what are the best weapons for a viper?

I love the turret mounted pulse lasers, but they're too weak to take on an asp (which is what my bounty is). I took out a sidewinder npc with just those. :) What's the best setup, if money was no object? Non weapon upgrades help to. Thanks!
 
If money is really no object whatsoever, I don't think there's anything that can beat dumbfire missiles.
 
I admit that I'm biased because I personally dislike using gimballed weapons, but why anyone would use turrets on a Viper is beyond me. I use 2 fixed medium beam lasers and two fixed small autocannons, but whatever works for you...
 
I admit that I'm biased because I personally dislike using gimballed weapons, but why anyone would use turrets on a Viper is beyond me. I use 2 fixed medium beam lasers and two fixed small autocannons, but whatever works for you...

That was my set up too, its good an economical.
 
I have two class 1 fixed burst lasers for stripping shields, then two class 2 gimballed multi-cannons for hull damage-dealing.

I'm not sure the burst lasers are the best choice for stripping shields, though. The multi-cannons are much more effective for that, but I'm convinced you shouldn't go for an all-cannon load-out as ammo gets expensive and you're liable to run out. Lasers last forever!

Alternative suggestions welcome.
 
Use 2x fixed lasers and 2x hull damage weapons such as multi cannon, cannon, etc. whatever hard point config you like.

I use 2x fixed C1 beams and 2x gimballed C2 multi cannon. I also like C2 cannons.

Still hoping to try missiles if I can figure out fixing 2x C2 lasers in 12mw limit.
 
i've run with fixed 2 class 2 beams and 2 rails... though you go through the rail ammo pretty quickly it really does take down the bigger ships in no time took out an orca or a clipper not sure which it was today and asps are just a piece of cake if you can get your aim on and manouverablity right, though you do have to prioritise the energy usage so things like the FSD, (i run no cargo) cargo hatch and any non essential systems are shut down when you deploy your hardpoints (and thats with an A class reactor and power distributor)

currently I am using quad fixed beams (class 2 and 1) , I did dally around with 3 beams and 1 rail for a bit but decided to ditch the rails due to ammo costs... the quad beams take a little bit longer to kill the target than the rails / beams combination but there is no ammo usage and so no running out of heavy hitting

also buy yourself at least 2 cell banks prefferably an A3 and an A2 and if you really want to cover yourself get an A1 as well... just set them up in the fire groups to 1 cell on the secondary of each group and you might need to turn 1 off until one of the others is empty them swap them mid fight but really thats not too much of a hassle as there is always minor breaks in the engagements I've had
 
I admit that I'm biased because I personally dislike using gimballed weapons, but why anyone would use turrets on a Viper is beyond me. I use 2 fixed medium beam lasers and two fixed small autocannons, but whatever works for you...

The turrets were awesome on a cobra, even though they're under powered. I was getting hits even when the cobra was out of sight flying over me. Honestly I was sucking, and the turrets got that kill. Now on the Asp they were way under powered and I had to run twice. I came back with 4 beams, and even though I never took the shields all the way down, the asp ran. I had to get a 500,000 power plant after that though. Nothing I could do was enough power to be comfortable. Now I'm maxed on weight, and have to tweak my setup as I make money and shop around.
 
Having real issue tearing non-npcs hulls apart with 2x Multi-cannons (F2) before they can jump to fsd.

Any tips if Id have better luck with auto cannons or something, switching one hardpoint to missiles seems...expensive.
 
it works.

This build with plasma accelerators and missiles may lean a bit too heavily towards damage ( I don't know your entire loadout I'd be interested to see the internals).

With my essentials A rated (thrusters, Power Plant, Power distributor, FSD,) and others B or C as needed (C rated shields), I outfit with 2x C1 fixed beams and 2x C2 gimbal multi cannons. I use about 11.8/12 KW

My ship weighs about 114 tons (reinforced alloy, not military grade which is too heavy), which keeps it zippy with A rated thrusters with optimal mass of 120tons. I have a fine balance of speed, maneuverability, defense, and damage output.

This is all my own humble opinion of course. I've done quite a bit of combat with this build against every sort of NPC ship of all combat rankings. PVP i haven't met a real challenge but that is largely due to scarcity and every player I've met is harmless combat ranked (I'm expert, for what that's worth). This weapon loadout is excellent at taking out any small to medium ship (up to and including clippers/ASPs), and quite decent at taking out large ships.
 
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