Ship Builds & Load Outs Viper mk3 res hunting loadout

Looks fine, I fit pulse turrets in the class 1 hardpoints to compensate for the Vipers lower agility and they'll also keep hitting the target when you need to evade, although a KWS will increase the bounties you'll have to head off to Empire/Fed/Alliance space at some point to cash them in, after a while doing that I couldn't be bothered and fitted a shield booster instead.
 
as ceekay has said - I'd fit turrets in the small hardpoints. also, i would probably fit a medium multicannon - kinetics kill faster when shields are down, but that's up to you. and/or a small cannon for the big boys powerplants. of course, you'll need to reload once in a while then.

if you fit a kws, you don't need an b-class - i mostly run e-class, scanning while firing - 2 km range, or a d or c-class (depending on how much power i want to dedicate to it). RES pirates never care about you coming close (if you don't have a cargohold with gold)
 
I would be tempted to add a 1D hull reinforcement package, effectivly doubling your armour for very little outlay, and a very minor adjustment to any other stats that should not have much noticeable impact in a detrimental way.
 

don't put turrets in the medium hardpoints! only into the small ones, because they are not well placed.

and if you fit multicannons, fit medium multicannons and small lasers (or, probably better: one medium multicannon, one medium pulse, 2 turreted lasers. why? because weapons have a size penalty against larger ships. hitting a medium ship with a small weapon, will reduce your damage. but you don't get a size penalty against shields, no matter their size. so, use your small harpoints for shieldstripping and your medium hardpoints for kinetics. :)
 
I would be tempted to add a 1D hull reinforcement package, effectivly doubling your armour for very little outlay, and a very minor adjustment to any other stats that should not have much noticeable impact in a detrimental way.

I like your thinking sir, the benefit outweighs the loss.

don't put turrets in the medium hardpoints! only into the small ones, because they are not well placed.

and if you fit multicannons, fit medium multicannons and small lasers (or, probably better: one medium multicannon, one medium pulse, 2 turreted lasers. why? because weapons have a size penalty against larger ships. hitting a medium ship with a small weapon, will reduce your damage. but you don't get a size penalty against shields, no matter their size. so, use your small harpoints for shieldstripping and your medium hardpoints for kinetics. :)

http://coriolis.io/outfit/viper/03A3A3A2D3A3D2C271b191904004025--.Iw1+kA==.IwBj4yyA

Edit:

Thank you to everyone for the help.

I have settled on this build http://coriolis.io/outfit/viper/03A....Iw1+kA==.IwBhrSqo?bn=Cmdr. Chocodile's Viper

I do understand that the beam laser consumes a lot of power but I can't find a decent class pulse laser yet so this seems to do the job
 
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I'd prefer 2 med Multicannons and 2 Small Beams on Turrrets.
You can just dance around your target while your Lasers eat the shield, when they are down do quick work with the two multicannons.
Another upside of this: You do not have to disable your FSD, which takes ages to come up again if unpowered, just if you need to do a quick retreat.
.
Cheers
Nuit
 
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