Ships What weapons on the dolphin?

obvious answer is: non.

but i actually like to have some weapons when in the bubble, as i sometimes dip into USS to get a bounty, or like to shoot interdicting pirates here and then, even in a dolphin.

besides having a plasma slug railgun and a mining laser for my exploration build.

so, anybody has preferred weapons for the dolphin?

like: 2 railguns, burst and MC, beam and MC, beam and seeker missiles, all seekers engineered, two small frags and ramming, two bursts - one turett, one gimbal ... whatever gets you through the night!

anybody?
 
Not expecting any serious combat I go with two small efficient beams in "blue" to look pretty. For effect I'd go with rails or missiles. Upgrading to an Orca with one large and two medium hard points three multi-cannons with incendiary and corrosive enhancements can be very useful.
 
I have no weapons fitted in my Dolphin, although, I did get the thrusters, FSD, power distributor, shield and hull engineered. Now it boosts near 500M/s, jumps 35LY, resistant shield and heavy duty hull. Not afraid of pirates since I can keep boosting and can take some damage without worrying hence no weapons needed :cool:
 
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obvious answer is: non.

but i actually like to have some weapons when in the bubble, as i sometimes dip into USS to get a bounty, or like to shoot interdicting pirates here and then, even in a dolphin.

besides having a plasma slug railgun and a mining laser for my exploration build.

so, anybody has preferred weapons for the dolphin?

like: 2 railguns, burst and MC, beam and MC, beam and seeker missiles, all seekers engineered, two small frags and ramming, two bursts - one turett, one gimbal ... whatever gets you through the night!

anybody?

I'd love to see some videos of the Dolphin in a Haz Res, but with the firepower of a sidewinder I don't imagine it killing much, I have nothing in mine, I did contemplate mining lasers, but then I would have to take two to make it symmetrical so I decided not to take any, maybe when they make lightweight mining lasers I will take them again.
 
Hmm, I've had great success with a lightweight frag cannon and railgun in my Sidey in the past. Maybe a Rapid fire frag and reinforced rail?(for better heat management and armour piercing)
 
Hmm, I've had great success with a lightweight frag cannon and railgun in my Sidey in the past. Maybe a Rapid fire frag and reinforced rail?(for better heat management and armour piercing)

railguns had an upped armour penetration value - they already deal full damage against all ships now.

funny combi... i tend to double railguns or double frags, but i'll first want to get a better impression on ship depending NPC spawns ... if the dolphin brings eagles and sideys as pirates, railguns will be too frustating for me.
 
railguns had an upped armour penetration value - they already deal full damage against all ships now.

funny combi... i tend to double railguns or double frags, but i'll first want to get a better impression on ship depending NPC spawns ... if the dolphin brings eagles and sideys as pirates, railguns will be too frustating for me.

Ah, didn't know that about railgun, brilliant!

Did a load of delivery missions up in Colonia whilst I was waiting for passenger cabins to be available, and other than the odd mission related Conda, was mostly getting interdicted by stuff like vipers and eagles.
 
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that, on the other hand, would speak for missiles ... maybe engineered.

Yeah that would work - engineering wise, pretty much your only options would be either lightweight or high capacity - no point in going for any of the special effects though as none of them seem to work on NPCs.
 
Yeah that would work - engineering wise, pretty much your only options would be either lightweight or high capacity - no point in going for any of the special effects though as none of them seem to work on NPCs.

overload munitions for changing damage type to thermal, to bring down shields easily :) probably ROF-increased...
 
just a follow up:

so i got my rate of fire increased overload munition seeker racks.

works nicely as a defensive weapon. boost, FAOFF flip, shoot seekers, shields of small pirate go down, damage strips weapons, he jumps away.

if i actually would want to kill an inderdicting viper for exampel, I'd either need to synthesis more ammo, or i'd need ammo increased racks which would reduce my jumprange quite a bit. so, more of a gimmick.
 
just a follow up:

so i got my rate of fire increased overload munition seeker racks.

works nicely as a defensive weapon. boost, FAOFF flip, shoot seekers, shields of small pirate go down, damage strips weapons, he jumps away.

if i actually would want to kill an inderdicting viper for exampel, I'd either need to synthesis more ammo, or i'd need ammo increased racks which would reduce my jumprange quite a bit. so, more of a gimmick.

shame I'd like to think its capable of killing something ;)
 
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