Hi All ...
Just wondering what the recommended upgrades are for the Cobra MkIII.
I am mostly using her as a multi-purpose, mostly courier missions.
I currently have a 4E Power Plant & FSD .. am thinking about upgrading both to a 4C ( Im assuming from what I gather this should improve my jump range and not overload my powerplant ??
Thanks in advance from a newbie noob
[noob] If you are a new CMDR do not make the mistake of thinking "multi-purpose" means you cram as many different capabilities into your ship as possible. Your "multi-purpose" ship is not a Swiss Army pocket knife. It is a
single-bladed knife, one with an
interchangeable blade that can be switched out for a different blade as needs dictate. An explorer one day, a miner the next, a bounty hunter the day after that. You fit your ship for the job at hand and when that job is finished for that day you refit the ship for the next job. Trying to cram too much different capability into your ship introduces compromises in the outfitting that will negatively affect your ship's ability to perform any single job extremely well.
There is some overlap for instance, fitting your ship for combat will often set it up nicely for bounty hunting or piracy depending on which modules are fitted but, the setup that optimizes a ship for combat will generally cause it to suck at mining and a mining outfit will generally cause it to suck at passenger hauling so do not try to build a ship that can do both. Set it up for one job, then refit as necessary for the next job. That's what "multi-purpose" is.
That being said, the first thing I would upgrade on a C3 would be to upgrade and then work towards an A-rated the Frame Shift Drive (FSD) module. Initially the C3's jump-range is pretty anemic and upgrading the FSD gives it some legs so the CMDR can get around and start earning. After that, your outfitting will depend greatly on what job you want her to do on any given day.
For courier missions I would try to D-rate as many modules as possible (except the FSD) as all D-rated modules have the least mass (are the lightest) and so will increase your C3's jump-range. Also, CMDRs choice but I would remove all the weapons (guns are
heavy) to further increase your ship's jump-range and learn to win the interdiction mini-game to defeat interdiction attempts as well as learn to master the "
submit and run" method of escaping interdictions.
A quick rundown on module sizes and ratings:
The
number relates to module
size.
The
letter relates to module
rating.
The
higher the
number, the
larger the module. A size 5 module is larger, more powerful and will fit into a larger module slot than say, for instance a size 3 module.
The
lower the
letter, the
better rated (with exceptions) the module. An A-rated module is always better than an E-rated module but note that I said
with exceptions. While an A-rated module is often the best module to use, there are situations where lower-letter modules would be better suited for instance: for exploration a CMDR will usually want his or her ship to be as
light as possible in order to maximise jump-range. In this situation, D-rated modules are often indicated since D-rated modules are always the least massive (lightest) modules.
Notes on Module Ratings:
A =
A-number-one. Usually the best and
most expensive but not the lightest. Often half the mass (weight) of a B-rated module.
B =
Better. Usually second best when you cannot afford A-rated modules BUT, also usually the most massive (heaviest) of modules. EDIT: As another poster pointed out, B-rated modules also have the highest
Integrity.
C =
Compromise. Usually a good compromise between mass (weight), cost and capability. EDIT: As another poster pointed out, C-rated modules are often the same mass as A-rated modules but with less capability.
D =
Da
least massive (lightest). Usually better for explorers and anyone trying to maximise jump-range but with correspondingly lower capability/power.
E =
Economy. For when you cannot afford anything else and "E" is usually the "stock" rating for modules that come with ships purchased from the shipyards.
Before you sell any ship be sure to sell off or store any modules rated above "E" (
including the planetary landing suite) and sell off or store ALL your "optional" modules to recoup 100% of your credits spent on those modules and replace them with "E" rated modules. You recoup 100% of costs on modules you sell before selling a ship's hull (you always lose 10% when you sell the hull) but if upgraded modules are left with the ship when the ship is sold you lose 10% value of those modules cost too, just as you do on the hull.
Strip your ship of everything before selling it, including weapons, scanners, shield boosters, defenses,
everything to maximise your return on investment. If you sell any modules that
must be left on the ship those modules, when sold will automatically be replaced with "E" rated modules.