Ship Builds & Load Outs Type 10 assault hauler build. Looking for advice

So I made this build so far on coriolis.io https://s.orbis.zone/299f general idea is to have a decent amount of cargo room while also being fully capable of pve combat. Jump isn’t even that terrible considering. I put the cannons on because I didn’t know what else to stick there.

Edit: I didn’t include any experimental engineering at all.

Any advice from there would be great. Thanks in advance.
 
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So I made this build so far on coriolis.io https://s.orbis.zone/299f general idea is to have a decent amount of cargo room while also being fully capable of pve combat. Jump isn’t even that terrible considering. I put the cannons on because I didn’t know what else to stick there.

Edit: I didn’t include any experimental engineering at all.

Any advice from there would be great. Thanks in advance.

Generally, when using turrets, you should put them all on the same "side" of the ship... so i.e. 2 large and 2 medium turrets on the top, and all direct fire (gimballed, fixed, missiles) weapons on the bottom, so that you are able to focus your turrets' limited firepower on a single target. Personally I like either efficient beam or burst turrets or long range pulses to maximize damage output for either short or long range engagement distance. Since NPCs usually close in quickly, efficient beams or burst are ideal against them.

For the Power Distributor neve use high charge capacity. Charge enhanced surpasses the high charge PD's total output very quickly. Weapon focussed is also an option for large ship, which don't need to boost often.

You might also want to swap a HRP or two for MRPs to protect your modules. 6000 hull HP are pointless if your modules get destroyed with 80% hull left.

Instead of cannons, railguns with feedback cascade are a useful option for the small hardpoints. They are useful to prevent opponents from banking.

Apart from that everything looks reasonable :)
 
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You've got a good start there and I think everything Bortas said is great. In addition, I'd put an MC with corrosive experimental in one of the smalls to help those pulses do more against hulls once you drop shields, and might as well throw drag experimental on a packhound. Switching a couple shield boosters to resistance will get higher effective shield values, and super cap experimental on the heavy duties is worth it as well. Same goes for deep plating on HRP's and armor, the reduction in resistance is made up for by the increase in total value.

Drag on dirty drives, mass manager on FSD, charge enhanced super conduits for PD, and I would personally go long range (grade 3 or 4 on a D is what I usually do) over wide angle on the sensors. You can get enough power with an armored PP while lowering heat and increasing its durability.

So with all those changes you might end up with something more like this: https://s.orbis.zone/2a3h which doesn't look much different from yours, but gained about 50% more shield value vs. thermal while nearly retaining the same amount vs. kinetic and explosive, and sacrifices a little hull for some module protection, which will be important if you lose shields. The rail helps counter SCB if you want to use it, and the four large turrets will go nearly a minute @ 1 pip to weapons.
 
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