The measure of a good ship.

Anaconda - Watching C3 beam turrets on your deck turning with your target and firing while you sip tea and listen to Rachmaninoff...accept no substitutes for when you want to feel like you're actually the commander of something. Something about that ship and deck were made for you to watch the beauty of C3 beam turrets. Magic.


Turret Cannons look good too, make you feel like you are commanding a frigate with 4 inch guns on her.
 
For me the 'feel' of the cockpit has a lot to do with it. I like a lot of visibility, but at the same time am not overly keen on 'full glass' enclosures where I often find that I end up turning my head and end up constantly activating the displays, which can get pretty annoying. Above and beyond that the sound of the ship is a big factor in how much it will get its grips into me - I prefer engines with a bit more grit to them. All in all I'd say that bad manoeuvrability and a lack of internal slots are the only gameplay considerations that would stop me from trying out a new ship.
 
The measure of a good ship will always be pew-pew as a priority.

This is because other roles that a ship can be used for (ie trading, mining or exploring) doesn't need pedantic mini-maxing to be good for the role.

Combat on the other hand is survival hence why mini-maxing makes massive difference. Trading or exploring the only difference between mini-maxing and not is making slightly more money or jump for slightly further - it is just a question time spent, not a question life or death/success or failure like getting killed in combat.
 
like many above said: fun ("character") with a reason (depending on the task).

i'm very much a small ship cmdr, while having access to all ships ingame due to ranks and credits. i'm owning a dozen of ships, my to-go ship is a cobra mk iii, if not my python, i don't do a lot of combat, if i do, i take an eagle, dbs or courier. i love to fiddle around with outfitting and find a way to make a ship usefull for me (like the dbe...)

speed is not so important for me in terms of combat, but for several reasons: a) being able to choose your fights or disengage b) smuggling: running if being interdicted, or getting through the slot or to the pad fast c) missions: can you get docked fast and fast out of masslock.

there is a critical speed you need for survivability.

the cobra mk iii does this most efficient, but for various task (combat, longrange smuggling...) you might choose another ship of 10-15 mio, with different tradeoffs.

what i like about dbs, courier, dbe, t6 and cobra that they all have their strength and weakenesses. for exampel speed, shields, hitbox, number of internals...

till know i fail to see reasons to take a mk iv instead of the ships above. the additional internals, which are great (and maybe come usefull if mission cargo requirements go up) are very much countered by jumprange and speed. i also fail to see the point of an Asp scout in there.

i was very much looking forward to two new ships for my fleet, but both need more speed. not necessarily a lot, but somewhere in the vulture/Asp explorer range, with the cobra mk iv being a little faster for lore reasons, and the Asp scout havin more jumprange.
 
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