Got really bored with trading after just an hour or so, so I sold off the ASP and jumped straight back into the trusty Cobra MKIII -The ship model that took me through more than 1300 systems going all the way out to NGC6357, survived neutron stars and black holes. Truly an epic ship with an iconic design, as sleek as it is deadly.
I had quite a lot of cash to spend on it. So I chose the following:
Spitting Cobra
Internals
Hardpoints
Power grid capacity deployed is 16.01 while the available power is 15.60. The jump range is really horrible at 9.32LY unladen and 8.39 laden but this is an in-system interceptor. A pure bred killing machine, designed to be able to apply kinetic damage with surgical precision. Great for shooting out drives and subsystems.
Shields and armor (=survivability) is excellent due to the A rated shield generator and military grade composite. This was also why I didn't bother with chaff or point defense. Some modules are deliberately not A rated due to the lower power requirements of the lower ratings. This allows me to run a dual beam and rail setup whilst maintaining tank and agility. I tried running this with small seeker missiles, it was very good but ran out of ammo too fast. Vipers were easily dealt with by reversing while firing. Currently, I believe that high powered ballistic weapon systems are gimped due to the inability to use cargo hold to store additional ammo. I therefore chose 2x small beam lasers. They play along nicley with railguns as both weapon systems are hit-scan.
I'm very interested in seeing other peoples builds regarding the Cobra MKIII.
I had quite a lot of cash to spend on it. So I chose the following:
Spitting Cobra
Internals
- Military Grade Composite
- A4 Power plant
- A4 Thrusters
- E4 Frame Shift Drive (to be upgraded)
- D3 Life Support
- A3 Power Distributor
- C3 Sensors
- C4 Fuel Tank
- E4 Cargo Rack
- E4 Cargo Rack
- A4 Shield Generator
- E1 Sheild Cell Bank
- A1 Hatch Breaker Limpet Controller
- E2 Frame Shift Drive Interdictor
Hardpoints
- B2 Rail gun (Fixed, Medium)
- B2 Rail gun (Fixed, Medium)
- E1 Beam Laser (Fixed, Small)
- E1 Beam Laser (Fixed, Small)
- E0 Cargo Scanner
- D0 Frame Shift Wake Scanner
Power grid capacity deployed is 16.01 while the available power is 15.60. The jump range is really horrible at 9.32LY unladen and 8.39 laden but this is an in-system interceptor. A pure bred killing machine, designed to be able to apply kinetic damage with surgical precision. Great for shooting out drives and subsystems.
Shields and armor (=survivability) is excellent due to the A rated shield generator and military grade composite. This was also why I didn't bother with chaff or point defense. Some modules are deliberately not A rated due to the lower power requirements of the lower ratings. This allows me to run a dual beam and rail setup whilst maintaining tank and agility. I tried running this with small seeker missiles, it was very good but ran out of ammo too fast. Vipers were easily dealt with by reversing while firing. Currently, I believe that high powered ballistic weapon systems are gimped due to the inability to use cargo hold to store additional ammo. I therefore chose 2x small beam lasers. They play along nicley with railguns as both weapon systems are hit-scan.
I'm very interested in seeing other peoples builds regarding the Cobra MKIII.
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