Ships Weapon loadout and speed vs. tanking your thougts please?

I've been running my Courier with a class 3A shield genny and 3 x D0 boosters, and haven't had the shields drop yet even after some hairy moments in a CZ's (20 kills in one sitting). I find the speed, manoeuvrability and acceleration superior to epic tank shielding. But it looks like a 2A shield with 2 x D0 booster and an A0 booster actually provides more shielding for the same weight, anyone have any thoughts on that or tried it and care to share their experiences?

I've been enjoying 1 x gimballed beam and 2 x gimballed MC's, has anyone found anything superior? Not a massive fan of cannons and rails due to the low ammo count for prolonged engagements, but thoughts and ideas are welcome, how do some of your loadouts stack up?

Cheers!

Baron MAYF13B
 
Thanks, I've read the second but had somehow missed the 1st one, what are you using currently if you don't mind me asking? Have you tried triple pulse at all, how long can you sustain fire?

I've got to say Courier has been my favourite ship so far, not sure why but it makes an ace smuggler, it never seems to get scanned.
 
Curently I pack 2x beams + 1x multicanon.

I was thinking 3x pulses or 2x pulses + 1x beam

Dunno, will test it tonight. I'm definitively dropping multicanon, but the problem is packing 3 lasers (any kind) on such a small distributor. Plus it keeps heating like hell.
 
I'm very tempted to try 2 x pulse and 1 x burst, I really enjoyed having burst and MC's on the ASP they seem to do more hull damage if less to sub systems. If there was a halfway house between MC's and Cannons I'd try that for sure.
 
I'm not fan of limited munition weapons. It pains me to go back in station to refill.

Yes I know what you mean its a pity there aren't other non-munitions weapons available, for instance more plasma weapons using drive plasma with fuel consumption and additional heat. I know the LPA was a biggie from my time in Elite 2 and FFE but would be just plain unfair in ED. I think there could be more variation though, just something as a halfway house.

Fingers crossed for magazines as a slot option or similar to up the amount of ammo for projectile weapons to make them more attractive.
 
This is my setup. I just have one scb on at a time and normal other stuff prioritised. It's eating 300k plus missions for breakfast and is so much easier to kill stuff than any of my other combat ships I have had recently due to small size and manoeuvrability. I am making so much money with it and having so much fun I am gonna sell my FDL and rig a trader python for those days I just wanna watch telly whilst racking up 50 Mil or so lol

I tried 2 burst and a canon but found you run into heat problems along with having to lower sensor and kws


[Imperial Courier]
M: 2F/G Multi-cannon
M: 2F/G Multi-cannon
M: 2D/G Beam Laser
U: 0A Shield Booster
U: 0A Shield Booster
U: 0A Shield Booster
U: 0C Kill Warrant Scanner

BH: 1I Lightweight Alloy
RB: 4A Power Plant
TM: 3A Thrusters
FH: 3A Frame Shift Drive
EC: 1E Life Support
PC: 3A Power Distributor
SS: 2C Sensors
FS: 3C Fuel Tank (Capacity: 8)

3: 3A Shield Generator
3: 3B Shield Cell Bank
2: 2A Shield Cell Bank
2: 2A Shield Cell Bank
2: 2C Fuel Tank (Capacity: 4)
1: 1A Frame Shift Drive Interdictor
---
Shield: 535.84 MJ
Power : 12.53 MW retracted (80%)
15.71 MW deployed (101%)
15.60 MW available
Cargo : 0 T
Fuel : 12 T
Mass : 101.9 T empty
113.9 T full
Range : 13.54 LY unladen
13.54 LY laden
Price : 8,521,972 CR
Re-Buy: 426,099 CR @ 95% insurance
 
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For interest I tried a few more setups weapon wise:

1 x gimballed burst and 2 x gimballed pulse - result, too power intensive, you can fire the burst alone and actually recharge the capacitor, but sustained damage is low.
1 x gimballed beam and 2 x gimballed cannon - result, I actually like this a lot, 3 pips to weapons mean the beam can fire for 20 odd seconds just like with the MC's. The cannons are great if you choose your shots carefully, the huge chassis ships power plants won't last long and medium ships take plenty of hull damage and component damage. Its also very useful against high ranked Eagles and Couriers as you can close range snapshot them and cause a ton of hull damage, more efficient than MC's in that respect, plus no spin up time.

Also went 2A shield with 3 x A boosters, its actually tankier than my wing mates Python in and intense combat zone, purely because I'm a smaller target with really tough shields. Didn't notice any discernible effect on the handling. Top speeds at standard and boost are only down 5kph or so, but jump range has suffered quite a bit.
 
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I'm yet to try 3x pulse in a PvP combat either that or just 2x Beam

But I've managed to squeeze 3x SCB with a 550MJ of shields
 
I don't think you'll be able to fire 3 pulses for a sustained period, just 2 pulses drags the power down pretty quick, firing the 2 pulse and 1 burst gives you less than 10 seconds of fire on 4 pips, probably closer to 7 seconds TBH.

It'd be lovely if we could buy a companion capacitor upgrade that takes up some slots, there are plenty for shields.
 
You were right, 3x pulse lasers is a bad choice of armament. With 4 pips in weapons it fires for about 5-6 sec before draining capacitor.
So, after lots of consideration and although I said multicanons are sh*t and that I can't stand munition based weapons I decided to pack 3x multicanons :D :D

It turns out it's not that bad setup. It's definitively not for RES and combat zones 'cos of limited ammo and needing to refill every now and then but for missions or merit collecting is great. I was skeptical about kinetic weapons against shields but it performs well and once the shields are down, hull is gone in no time.

Other thing I noticed is how bad 3xSCB is on courier. Default flying temperature of courier is around 40 degrees. When you fire all three SCB to recharge your shields it goes up to over 100 degrees. :(


I love this little ship. The way it looks, the way it sounds, the fact I won't go broke if I die as insurance is low and it's still a good fighter but that small capacitor and the heating problem may turn me off of it. :(
 
Other thing I noticed is how bad 3xSCB is on courier. Default flying temperature of courier is around 40 degrees. When you fire all three SCB to recharge your shields it goes up to over 100 degrees. :(

I don't think any ship is built to fire 3 SCBs simultaneously. :D
 
this ship has heat issues, so you shouldn't use more than 1 burst or beam, you can have two pulse tho, but you can forget about the heavy weapons like plasma accelerator or railgun

one thing to remember is that Multi-canon are almost mandatory for the courier, they use the full potential of the medium hardpoint and doesn't consume much power from the powerplant or energy from distributor, are reliable (very easy to use), very effective against hull/sub-system and ok against shield, and cheap on top of all that, and if you use them at optimal times they will last far longer than most people think

knowing that, i can think of only few builds that will work in all situation:

1: Pulse, Pulse, Multi-canon
standard, effective, you can do some burst damage with it (shooting all 3) if need be, but you better focus on lasers against shield and use the multicanon either to burn energy (with the pulses) if you have to much or shoot only the Multi-canon to regenerate energy, good thing is that even after using all the bullets you will still have your main source of damage

2: Burst, Multi-canon, Multi-canon
the opposite of the build 1, less damage vs shield, more damage vs hull, about the same damage overhaul if you use all the weapons at the same time, but more dependent on bullets, use this one only if you're not the bullet spoiler type (the ones that watched to many movies of war from the 80's), and when you are out of bullets you should seriously consider to go away

3: Beam, Multi-canon, Multi-canon
almost the same as build 2, some people prefer beams over Burst, i'm one of them, these babies do a scary sound when you hit the hull (like a the dentist :p)



triple pulse use to much energy, two beams/burst use also to much energy and to much heat etc... i cannot think of any other build that would be as balanced, effective and reliable as theses ones

Edit: i don't wanna hear anything about Cannon, since the nerf in first beta not only the damage is not enough, but the worst is the velocity of the bullet which is VERY SLOW, don't expect to touch small targets, expect to even miss big targets often, not balanced, not reliable (except for an ASP or a FdL)
 
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Curently I'm packing 3x multicanons. 4 pips in shields, no need to watch over temp or capacitor drain. So far i'm pleased with this setup.
 
Curently I'm packing 3x multicanons. 4 pips in shields, no need to watch over temp or capacitor drain. So far i'm pleased with this setup.

a friend of mine use this setup, he loves it, seems very fun but i'm not sure if it is effective for pvp
 
I'm using 3x gimbaled burst. Work just fine for anything I've run into in PvE.

Only way I'm getting into a PvP engagement is if someone interdicts me, and I can outrun anything but a Cobra or Clipper anyhow (and I sure as heck am not afraid of Cobra!) I think my shields are tough enough to take anything a Clipper can dish out long enough to jump out ecen with the mass lock.
 
for sure, it's a very safe ship and balanced (more on the fighter side tho)

it's a little FdL with a little less drawbacks
 
So I've tried 3 x pulse now and pretty much everything else under the sun.

My conclusions:
All energy weapon load outs are a big no no. You simply cannot sustain the required energy output though the capacitor even at 4 pips to weapons, even pulse lasers will eat your energy too fast.
A single beam with paired munitions weapons looks to be the way forwards, cannons and multicannons both work fairly well. With 3 pips to weapons the beam can fire for a 15-20sconds long burst, with 4 pips it's almost 100% uptime on the beam, probably maxes out after 45seconds +.
So its all down to what do you want on the side pods, I might go back to multicannons to be fair, cannons are good for larger ships but their fire rate is frustratingly low and projectile speeds mean you really have to line up those shots well.

@Rankaze, how do you use them for sustained damage vs. larger ships like a Python? Surely you are out of energy in just a couple of seconds when firing all three?
 
3x multicanons is a way to go with this ship :D

It let you have 4 pips in shields all the time, maxing out tank effect. Plus, low energy consumption of multicanons allow you to have 2 shield boosters and 3 SCB (or other way around, whatever you prefer).
 
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