Newcomer / Intro What weapons Viper mk3

The 55% under your shields is your hull integrity. I would advise you to visit a dock for repairs ;)

As for weapons, I usually go with classic - 2x class 1 pulse lasers on top and 2x class 2 multicannons on the belly.
But feel free to experiment with different weapons. Rail guns are nice (but toasty) and full pulse loadout is most chill and easy to use.
 
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That's your hull integrity and you should repair your ship immidiately!

Not sure if you can make use of any weapon as long as you aren't even familiar with your cockpit.

If you can't resist your urge to engage in fighting try a mixture of burst laser and multicannon. The laser dissolves your victims shields but doesn't affect his hull much, the multicannon does hull damage but doesn't weaken his shields. Take the best grade (higher number > lower but lower letter > higher) you can afford. And don't go for the turret versions but take the gimballed ones!
 
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It depends what you want to do with it. For RES farming in a high RES, I always use all pulse lasers.
 
The 55% under your shields is your hull integrity. I would advise you to visit a dock for repairs ;)

As for weapons, I usually go with classic - 2x class 1 pulse lasers on top and 2x class 2 multicannons on the belly.
But feel free to experiment with different weapons. Rail guns are nice (but toasty) and full pulse loadout is most chill and easy to use.

+1 to this.

As a side note, I would go with Fixed weapons on the Beams. The Viper is agile enough to pull it off, and it's good to learn how to use Fixed weapons early. If you have trouble keeping them on target, you can swap out for Gimbaled.

When I flew the Viper, I used two Fixed Pulse in the Class 1's and 2 Gimbaled Multi Cannons in the Class 2's. Very good load out for the Viper. :cool:
 
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Cheers everyone ,i´ve just recently come back after 3 months after launch and ive lost 1/2 million and lose every fight since im back lol
 
Cheers everyone ,i´ve just recently come back after 3 months after launch and ive lost 1/2 million and lose every fight since im back lol

What kind of enemies are you fighting? Pay close attention to their combat ranks. If you're really rusty, anyone above Expert will give you serious trouble. In environments like Resource extraction sites you have the advantage of being able to pick your targets, so use it. And slowly walk your way up. Losing ten times in a row to a Deadly Anaconda without knowing what you did wrong will teach you nothing.

Use pips into SYS to strenghten your shield whenever you come under fire. Use energy weapons against shields and kinetic against the hull. Don't forget you can target individual modules of the enemy ship. Destroy their thrusters or powerplant and blunt their teeth.
Use lateral and vertical thrusters to strafe around your opponents. Always stafe to the side (from THEIR perspective) They will have to either yaw or roll and pitch after you which allows you to get around them much easier. Also. Viper is really fast. Use it to your advantage. If your opponent can out-turn you, don't get into close dogfight with them. Instead employ a jousting tactic - boost away from them, turn, make an attack using barrel rolls and strafing to avoid retun fire, then boost past them, out of their reach to turn and prepare for next attack.
Don't be afraid to experiment with manouevres and tactics. If something doesn't work, don't repeat it in vain hope that next time in might. Try something different. Don't forget your ship can move backwards. If you get in trouble in RES, go hide behind the cops. They will help. Use asteroids to kite bigger clumsy enemies around.

etc. etc. yada yada. :)
 
The laser dissolves your victims shields but doesn't affect his hull much, the multicannon does hull damage but doesn't weaken his shields.

It's not as one-sided as this makes it sound, but an unengineered shield, like NPCs use them (and you most certainly also do) has a low resistance towards energy weapons (it's actually in the negatives) but withstands the two other damage types, kinetic (dished out by all types of cannons for example) and explosive (e.g. missiles) by a certain percentage of the base damage. It's the other way round for standard hull armour.

Engineering can change these resistances, but that's for some other time.
 
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If you're a good shot, two c1 railguns with two C2 plasma accelerators is brilliant fun. Until your ship cooks you (efficient weapon mods on the plasmas are a must, IMO.)

Failing that, I'd be inclined to put two class 1 lasers (pulse can fire for a very long time on two pips; beams drain the capacitor quickly but are very useful for droppping shields, bursts are in between) and two c2 multicannon on the medium hardpoints. I'd also recommend subsystem targeting. For the moment, I'd say target the thrusters (you only need to take one down to cripple the ship), as the most effective module to target -- the power plant -- currently enjoys a bug where NPCs carry on as normal when you shoot it out. Gimballed weapons are great for module targeting.
 
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