Viper IV - Opinions?

What is the specific purpose of the ship?
Are there any reasons for the Mk4?
Imo its to slow and "large" for a small ship to properly run shieldless specially if you dont even loose much hull on a MK3. NPCs can aim really well even just on "sight".
 
Silent running 2 ton pirate?

No shields I would definitely go reactive surface composite hull, heavy duty deep plating, then make your blast resist HRP another heavy duty and leave the thermal resist.
 
A couple of things off the bat-

A-rate that distributor. If you're doing a combat build, don't skimp on power, ever. If you need an armoured plant as a result, that's no bad thing on a shieldless build either.

I'd also take out the FSD booster, 1 of the module reinforcements and the cargo rack and add more HRPs. Maybe even put a class 4 MRP instead of the class 3 for a bit more module protection. Aim for at least 2500 hull with positive resistances.

HRP and armour engineering should really be heavy duty/ deep plating. Certainly the only reason for anything else on an HRP is if you're balancing out the thermal resistance on reactive armour.

For weapons- this tends to be personal taste, but I would recommend lightweight or long range on the beams as this will make better use of thermal vent experimental (cooling applied by this mod works off heat that would otherwise generated, which is lower with efficient).
 
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interesting. you might consider longrange d-grade sensors.

and i recommend a corrosive MC even on a missile boat.

if it runs too hot due to packhounds, try drive distributor instead of drag drives on the thrusters.

imho double module reinforcement is not that usefull on small ships - it does not protect external modules that much, which is what will go first.

reactive surface + thermal resist armour beats military in my experience.

and hulltanking is much much harder even pve, as the npcs often bring missiles now. drawback of a viper mkIV is it can't outboost seekers - a cobra mkIII can.
 
This is more how I would personally go, not touching your weapons or FSD booster. Good point above about weapons going fast due to module damage; the way I fly it tends to be the smalls on top. If you want any sustainability it might even be worth dropping the FSD booster for an AMFU to top off malfunctioning modules between fights.

I'm used to double chaff on my MKIVs, but that's really just personal preference.

Edit: I'd feel a lot more comfortable flying that with an armored PP too, if you aren't married to the low emissions.
 
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Silent running 2 ton pirate?
Cargo is actually for baiting NPCs with a high value cargo (Gold, Painite, etc).

No shields I would definitely go reactive surface composite hull, heavy duty deep plating, then make your blast resist HRP another heavy duty and leave the thermal resist.
A couple of things off the bat-

A-rate that distributor. If you're doing a combat build, don't skimp on power, ever. If you need an armoured plant as a result, that's no bad thing on a shieldless build either.
Oops! Fixed

I'd also take out the FSD booster, 1 of the module reinforcements and the cargo rack and add more HRPs. Maybe even put a class 4 MRP instead of the class 3 for a bit more module protection. Aim for at least 2500 hull with positive resistances.
Note sure how I finally ended up, but I applied this in a general fashion

For weapons- this tends to be personal taste, but I would recommend lightweight or long range on the beams as this will make better use of thermal vent experimental (cooling applied by this mod works off heat that would otherwise generated, which is lower with efficient).
Changed
interesting. you might consider longrange d-grade sensors.
Changed

and hulltanking is much much harder even pve, as the npcs often bring missiles now. drawback of a viper mkIV is it can't outboost seekers - a cobra mkIII can.
So, the PD wouldn't be sufficient against this?
Revised craft, and thanks for the evaluations.

 
Yea, any reason for not using shields? And with a single mrp?
Not only because npc missile spam, but also because rail spam - very common in npc small ships but not only.
You will run out of weapons rather fast and not sure how long you can keep that canopy in place.
When i go hull tanks i go for minimum 2 mrp and an afmu (ideally a 3 mrp + afmu setup)

Q no.2 - what are you planning to kill with it? Those 2 small beams are totally inadequate to drop shields from Pythons or Anacondas. Both are common among npc pirates and some of the higher ranks are using scb and they keep going like duracell bunnies. They might be decent enough for small ships (except vultures - seen some with rather decent shields and with scb too)

Q no.3 - Low emissions PP? playing combat stealth not sure is really working against npc (see Q no.1) - unless you plan do megaship scenarios (and even then, you do try to avoid combat)

Also, as a hull tank you wont be able to engage in prolonged fights and baiting pirates with cargo might prove, well... a bit too much.
I mean, fighting one wing of 3 ships, then having a second wing of 2-3 ships jumping in and scanning you could be nasty (if you go in a nav beacon or a res site)

Anyway, i kept a sort of low emissions PP, although i would prefer an armored one. Replaced the beams with Cytos (G5 efficient with phasing, but i usually go for G4 SRB since better damage and no falloff).
And try to keep close when shooting those cytos - you dont really need to aim with them. If you keep close enough and point your ship in the general direction of enemy ship - at least some of the shots will land on target :) (at 600m i could put most of the shots in an anaconda, trying to aim in the middle of the ship ofcourse)
I corrected the engineering on hull - if you go g5 thermal on bulkheads, you can go full heavy duty on hrp. As you can see, way better hull and with shields too

So the build ends up like this

Edit: if you switch the pp to armored g5, you can go even higher on shields, like this
 
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... to drop shields from Pythons or Anacondas.
you'll rarely get a higher ranked python spawned and never a higher ranked anaconda, when flying a small ship. outside of missions that is. a reason why i had to swicth to conflictzones when flying my eagle.
 
you'll rarely get a higher ranked python spawned and never a higher ranked anaconda, when flying a small ship. outside of missions that is. a reason why i had to swicth to conflictzones when flying my eagle.

not sure about that....
when i got my epic alt in a res inside the noob zone, first ship that popped was an Anaconda. Luckily she was engaged by other pirates
Next were a couple of Kraits.

Now i cant really remember their rank, maybe master?, but It still felt totally out of place. However i did managed to leech some millions credits from them :)
Then i got to my steam account carrier (that was parked nearby, totally by chance :giggle:) and transferred 1 billion. Case closed
 
I really tried to use the V4 on my Epic alt, but it turns too slowly and brings too little firepower to make up for its sluggish performance - IMO.
 
This is mine Viper MK IV very fun,works perfectly is Haz Res and CZs (soloed three T10s in sequence in a HI CZ and came out with still 50% Hull),good for travel too.(you can always mix/match something in the Optional Modules)
 
you'll rarely get a higher ranked python spawned and never a higher ranked anaconda, when flying a small ship. outside of missions that is. a reason why i had to swicth to conflictzones when flying my eagle.
In my experiance at CNBs and Haz Res (after a while), I see several high rank Mediums and some Large too,Elite rare Deadly and Dangerous numerous.Just not at the beginning of course but after a while they come in.
 
Pretty useless for the vast majority. It's only redeeming feature is the element of surprise. And the cachet,of course.
 
In my experiance at CNBs and Haz Res (after a while), I see several high rank Mediums and some Large too,Elite rare Deadly and Dangerous numerous.Just not at the beginning of course but after a while they come in.
ah, interesting! i might have to stay longer than!

(the build of OP won't imho)
 
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