Ship Builds & Load Outs Weapons Question?.

Still studying form on a Viper Combat rig. A thing that puzzles me though is most of the builds I have looked through posted here or at Coriolis go for the twin approach for weapons. By this I mean they have two lasers or cannons for example in their group one weapons and then a similar set up in their group two weaponry. Now as I am led to believe the idea is to knock out the shields with the lasers and then destroy them with the cannons etc. In the smaller ship like the Viper you have 2 x medium & 2 x small weapon racks. This means that your lasers would be the most powerful but then perhaps your secondary smaller armaments may or may not be enough to finish the job. In regard to this I was thinking that might it be better to have 1 x laser & 1 x cannon in group one and something similar or even different again in group two. As I realise that the people here are very clever and that most go for the double attack version then I must be missing something simple, or am I?. What in your opinions are the best weapon combinations for a 2 x Medium & 2 X Small ship like the Viper rigged out for bounty hunting/combat?.
 
One tricky thing is that the projectile speed of some projectile weapons changes with class. Take cannons, for instance. If you had a class 1 and class 2 fixed cannon, you'd only ever be able to hit with both at very close range, or against stationary targets. Since their projectile speeds are different, they require a different amount of lead.

As for the 2 medium 2 small ships, I usually like to have a good mix of weapons. This viper, for instance: http://coriolis.io/outfit/viper/03A...m402t6b4u.Iw1+kA==.MwBhEZzECZphxgyA?bn=Combat
Two fire groups: First one has the fixed beam on primary, and the gimballed pulse on secondary. Use the pulse when you're not lined up for the fixed beam, or when your capacitor is low. Second group has multis on primary, and the pulse on secondary. Same idea as the first group, but best used once the enemy's shields are down. The power priorities are set up so that you can run, in the event your powerplant is shot out and you somehow survive (less relevant on small ships, but better safe than sorry).
 
I've never been able to get on with a mix of direct fire (laser) and leading fire (projectile) as it means changing the relative ship position during combat, so I tend to use either all laser or m-cannon (except in an Asp 2 x gimballed pulse and 4 x m-cannon turrets).

The Viper is still one of my favourite ships small, fast and packs a decent punch however it's not the most agile so I use some pulse turrets in the small slots and pulse gimbals in the medium and keep the ship as light as possible, it's more work than a Vulture but it's a fun ship in combat as the turrets compensate for the Vipers lower agility and lining up the medium weapons on the target allows the weapon to capacitor time to charge.

http://coriolis.io/outfit/viper/03A3A3A2D3A3D2C1b1b1919040440---.AwRj4yyA.AwiMIyqA?bn=Viper
 
Thanks for the replies guys, I was tempted by CeeKay's turrets in the small bays but decided to try out MegaHurts asymmetrical approach which is in line with my original question. So far I have settled on the build in the link, http://coriolis.io/outfit/viper/03B...25.AwRj4yyA.IwBhrSokg===?bn=Viper Combat MkII I am keeping costs down as I just want this ship as a temporary one in order to learn myself combat which until now I have been supremely bad at and am trying to have a ship which is effective but also has low buyback costs so I kept away from the A rated stuff but still have a ship that is only 1ms slower than MegaHurts one and if I read it correctly will not be overloaded and need stuff like FSD etc turned off. I intend to start off by bounty hunting via the turn up at a hot spot and jump in to help the feds method, so is there anything else I need, like a kill warrant scanner for example?.
 
A KWS will add to the bounty but at some point you'll have to travel to Empire/Fed/Alliance space to cash in the bounty and this can mean a trip of several hundred LY, TBH I've gone back to fitting equipment that'll keep the ship intact, i.e. shield boosters, chaff etc, a KWS is essential if you're BHing in an anarchy system as there's no bounty payout there without using it.

If you've got the cash A grade power plant, power dist and shields are the way to go, the HRP armour figures relate to the upcoming Ships release so they're much higher that the current game.

http://coriolis.io/outfit/viper/03A...040-25.AwRj4yyA.IwBj49TI?bn=Viper Combat MkII
 
A thing to remember is that against large ships small/medium weapons suffer a penalty against hull damage but not shield damage.
So it can be better to have your hull damaging weapons in medium slots whilst you just use the small ones to take down their shields.
 
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