Ship Builds & Load Outs Thoughts on this Eagle build?

FINAL(probably): http://www.edshipyard.com/#/L=60L,5QG5QG9pC3wo,333I4s4s1k3I3w3c,7Pc7dq9ok

Going to be OK or run too hot? Going to need 2 macros (online/offline railgun and online/offline KWS) to manage power distribution but that's not a huge issue.

The idea is for sustainable firepower in the beam lasers and then have the railgun there if I need to punch above my weight.

Equipment Priority


Fixed Beam Laser 2
Fixed Beam Laser 2
Railgun 1
Kill Warrant Scanner 2
Thrusters 1
Frame Shift Drive 4
Life Support 1
Power Distributor 1
Sensors 1
Shield Generator 1
FSD Interdictor 4
Shield Cell Bank 1
Cargo Hatch 5/OFF

-Deploying any hardpoints will disable FSD and Interdictor
-Online KWS will disable railgun, lasers, and shield cell banks
-Online Railgun will disable lasers

What's the difference in damage like between gimballed and fixed beam lasers anyone know?
Is the 3.5km KWS range worth it? I could drop it to C rating and avoid disabling shield cells/life support.
What exactly does disabling life support do? When deploying KWS I could disable life support instead of shield cell banks.
 
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I wouldn't worry about the the life support unless you're out exploring as you won't be more than a few minutes from a base so use D, the KWS is useful in an anarchy system and will get you additional bounties but do you want to travel to Empire or Alliance space to claim them?

Pulse are fine to get the shields down and do better hull damage beams are just too power hungry with all the other stuff fitted

Try this http://www.edshipyard.com/#/L=60L,5QG5QG9pC,313I5A4s2C3I3m3c,7Pc9qm7cQ
 
I wouldn't worry about the the life support unless you're out exploring as you won't be more than a few minutes from a base so use D, the KWS is useful in an anarchy system and will get you additional bounties but do you want to travel to Empire or Alliance space to claim them?

Pulse are fine to get the shields down and do better hull damage beams are just too power hungry with all the other stuff fitted

Try this http://www.edshipyard.com/#/L=60L,5QG5QG9pC,313I5A4s2C3I3m3c,7Pc9qm7cQ

Power is not the concern I'm more worried about heat
 
I wouldn't worry about the the life support unless you're out exploring as you won't be more than a few minutes from a base so use D, the KWS is useful in an anarchy system and will get you additional bounties but do you want to travel to Empire or Alliance space to claim them?

Pulse are fine to get the shields down and do better hull damage beams are just too power hungry with all the other stuff fitted

Try this http://www.edshipyard.com/#/L=60L,5QG5QG9pC,313I5A4s2C3I3m3c,7Pc9qm7cQ

... forums are buggy as hell for me right now... Can't see my previous reply or anything but it gave a dupe post warning so I know it posted. Anyway I was also going to clarify (but can't edit since I can't see my post) that I do intend to keep the KWS unless some defensive utility becomes needed for survival. Updated the original post (which I also can't see now) to this build:

http://www.edshipyard.com/#/L=60L,4ws4ws9pC3wK,313I4s4s2M3I3c3c,7Pc9qI7cG

You reckon 3.5km is worth it or should I drop it to C @3.0km to avoid disabling anything when scanning? Not that disabling life support should be a problem if it works how I think it does.

Anyway again, the main issues I was worried about was heat not power. Any comments on how it will handle the heat? Because heat issues would definitely be a reason to drop to pulse lasers from beam, but all you mentioned was power.
 
According to ED shipyard beams have a thermal load of 3 compared to 1 for burst and pulse so I guess beams will generate more heat but you'll have to be over 140% heat to start getting noticeable heat damage. "A" grade equipment has better efficiency so the ship will run cooler although I'd also suggest D grade thusters instead of A as they make very little difference to the ships agility (it's already the most agile ship in the game).

The main issue with the KWS is keeping on target for the 10 sec scan time not the range so I'd put a D in that slot too, you always want to be keeping power and mass low especially on a light fighter like the Eagle.

Power and heat go hand in hand, if you check the heat in SC with a D grade power plant and then an A the A upgrade reduces heat generated, I suppose it's down to better efficiency and not running the higher rated plant so near it's maximum output, another tip turn off the cargo hatch with no racks you won't be using it ;)
 
Beams have higher DPS but Pulses have higher DPE (damage per energy) .. and thus do more overall damage if you can keep the crosshair on the target (which should not be a problem with the maneuverability of the Eagle). Check out this thread for weapon damage details: https://forums.frontier.co.uk/showthread.php?t=140240

Without having tried it, I would expect the beams will run pretty hot. Personally I would downgrade them to pulses. This would also save you some energy you could put into a better shield cell bank.
 
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Beams have higher DPS but Pulses have higher DPE (damage per energy) .. and thus do more overall damage if you can keep the crosshair on the target (which should not be a problem with the maneuverability of the Eagle). Check out this thread for weapon damage details: https://forums.frontier.co.uk/showthread.php?t=140240

Without having tried it, I would expect the beams will run pretty hot. Personally I would downgrade them to pulses. This would also save you some energy you could put into a better shield cell bank.

Yeah if heat is going to be a problem I could swap to pulses much as I like beam lasers :(

What about burst lasers, how are they compared to beams and pulses in practice.

What recommendations do you have for KWS rating? Am I typically going to be in 2km range for scanning typically anyway? How does scanning work, do I have to hold the button down or just press it? If I drop it to E rating I can run it with pulse lasers all online at the same time, but it means I'm within weapons range while doing so.

Provisional new build open to suggestions: http://www.edshipyard.com/#/L=60L,5QG5QG9pC3we,333I4s4s1k3I3c3c,7Pc9qI7cG

edit: that thread you linked says class 1 fixed pulse is 1.24 MJ, and my power distributor has 2.2 per second, so I guess that works pretty well.
 
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Yeah if heat is going to be a problem I could swap to pulses much as I like beam lasers :(

What about burst lasers, how are they compared to beams and pulses in practice.

DPS and DPE wise, Burst lasers are between Pulses and Beams. The main difference seems to be that they do their damage in bursts and thus dont require you to keep your crosshair on the target quite as consistently as with Pulses and Beams...at least in theory. In practice I have not noticed that much of a difference.

Personally I am not a huge fan of Burst Lasers, but I have seen other people use them and use them well. So it may come down to personal taste.

What recommendations do you have for KWS rating? Am I typically going to be in 2km range for scanning typically anyway? How does scanning work, do I have to hold the button down or just press it? If I drop it to E rating I can run it with pulse lasers all online at the same time, but it means I'm within weapons range while doing so.

Scanning works by holding the button down and keeping the target in your crosshair until the scan has finished. Then you can go to contacts and check the total bounty. But the bounty might be split between different jurisdictions so you will have to make a few trips to collect all of your money. Unfortunately I have no experience with the different KWS ratings, sorry.

Provisional new build open to suggestions: http://www.edshipyard.com/#/L=60L,5QG5QG9pC3we,333I4s4s1k3I3c3c,7Pc9qI7cG

edit: that thread you linked says class 1 fixed pulse is 1.24 MJ, and my power distributor has 2.2 per second, so I guess that works pretty well.


The new build looks pretty nice if you ask me.

One more idea though: I am not sure if the C2A FSD interdictor is useful enough to justify the price and the class2 slot. Depending on your intended use, a Class2 shield cell bank and a C1 FSD Interdictor might be cheaper and work just as well (or even better) for your needs.

Edit: here is a comparison of shield cell banks: https://forums.frontier.co.uk/showthread.php?t=137188&highlight=shield+cell a 2A or 2B SCB would almost completely refill your shields with one charge. It might be worth it, considering the hull of the Eagle seems to be made of wet tissue paper ;)
 
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DPS and DPE wise, Burst lasers are between Pulses and Beams. The main difference seems to be that they do their damage in bursts and thus dont require you to keep your crosshair on the target quite as consistently as with Pulses and Beams...at least in theory. In practice I have not noticed that much of a difference.

Personally I am not a huge fan of Burst Lasers, but I have seen other people use them and use them well. So it may come down to personal taste.



Scanning works by holding the button down and keeping the target in your crosshair until the scan has finished. Then you can go to contacts and check the total bounty. But the bounty might be split between different jurisdictions so you will have to make a few trips to collect all of your money. Unfortunately I have no experience with the different KWS ratings, sorry.




The new build looks pretty nice if you ask me.

One more idea though: I am not sure if the C2A FSD interdictor is useful enough to justify the price and the class2 slot. Depending on your intended use, a Class2 shield cell bank and a C1 FSD Interdictor might be cheaper and work just as well (or even better) for your needs.

Edit: here is a comparison of shield cell banks: https://forums.frontier.co.uk/showthread.php?t=137188&highlight=shield+cell a 2A or 2B SCB would almost completely refill your shields with one charge. It might be worth it, considering the hull of the Eagle seems to be made of wet tissue paper ;)

I don't actually know how to determine my total shields to calculate what SCB I need off that chart. I read somewhere 2 classes below your shield generator but that could easily be old or just wrong. I believe shield amount is also increased if you are below optimal mass, or so says the wiki.

As for KWS, 0E is 0.2 energy 2km range, every increase in rating doubles power and adds 0.5 km to range.

This could work http://www.edshipyard.com/#/L=60L,5QG5QG9pC3wo,333I4s4s1k3I3w3c,7Pc7dq9ok

2B SCB has 15 less charge but 1 extra cell, and less power. Had to drop my sensors to 2E though... which I have no idea how useful additional sensor range is anyway.

Current build can run everything at once bar FSD, interdictor, and cargo hatch, with either both lasers + KWS or railgun alone. FSD and interdictor will come online if hardpoints are retracted.
 
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I don't actually know how to determine my total shields to calculate what SCB I need off that chart. I read somewhere 2 classes below your shield generator but that could easily be old or just wrong. I believe shield amount is also increased if you are below optimal mass, or so says the wiki.
.

Look at the ED shipyard. Next to the shield generator you see: "Str: 102.00 MJ" Thats your shield strength :)

2B SCB has 15 less charge but 1 extra cell, and less power. Had to drop my sensors to 2E though... which I have no idea how useful additional sensor range is anyway.

More range is nice when you bounty hunt at a RES. But it is not essential (you can always use your eyes to spot laser fire in the distance).
 
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Look at the ED shipyard. Next to the shield generator you see: "Str: 102.00 MJ" Thats your shield strength :)



More range is nice when you bounty hunt at a RES. But it is not essential (you can always use your eyes to spot laser fire in the distance).

2B is plenty then, 10% shields or sooner is probably the time to pop a shield cell anyway ;)

edit: not sure what happened to the link, it has 2B sensors and 2C SCB when I swear I changed it...

anyway looks like http://www.edshipyard.com/#/L=60L,5QG5QG9pC3wo,333I4s4s1k3I3w3c,7Pc7dq9ok is going to be my final build then, thanks for all the help :D

Now I just need to get the game... pretty busy lately so I'm not getting it for probably at least a week :(
 
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I've never tried to over-allocate power that much. Amazing. Is there a way to map joystick buttons to enable/disable the rail gun? Or, do you just do it manually?
 
I've never tried to over-allocate power that much. Amazing. Is there a way to map joystick buttons to enable/disable the rail gun? Or, do you just do it manually?

going to use autohotkey probably

It's actually nowhere near as over-allocated as it appears at first glance, cargo hatch is unneeded, FSD and interdictor get disabled when weapons deploy, and the point of the railgun is to punch above my weight or if necessary to quickly finish a weaker target, not to use all the time, and it's the only thing I actually have to manage manually since the rest is handled by power priorities.
 
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