Ship Builds & Load Outs Viper Mk IV Viper Mk IV Combat built - some advice needed :)

I flew the Viper IV as a mini Mamba.

Pulses and Frag cannons, drive bys with high energy/boosting jousts with lateral thrusters get close and let rip.

Have tried Plasma accelerators and that also works if you can aim. Cytoscramblers would probably replace the pulses also if your hitscan aim is good. For some reason I'm fine with leading shots but suck at hitscan. Go figure :D

I think Bi-Weaves are better in PvE for faster recharge between combat runs.
 
a little update for you guys if interested, after you helped me so much here:

i understand now how to build a ship and also the engineering part. i might come back with the one or other question when its time to engineer. i am pretty confident with flying without supercruise assist, landing without docking assist and fighting with FA off/on. i have set my left controller stick button to turn FA off and on and its a huge advantage! my combat rank is competent atm

weapons i do like to switch depending on situation. either way small pulse lasers and medium seeker missles (soon packhounds), or small lasers and medium multi-cannons, or 4 pulse lasers...what is also pretty nice

it just makes damn fun to fly that thing and i cant wait to engineer it to the maximum. i dont really understand why "yamiks" is dissing the viper4 so much, but i guess you cant take him very serious. tho i enjoy his videos 😄


slight off topic: the only thing that annoys me a bit is that often times i fly backwards by accident. i couldnt find any option yet to turn reverse flying off, eventhough it helps sometimes to stop and turn faster, but i dont really need it. the option "only forward" in the throttle settings doesnt change anything in my observation 🤷‍♂️

so, thank you guys for your help! i hope other new commanders might find this thread helpful.

and soon i will put my feet into the open galaxy and see if i can survive

o7 commanders ✌
 
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ok so much about confident landing...two times now i messed it up with my python. first time i was bouncing around and couldnt stop that damn thing and had no clue what was going on, it seemed the steering was totally messed up for whatever reason. and now again, just that i crashed into the wall with no shields and i got a 3,5 million rebuy screen. i have no idea how that happened, lol

edit: B is my boost button and B+left d-pad is landing gear...second time that happened now. i gotta be careful ^^
 
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edit: B is my boost button and B+left d-pad is landing gear...second time that happened now. i gotta be careful ^^

Happened to me a few times too. Now I leave one of the side panels open until the gear is down. If I accidentally "boost" it just closes the window and doesn't boost. Also if you have presents for throttle positions set, like 75%, they stick in Faoff too. This caught me out a few times too.
 
wrt 'backwards' flying... when you toggle FA back on after doing a turn for example it will set the 'throttle speed' to whatever you were doing, i.e. flying backwards.

I usually recommend that you have a bind for 50% throttle that you can quickly select after turning FA back on after a turn etc to get you going forward again...

Then I recommend turning off the assist computer and never turning it on again :D
 
ok so much about confident landing...two times now i messed it up with my python. first time i was bouncing around and couldnt stop that damn thing and had no clue what was going on, it seemed the steering was totally messed up for whatever reason. and now again, just that i crashed into the wall with no shields and i got a 3,5 million rebuy screen. i have no idea how that happened, lol

edit: B is my boost button and B+left d-pad is landing gear...second time that happened now. i gotta be careful ^^

Keep at it, you are on the right track :)
I play on XB for 2 years already (and for 1 year i have a pc account too) and i still do the Boost instead of landing gear down once in a while.
Last time i was in my hauling Cutter (no shields) and i Boosted right when i was passing the mailslot. Had to use the backwall for a hard brake, but luckily i didnt got entangled there and managed to set it on pad with less than 40% hull left
 
Lots of great advice in here I won't repeat, OP, but so far as Guardian modules, the only one I use on any of my Viper4 builds is the shield reinforcement package.

They can lead to something like this. Even with all the power draw on that build an armored PP did the job, no need for OC.

Here is another fully engineered build I use that shows how crazy hull values can get on them.

The only PvP I do is running, so I won't address that, but for PvE it is my favorite combat ship for pure fun factor and is fully capable of just about anything.

If you can fly it well enough for combat, you can land it on your own too! Ditch that auto docker when you are comfortable, every module slot is a boon for defenses.

so if i look into what materials i need for this stuff, it seems that will take forever. i probably just have to get kind of everything there is in the game over time...

or what would be best to start with? of course i have to start with felicity...bit more general engineer question tho
 
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so if i look into what materials i need for this stuff, it seems that will take forever. i probably just have to get kind of everything there is in the game over time...

Going from no engineering to any fully engineered ship will take some time, yes, and you will retain your sanity with more ease if you can view it as a long term goal.

I recently started another account with the free Epic thing, and this is the path I took. Felicity grants an invite with exploration rank, and requires a Meta-alloy to unlock. You can buy a Meta-alloy in Maia system, it is a ways away. I installed a fuel scoop and set a course for Maia, honking every system and doing a FSS in those that showed unexplored on bodies. I also hit the nav beacon in every populated system on this journey then jumped into super cruise and checked for any High Grade Emissions. By the time I traveled to Maia, then to Deciat, I easily had the exploration rank for the invite, and had the Meta-alloy needed for the unlock, along with some mats to start engineering with.

Other engineers of importance to me out of the gates would be the Dweller (PD+at least G3 of all lasers), Prof Palin (G5 Thrusters), Lei Chung & Selene Jean to cover shields/hulls/hrp, Todd the blaster for MCs, rails, Hera Tani for Power Plant if you need G5 on it or Marco Quint. Once you get rolling on one, they kind of start to care of themselves so far as invites.

SO far as materials, make a habit of at least some times checking systems for High Grade Emissions, maybe even encoded for a while. Scoop mats after combat while your shields are building back up, always take material rewards from missions over credits. When in supercruise just get in the habit of scrolling through ships in front of you with whatever keybind for "next ship" or "next ally" or whatever it is, that way you still keep your destination targeted (hit next hostile to clear ship you have targeted while keeping destination targeted as well). This will passively start to fill up your encoded mats. Space installations, with the right limpets, can net you a lot of encoded materials pretty quickly as well from their data points. So far as raw mats, you are just going to have to get some SRV time under your belt.

Grade three are significant upgrades and can be done relatively easy while unlocking different engineers, I would personally set that as more of a longer term goal, pin recipes you need to complete on your ship, then as you get mats you can remotely top them off to Grade 5.

Use material traders as well, don't be afraid to trade down the more easily obtained high grade materials to populate lower grade inventories you are in need of. Credits are easy and a joke currency, if you are jumping into engineering now, view materials as giant piles of wealth of you can't ignore or leave behind.
 
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thats a nice explaination, thank you sir!

part one i have done already, unlocked farseer and have a grade 1 fast charging fsd. will need to check what i need to unlock some of the others. having a lot of notes and checklists here on paper. (i have a broken laptop without monitor, so i use same monitor as my xbox and have to switch back and forth if i need to look up sth...)

while i was doing the pirate CG, i noticed that i got some encoded data stuff, but didnt know how that came and what its for...will need to check. so that data you get for simply targeting an enemy?

can any of this data get lost when your ship gets destroyed, like cartographics?

what is a space installation?

srv time i need to get more, had one visit on an icey planet and it was fun. i think i will built my python now for material collecting with limpits, srv and stuff and start unlocking the other engineers.

just the raw mats are a bit unpractical as you cannot really store them. you have to sell/use the right away or keep them in the ship. i hope frontier will change that as discussed in another thread

making notes now and trying to find my strategy while watching some videos...i like hawkes gaming youtube channel and will check his tutorials again

thx commander o7
 
thats a nice explaination, thank you sir!

part one i have done already, unlocked farseer and have a grade 1 fast charging fsd. will need to check what i need to unlock some of the others. having a lot of notes and checklists here on paper. (i have a broken laptop without monitor, so i use same monitor as my xbox and have to switch back and forth if i need to look up sth...)

while i was doing the pirate CG, i noticed that i got some encoded data stuff, but didnt know how that came and what its for...will need to check. so that data you get for simply targeting an enemy?

can any of this data get lost when your ship gets destroyed, like cartographics?

what is a space installation?

srv time i need to get more, had one visit on an icey planet and it was fun. i think i will built my python now for material collecting with limpits, srv and stuff and start unlocking the other engineers.

just the raw mats are a bit unpractical as you cannot really store them. you have to sell/use the right away or keep them in the ship. i hope frontier will change that as discussed in another thread

making notes now and trying to find my strategy while watching some videos...i like hawkes gaming youtube channel and will check his tutorials again

thx commander o7
Raw mats, in fact, none of the engineering mats poof if your ship goes boom.

What I found easiest for Raw mats was following the instructions in this link, but I think I waited until after I g5'd my fsd for range to try it the first time.
 
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All engineering materials (manufactured, encoded & data) do not count as regular inventory or cargo, all of your ships just always have access to them and they can't be destroyed. Raw material mined from surface would be like iron, selenium, nickel, etc. Yes, just targeting a ship long enough to scan it can get you encoded material.

Space installations are found an systems usually labeled Military Installation, or Agricultural, Scientific, etc. You can't land at them, but you can scan them then subtarget their "modules" and interact with them. Recon limpets can be used to snag a lot of easy data from them. It's a lot to explain, sorry, might take some research.
 
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sure, but i mean collected data
None of the scanned(encoded), manufactured, or raw materials used in engineering go poof. FDev changed this years ago. Just an FYI,

 
Not sure about PvE but for PvP you should try 2 x medium SRB PA with Thermal Conduit + 2 x small Overcharged cannon with Force Shell (for speed matching). With TC active you can get like 400 damage per salvo. Don’t bother with shields but definitely run 2 x MRP. Or maybe shields are okay. I haven’t tried.

Edit: In fight I posted below I was using LR PAs with phasing but I still recommend SRB PAs with TC for most cases.
Source: https://youtu.be/kxe-HXA5SC0
 
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I'm aware that this thread a bit older, but I noticed that the OP mentioned engineering a Faster Boot Sequence FSD several times and nobody intervened. So @Cmdr Black Jaguar, you may have realized by now that this mod doesn't do what it sounds like. It doesn't mean that it charges faster and you can jump more quickly after hitting "J", it just means it comes online faster from deactivation (due to lacking power most likely).

There's really only one useful mod for FSD, and that's Increased Range. ^^

The only exception is a G1 (!) Faster Boot so you can put on the Stripped experimental on racing ships, and this the V4 ain't. ;)

Apart from that, I gotta say that Madrax' raving does kinda make one want to try out the ship 😄 even though I never cared for the V4 at all up to now. Oh well, another project for the bucket list.
 
I'm aware that this thread a bit older, but I noticed that the OP mentioned engineering a Faster Boot Sequence FSD several times and nobody intervened. So @Cmdr Black Jaguar, you may have realized by now that this mod doesn't do what it sounds like. It doesn't mean that it charges faster and you can jump more quickly after hitting "J", it just means it comes online faster from deactivation (due to lacking power most likely).

There's really only one useful mod for FSD, and that's Increased Range. ^^

The only exception is a G1 (!) Faster Boot so you can put on the Stripped experimental on racing ships, and this the V4 ain't. ;)

Apart from that, I gotta say that Madrax' raving does kinda make one want to try out the ship 😄 even though I never cared for the V4 at all up to now. Oh well, another project for the bucket list.

Actually the shielded mod is pretty good on a viper mkIV, adding more health and a modicum of jump range.

Useful for this ship to give it a little "legs" sometimes
 
So last night I bought me a Viper IV and started kitting it out. Ditched the shield and loaded everything up with HRPs (and some MRPs), minding the remarks how the V4 doesn't care much about extra mass.
On second thought, guess I'll squeeze in an AFMU as well. ^^

Any suggestion what weapons work well with it?
So far I don't have any PP modules.

A first test ride with gimballed Beams and Seekers was semi-successful -- the hull held up nicely, the point defense did its job, but a laser quickly malfunctioned. And the missiles were all-or-nothing depending if the target had PD or not.
Otherwise it was great having all pips for Eng/Wep, although everything is far from max engineered so I couldn't permaboost. ^^
 
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