related note, bandits dropping cargo will distract other bandits. This can buy you some time if you’ve got a few bandits in the same fight space. Module scramble attacks and hatch breakers can be used to this effect (bear in mind, that cargo is considered stolen and possibly illegal if you want to pick it up... another reason to forgo calling in police back up. You’ll also get a fine if you try dumping such cargo near them before a scan... repeatedly, if you have active collector limpets not ignoring the cargo.)
 
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Beware some of those Guardian blueprints aren't all that useful where your at gamewise now. Guardian FSD Booster most definitely, Guardian Module Reinforcement perhaps, Guardian Shield booster not so much.
I couldn’t disagree more...

Guardian shield packs are most useful with small/medium ships, especially those with military slots (like the Vulture).

Ships with irritatingly low shielding like the Cobra3 (124mj) can easily be transformed with guardian shield packages (488mj). And alliance ships like the Chieftain can push up to 1000mj shields with bi-weave and outstanding resistances...

My Krait has 2 class 5 guardian shield packs on for combat. Wouldn’t fly without them, they’re just amazing...
 
I couldn’t disagree more...

Guardian shield packs are most useful with small/medium ships, especially those with military slots (like the Vulture).

Ships with irritatingly low shielding like the Cobra3 (124mj) can easily be transformed with guardian shield packages (488mj). And alliance ships like the Chieftain can push up to 1000mj shields with bi-weave and outstanding resistances...

My Krait has 2 class 5 guardian shield packs on for combat. Wouldn’t fly without them, they’re just amazing...
Quick question on that - I'm heading for the Witch Head the moment I'm off work; mĂ˝ Krait appropriately hull-tanked for 'Goids. Shields are secondary due to the bugs' phasing but Guardians WERE their mortal enemy - does the Guardian shield booster offer better protection from Thargoid weapons?
 
Quick question on that - I'm heading for the Witch Head the moment I'm off work; mĂ˝ Krait appropriately hull-tanked for 'Goids. Shields are secondary due to the bugs' phasing but Guardians WERE their mortal enemy - does the Guardian shield booster offer better protection from Thargoid weapons?
I don’t believe so, it just gives your shields a flat mj boost.
 
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