Newcomer / Intro Weapon Loadout Cobra?

I can tell you what you shouldn't put on a cobra and that is a pair of plasma accelerators (lol)... You get one shot off with dual cannons and you've overheated, plus due to the slugish speed of the projectile they're not very good against hitting agile targets. Missiles aren't that great either. You only get 6 rounds in a seeker launcher with no reloads and I don't personally like the ammo cost vs damage they do. I've not tried torps yet, but again... 15k a torpedo and you only get one shot per launcher. Better off with multicannons vs armor and beam lasers vs shield. Get a chaff launcher too, gimbals are popular and turrets are pain to outmaneuver.

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sorry I should point out that I was talking about class 1 launchers. Larger launchers take more ammo, but not much more to make it worth sacrificing the larger class slots.
 
The set up is good. Rockets were not only nerfed but also have very little ammo. At an active nav point I can stay for about an hour before going back to station to reload MCs. Never worked like that with rockets. Consider also that most of big ships carry point defense - meaning your effectiveness against the most deirable quarry is reduced.
 
Like many have said I also enjoyed running big multicannons with small burst lasers, all gimballed. Recently though I switched to one size 2 fixed beam and three gimballed multicannons, and I find that with this combo I can run 1 precious fewer pip to weapons since running 1 beam or 3 multis are both a very light drain on the capacitor.
 
I've been really tempted to equip a railgun. I'd expect it would fair better on an Eagle for more adept manuevering, but I've not yet gotten around to it.
Might try a Railgun w/3gimbaled weaps: 1multi & 2laser.

Still working off a recommended 'dual gimbaled multi & dual laser' combo, and it seems to be fair.
The problem I've had, is with ships jumping out.
Cobra's take longer to drop shields, and by the time they (NPC's) are ~40% hull, they begin a Shift. I've tried targetting sub-systems, but nothing ever seems to work, unless it is, and I'm just not noticing that it did.
 
I like this setup:
Medium hardpoints:
1 MC gimbled, 1 Beam gimbled
Small hardpoints:
1 MC gimbled, 1 Beam gimbled
2 beams in 1 firegroup, MSs in the second.
 
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Medium Pulse lasers (fixed or gimballed, whatever is your style) and gimballed multicannons on the small hardpoints.

Goes for the Viper, goes for the Cobra, goes for the Asp.

Pulse lasers and multicannons is the best loadout in terms of effectiveness/cost right now.
 
My first upgrade was to go to gimballed beam lasers. They shred shields. I'm not sure gimballed is better though, since all the target has to is flinch and the lasers are thrown off. I remember with fixed I was always wondering why small ships would try to spin, and now I know. They also get thrown off by ecm or chaff or whatever the sparkly stuff is. You just sit there waiting for that to stop so you can start firing again. I may go back to fixed.

I also tried adding rail guns, fixed. I didn't like them. They were way expensive to rearm and I had them on the bottom two mounts on one fire group, so half the time, only one would hit. I suppose gimballed might work, but like I said, they are expensive to rearm.

I changed the rail guns to cannons and I'm much more satisfied. They are much cheaper to rearm, and do good damage.

So, right now, it's 2 gimballed beams on the small mounts and 2 gimballed cannons on the medium mounts.

I should also add that firing at the best range is really important. I'm not sure what it is in meters, but I've gotten used to how close I need to be to have max effect with my weaps.
 
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My first upgrade was to go to gimballed beam lasers. They shred shields. I'm not sure gimballed is better though, since all the target has to is flinch and the lasers are thrown off. I remember with fixed I was always wondering why small ships would try to spin, and now I know. They also get thrown off by ecm or chaff or whatever the sparkly stuff is. You just sit there waiting for that to stop so you can start firing again. I may go back to fixed.

As already said numerous times, when they fire Chaffs, de-target and use your gimballed weapons as fixed :)
 
I've been really tempted to equip a railgun. I'd expect it would fair better on an Eagle for more adept manuevering, but I've not yet gotten around to it.

Definitely one of my choices. There is only the fixed version and the weapon has a delay but it hits harder than anything else, excluding everything that can be targeted by point defense, fooled by ECM or outmaneuvered. Has ammo though and high power consumption in exchange of good damage vs anything.
 
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I can't find the thread with the math to prove it, but someone worked out that based on the relative strength of shields vs hull/armor, it's always better to run your kinetics at a higher class than your lasers. I had been using C1 G MCs and C2 G Bursts on my Viper, and noticed a pretty decent drop in TTK when I switched it around (C2 G MCs and C1 F Beams is where I ended up).

Because of this, when outfitting my Combat Cobra, I went with 2 C2 G MCs and 2 C1 G Bursts - I'd like to go fixed with the lasers, but the position of the C1 hardpoints makes that kind of tough. Been working like a charm so far.
 
I can't find the thread with the math to prove it, but someone worked out that based on the relative strength of shields vs hull/armor, it's always better to run your kinetics at a higher class than your lasers. I had been using C1 G MCs and C2 G Bursts on my Viper, and noticed a pretty decent drop in TTK when I switched it around (C2 G MCs and C1 F Beams is where I ended up).

Because of this, when outfitting my Combat Cobra, I went with 2 C2 G MCs and 2 C1 G Bursts - I'd like to go fixed with the lasers, but the position of the C1 hardpoints makes that kind of tough. Been working like a charm so far.

I have the same experience with my Asp.
I ran 2x medium beams and 4x small MC's.

By reversing that, 4x small beams and 2x medium MC's, I seem to chew up hulls faster.
 
you need a decent power plant, power distro and shields for this but you can go all day (well as long as the ammo holds out) with this setup.

A4 power plant
A3 power distro
A4 Shields

then 2xMC (gim) on the mediums and 2 x beams (fixed) on the smalls.

the beams do thermal damage so use these to strip the shields, MCs do not work anywhere near as well on shields as they do kinetic damage which is used to hammer big holes in metal or composite.

assign the beams and MCs to their own fire groups and a 3rd all weapons group for hail mary scenarios. I also assign the KPS to a secondary fire group and tag that to each group for the guns. This way i can KPS via the secondary fire button while shooting with the main fire button.

then assign 3 blips to sys (to keep feeding those shields), 1/2 blip to eng (for a little speed) and 2 blips to weapons (possible to get 2.5 blips also with judicious clicking), beams are best fired in 2-3 second bursts anyway.

your shields should stay fairly intact (if you can fly well and dont sit still) and the guns will work forever. Only issue is the all weapons grouping does get heat fast so watch out there.
 
I was just going to ask, where the hell did you find Class 2 bursts. lol

I use 2 class 2 beams and 2 class 1 gimble MC's. I have toyed with reversing it though. Then again, I thought about going back my asp too... choices are hard these days.
 
This is my Cobra loadout:

Cobra9.jpg
 
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