Newcomer / Intro Tips on how to choose my next ship?

Okay so I got rid of my starter Sidewinder, because I found that most missions were unavailable due to the insufficient cargo space, and bought an Adder to haul some cargo and make some money. So now I'm wondering what to get as my next ship. I'm eyeing the Cobra Mk.III as it's nice and cheap at 350k, but I could save a bit further and get the Diamondback Scout (or Explorer, whichever was the one around 500k). A Viper Mk.III or IV are also options.

I don't really know what I want to focus on doing yet. Smuggling seems interesting at the moment, as does bounty hunting or even mining. I want to be able to protect myself and have cargo space as well. So far in the Adder, I've had to bug out when pirates challenge me in numbers. I've been able to kill lone pirates when they interdict me, though.

The ship descriptions and stats confuse me, as well. For example the description for the Viper Mk.IV says that it has much better protection from it's shields and armor compared to the Mk.III, yet when I look at the stats the Mk.IV shields are actually worse than the Mk.III, the armor isn't miles ahead, and it has much less maneuverability as well. The stats don't seem to make any sense for a ship that's supposed to be a newer, upgraded, fighter.

Same thing with the Cobra. The Mk.IV is supposed to be a "more effective combat vessel" according to the description, yet it's speed, maneuverability and shields are all worse than the Mk.III. The only thing that's better is the jump range.

None of this makes any sense to me at all. Descriptions say one thing, stats show the completely opposite is true. I must be missing something here.

Please help me out.
 
If you haven't decided what your main activity will be, the best choice would be the Cobra Mk III. It's the best all-rounder ship in the game, and (once properly upgraded) can run away from pretty much anything. It's quite nippy even with the stock E-grade modules in fact.
Viper (either III or IV) is a good fighter, but not good for much else.
Cobra Mk IV is a disappointment.
DBX is a good explorer, but frankly not that much better than a Cobra Mk III
I have no experience with the DBS.
Fly safe. o7
 
Okay so I got rid of my starter Sidewinder, because I found that most missions were unavailable due to the insufficient cargo space, and bought an Adder to haul some cargo and make some money. So now I'm wondering what to get as my next ship. I'm eyeing the Cobra Mk.III as it's nice and cheap at 350k, but I could save a bit further and get the Diamondback Scout (or Explorer, whichever was the one around 500k). A Viper Mk.III or IV are also options.

I don't really know what I want to focus on doing yet. Smuggling seems interesting at the moment, as does bounty hunting or even mining. I want to be able to protect myself and have cargo space as well. So far in the Adder, I've had to bug out when pirates challenge me in numbers. I've been able to kill lone pirates when they interdict me, though.

The ship descriptions and stats confuse me, as well. For example the description for the Viper Mk.IV says that it has much better protection from it's shields and armor compared to the Mk.III, yet when I look at the stats the Mk.IV shields are actually worse than the Mk.III, the armor isn't miles ahead, and it has much less maneuverability as well. The stats don't seem to make any sense for a ship that's supposed to be a newer, upgraded, fighter.

Same thing with the Cobra. The Mk.IV is supposed to be a "more effective combat vessel" according to the description, yet it's speed, maneuverability and shields are all worse than the Mk.III. The only thing that's better is the jump range.

None of this makes any sense to me at all. Descriptions say one thing, stats show the completely opposite is true. I must be missing something here.

Please help me out.
I just garaged my starting Sidewinder for the Cobra Mk III. It's a very versatile ship that can be outfitted to perform any role decently well, and like you already noted, it's cheap. To me it's a great ship to reconfigure as you can to try out the various roles you can play, until you decide on a path of your own and work toward a ship that does tbose things better.
 
The Cobra Mk3 is what most people will buy at some point or other and most of us still have one. The Viper is a combat focussed ship and the Cobra is an all rounder so it really depends on what you want to do. There is little love for the Cobra Mk4, it is just too slow for most people but I've not flown the Viper Mk4.
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Stats don't tell you everything about how the ships handle but they do give you a clue. Do remember to allow for upgrade and insurance costs. Don't fly without insurance, and ideally not without insurance x2 or x3 just in case.
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I believe the Viper 4 is more of a tank than the Mk3. The thing is in Elite rarely is a ship simply better. In most cases it will be better in some areas but loose out in others so more armour = less speed and less nimble. Also how are you comparing them? In the shipyard you are only looking at the basic basic loadout. No ship is very good like this and the difference is greater as you progress to larger ships. Best to use something like coriolis.io to look at different load out costs and performance.
 
get cobra mkIII, if you don't want to focus on combat.

the description don't match the stock ships, but what they can be outfitted for.

as a rule: a stock ship isn't the one to fly, you'll want to have at least enough CR to d-grade it, which in most cases double or triples the purchase price.
 
I cannot configure a viable D rated Cobra on Coriolis for anything less than 1.05m Cr........That is D rating all core modules and shields, putting in Cargo (40t), 2x MCs, 2x Pulse, a PD and a Shield booster.

And you would probably want to upgrade the FSD...now at 2.5M cr

BTW, all the above with 15% discount from LYR systems.....
 
I cannot configure a viable D rated Cobra on Coriolis for anything less than 1.05m Cr........That is D rating all core modules and shields, putting in Cargo (40t), 2x MCs, 2x Pulse, a PD and a Shield booster.

And you would probably want to upgrade the FSD...now at 2.5M cr

BTW, all the above with 15% discount from LYR systems.....

yes, it gets expensive fast :)

i mainly wanted to point out, that the purchase price will not purchase you a ship performing better then an A-grade cheaper ship.
 
Okay so I got rid of my starter Sidewinder, because I found that most missions were unavailable due to the insufficient cargo space, and bought an Adder to haul some cargo and make some money. So now I'm wondering what to get as my next ship. I'm eyeing the Cobra Mk.III as it's nice and cheap at 350k, but I could save a bit further and get the Diamondback Scout (or Explorer, whichever was the one around 500k). A Viper Mk.III or IV are also options.

I don't really know what I want to focus on doing yet. Smuggling seems interesting at the moment, as does bounty hunting or even mining. I want to be able to protect myself and have cargo space as well. So far in the Adder, I've had to bug out when pirates challenge me in numbers. I've been able to kill lone pirates when they interdict me, though.

The ship descriptions and stats confuse me, as well. For example the description for the Viper Mk.IV says that it has much better protection from it's shields and armor compared to the Mk.III, yet when I look at the stats the Mk.IV shields are actually worse than the Mk.III, the armor isn't miles ahead, and it has much less maneuverability as well. The stats don't seem to make any sense for a ship that's supposed to be a newer, upgraded, fighter.

Same thing with the Cobra. The Mk.IV is supposed to be a "more effective combat vessel" according to the description, yet it's speed, maneuverability and shields are all worse than the Mk.III. The only thing that's better is the jump range.

None of this makes any sense to me at all. Descriptions say one thing, stats show the completely opposite is true. I must be missing something here.

Please help me out.

In the ED universe, the Cobra Mk III is the galaxy's all-around workhorse small ship. OK legs, OK cargo cap, OK on costs, OK on guns, what's not to like? Compared with the Sidey, feels like going from a bicycle to a car. Get a Cobra 3.

Side note: Avoid the temptation to buy a new ship just because you have earned enough credit to afford one. Wait as you have, until you need it for the cargo cap or the legs or the guns. Then wait until you have at least enough credit to cover the hull purchase, outfitting and at least one insurance rebuy, preferably two. My first step up from the Sidewinder was to a Cobra Mk III, then a T-6, then an Asp-X (then a Python, Anaconda, Vulture, etc.). Just re-purchased both a new Sidewinder and Cobra Mk III because different ships are useful in different situations. An Anaconda cannot go to an Outpost for instance, it is too large and a Cobra cannot haul 400 tons of doo-doo 400+ LY.
 
Thanks guys, awesome advice!

Don't fly without insurance, and ideally not without insurance x2 or x3 just in case.

How do I choose what kind of insurance I have? I thought it was just an automatic thing in the game. I haven't done anything or bought any insurance, it's just there so when I blow up, it only costs me 5% of my ship's cost to buy back.

Edit: An unrelated question: How do I get a permit to visit Sol? I really want to visit Earth.
 
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Thanks guys, awesome advice!



How do I choose what kind of insurance I have? I thought it was just an automatic thing in the game. I haven't done anything or bought any insurance, it's just there so when I blow up, it only costs me 5% of my ship's cost to buy back.

Right. So whatever percent of your ships value is the rebuy, keep that in reserve times 2, at least, at all time. This will save you from having to go back to a Sidewinder if you get blown up.
 
Thanks guys, awesome advice!



How do I choose what kind of insurance I have? I thought it was just an automatic thing in the game. I haven't done anything or bought any insurance, it's just there so when I blow up, it only costs me 5% of my ship's cost to buy back.

Edit: An unrelated question: How do I get a permit to visit Sol? I really want to visit Earth.

this is how it works.

you can see the actual rebuy-cost in right hand channel.

don't fly without the rebuy cost, without "insurance". you'll loose your ship.

better fly with 2x or 3x that money - sometimes you'll be unlucky and loose your ship twice in a row.
 
Regarding the sol permit: you have to rank up in the Federal Navy to Petty Officer.

To do this, you do missions for Federal alligned minor factions, preferrably those with REP++. This increases your reputation and rank (right panel -> status tab -> reputation field). Once your rank reaches 100% for whatever stage you are, you can be offered Federal Navy Ascension missions. No need to take the first one to come along - there are usually combat missions as well as trade and diplomatic missions, just choose whatever you like. Repeat until you get to Petty Officer, and you'll be given the Sol permit.

Of course, the Federation being the corrupt sump it is, you can also buy your way up through donation missions for Federal aligned groups.
 
Thanks guys, awesome advice!



How do I choose what kind of insurance I have? I thought it was just an automatic thing in the game. I haven't done anything or bought any insurance, it's just there so when I blow up, it only costs me 5% of my ship's cost to buy back.

Edit: An unrelated question: How do I get a permit to visit Sol? I really want to visit Earth.
One other thing since it hasn't been mentioned yet - don' t dump all of your cash reserves beyond what you keep for rebuys into cargo. Cargo is not insured at all, so if your ship gets destroyed, you lose any cargo you may have had in it.
 
I appreciate all the tips, guys. Next up I wanna get more confident with fighting multiple opponents, then maybe find some people to group up with, as I really enjoy team work more than anything.
 
I appreciate all the tips, guys. Next up I wanna get more confident with fighting multiple opponents, then maybe find some people to group up with, as I really enjoy team work more than anything.

Actually fighting multiple ships at once (and even more so if they are working together in a wing) will NEVER be entirely comfortable. No matter what you fly. If you are in a wing of two decently capable combat ships, yes. If you and your chaff launcher are alone in the Black, nope. ;)
 
Yeah, I meant I need to get more confident with combat in general. As in knowing my ship's capabilities and the weapons and countermeasures. I'm still not sure how my ECM even works. It's assigned to a fire group but when I press the button to use it, nothing seems to happen. Then there's power management during a fight. There's just so much stuff to learn about so it's going to take me a bit to get to that level of just using this stuff instinctively in combat without really having to think too much about it.

So far I've gotten pretty good at FA-off maneuvers, though. I know how to use that to my advantage, at least against a single opponent.
 
Yeah, I meant I need to get more confident with combat in general. As in knowing my ship's capabilities and the weapons and countermeasures. I'm still not sure how my ECM even works. It's assigned to a fire group but when I press the button to use it, nothing seems to happen. Then there's power management during a fight. There's just so much stuff to learn about so it's going to take me a bit to get to that level of just using this stuff instinctively in combat without really having to think too much about it.

So far I've gotten pretty good at FA-off maneuvers, though. I know how to use that to my advantage, at least against a single opponent.

ECM - You have to hold the trigger to spread the ECM bubble around your ship. The longer you hold it, the more missiles and torpedoes get trapped inside and their targeting disrupted. (sometimes they even lock onto another ship, even attacker's, which is quite amusing to observe)
Just be careful, it drains the SYS pool really quickly.

And yes, muscle memory is a useful thing in the heat of the battle.

FA-off is tricky, as using it brings some benefits, but it's not ALWAYS beneficial in combat.
You can accelerate, decelerate and rotate more efficiently, but for example you will change the vector much slower. So FA-off is great to face the enemy, but bad for going around the enemy.

You'll figure it out. :)
 
ECM - You have to hold the trigger to spread the ECM bubble around your ship. The longer you hold it, the more missiles and torpedoes get trapped inside and their targeting disrupted. (sometimes they even lock onto another ship, even attacker's, which is quite amusing to observe)
Interesting - I'll have to look at that myself. Just curious, though - say your ECM field confuses a missile and it happens to lock onto a nearby cop and hits him. Who gets the Wanted status, you or your attacker?
 
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