Newcomer / Intro Whats a good Viper fit for a Low Intensity WZ

As above a mate told me about these a good way to make money so gave it a try i didn't last long go figure so after some help/advice on a good fit that will.
A. Keep me alive
B. Allow me to shoot for abit before running out of weapon battery. As i noticed as soon as i started shooting i was running out of battery so have to stop shooting so it builds up.

Cheers
 
Try A class power plant and distributer for juice, a class shield to keep you alive, pulse or burst lasers so that you can fire for longer than beams.
 
Cheers mistohise. Andy his using a cobra so even if i wanted to i couldnt use the same as him as his ship is bit better than what i have
 
All the above plus
Burst lasers, gimballed.
Multicannon gimballed.

Generally the more expensive you can afford the better. But I heard that you can find a cheaper one (probably up to 30% cheaper) in CIVIL WAR systems for the same weapon that you'd be paying.
 
Cheers mistohise. Andy his using a cobra so even if i wanted to i couldnt use the same as him as his ship is bit better than what i have

I actually find the Viper much better than the Cobra .... it's personal choice :)

l would be more helpful but its way to difficult from my phone.

the search function is not being flippant .... many really good loadouts have been posted in recent threads on this very subject :)
 
I forgot to mention that it is recommended (by me) to have a FUEL SCOOP outfitting in a Viper. Unless you are fine purchasing fuel all the time, then you'd save an awful amount of money with the fuel scoop. Bear in mind that the VIPER is very fuel inefficient , or fuel hungry!
 
Sweet cheers all

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I actually find the Viper much better than the Cobra .... it's personal choice :)

l would be more helpful but its way to difficult from my phone.

the search function is not being flippant .... many really good loadouts have been posted in recent threads on this very subject :)

he said the cobra was better just because can fit more offense and defence so it can take a hell of alot more damage before he has to run away.. lol
 
As above a mate told me about these a good way to make money so gave it a try i didn't last long go figure so after some help/advice on a good fit that will.
A. Keep me alive
B. Allow me to shoot for abit before running out of weapon battery. As i noticed as soon as i started shooting i was running out of battery so have to stop shooting so it builds up.

Cheers

I used this in a WZ yesterday, and it worked pretty well:

http://www.edshipyard.com/#/L=60M,7u57u55QH5QH3wA01Q,314s4s4s3m4s4s3c,03w7Pc4yG10i

(From memory, anyway.. If power is still too tight, downgrade the KWS a shade to a B or C. I'll check it when I get home, if I get a chance.)

Remember to put your cargo hatch, FSD and fuel scoop on lower priority, so they shut down when you deploy hardpoints. I made three weapons groups, all with pulse lasers in primary, and then with MC, KWS and chaff as the respective secondaries. That means you have to flick through groups to change secondary, so make sure that the binds are somewhere easy. That said, you will rarely want either KWS or chaff in a low intensity WZ, I suspect.

Pay special attention to the fact that you're using medium MCs with small pulse lasers- this is important. Smaller weapons suffer a modifier vs bigger targets. The smaller pulse lasers will still be reasonably good at stripping shields from a larger ship, but you need the MCs to be bigger to inflict meaningful hull damage in a reasonable time.

Aaaanyway, this setup was enough to bag a bunch of ships, and sturdy enough to be able to survive trouble relatively well, if you fly smartly. Remember FA off, lateral thrusters, blue zone and pips to engine when turning!. Good luck.
 
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I used this in a WZ yesterday, and it worked pretty well:

http://www.edshipyard.com/#/L=60M,7u57u55QH5QH3wA01Q,314s4s4s3m4s4s3c,03w7Pc4yG10i

(From memory, anyway.. If power is still too tight, downgrade the KWS a shade to a B or C. I'll check it when I get home, if I get a chance.)

Remember to put your cargo hatch, FSD and fuel scoop on lower priority, so they shut down when you deploy hardpoints. I made three weapons groups, all with pulse lasers in primary, and then with MC, KWS and chaff as the respective secondaries. That means you have to flick through groups to change secondary, so make sure that the binds are somewhere easy. That said, you will rarely want either KWS or chaff in a low intensity WZ, I suspect.

Pay special attention to the fact that you're using medium MCs with small pulse lasers- this is important. Smaller weapons suffer a modifier vs bigger targets. The smaller pulse lasers will still be reasonably good at stripping shields from a larger ship, but you need the MCs to be bigger to inflict meaningful hull damage in a reasonable time.

Aaaanyway, this setup was enough to bag a bunch of ships, and sturdy enough to be able to survive trouble relatively well, if you fly smartly. Remember FA off, lateral thrusters, blue zone and pips to engine when turning!. Good luck.


Ahhh cool cheers for that sweet fit just 3.5mil more than i have atm but its something to work to..
 
Ah, lolz. So you're going in at the start of the game? Hide behind your friend and shoot stuff just before it dies to get credit :)

I'd personally be inclined to work up to a Hauler, trade yourself up to a Cobra, trade some rares in that, etc. and then get on the usual cash escalator (plenty of threads about that if needed). I do understand if you just want to get in there and get shooting though. However, building a trading ship resource is a good way to finance some good solid combat equipment. Not everyone enjoys space trucking though, obvs., so it's totally up to you. You could probably make enough for a few upgrades by hanging back and kill stealing- boosting away and frame-shifting out if you start taking damage.

Also, remember that you don't get any money unless you get back to a station to hand your combat bonds in. If you get blown up, you lose all the bonds that you have won so far. Running away occasionally is really important.
 
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he said the cobra was better just because can fit more offense and defence so it can take a hell of alot more damage before he has to run away.. lol

Not true at all, the cobra and viper can fit pretty much identical weapons loadouts.

The viper has weaker shields but stronger armour, and is faster and more manoeuvrable.
 
Ah, lolz. So you're going in at the start of the game? Hide behind your friend and shoot stuff just before it dies to get credit :)

I'd personally be inclined to work up to a Hauler, trade yourself up to a Cobra, trade some rares in that, etc. and then get on the usual cash escalator (plenty of threads about that if needed). I do understand if you just want to get in there and get shooting though. However, building a trading ship resource is a good way to finance some good solid combat equipment. Not everyone enjoys space trucking though, obvs., so it's totally up to you. You could probably make enough for a few upgrades by hanging back and kill stealing- boosting away and frame-shifting out if you start taking damage.

Also, remember that you don't get any money unless you get back to a station to hand your combat bonds in. If you get blown up, you lose all the bonds that you have won so far. Running away occasionally is really important.

I do have a adder but thought id try combat instead of trading as the money wasnt that good on it i know the more you do the better it gets and what not so i got enough money together and got a viper to do them sometimes i would last a couple hrs sometimes id warp in then be running away after 3min
 
i think this is how i had my viper before i ramped the cost up:

http://www.edshipyard.com/#/L=60M,7tw7tw7sW7sW3we0mI,2-5K5A5A3m4s5K3c,7fO7Q44yG10i

the shield cell bank is where the real defences are (B has more charges than A), though you do need to activate it before your shields collapse, and it takes quite a while to kick in too. if you time it right though you can stay in the fight for as long as you have charges.

in a resource extraction site you'll probably run out of ammo before you run out of shield cells. the credits are great at RES's, and the combat is less intense. get your friend to fight there for a while as you get used to dogfighting. the credits will be good and you won't be getting ripped to shreds as fast. much better place to learn and earn. then you'll be able to throw the millions into your ship for one of the more expensive fits, or even something like a vulture.

as a playstyle choice i like fixed MC's on my viper (reminds me of BSG). with the tight grouping and good agility the viper can work very well with fixed weapons. the cobra on the other hand at least needs the lower wing mounted weapons gimbled as they are too far apart to hit small ships. for me fixed weapons are more satisfying to fly with, but really the best weapon system to use is the one you work with the best.

while it is true that lasers strip shields the best and projectiles crack hulls the best i find 4 weapons on a target kill faster than just 2. so if you do take a split weapon type approach make sure to gimble one type so you can fire all 4 at the same time. using just 2 weapons at a time will improve your ammo expenditure efficiency, which will improve how long you can stay in the fight, but it will drop your kill speed.

a power plant will not help you fire the guns for longer, only a power distribution unit will help with that. however a power plant might help with overheating problems, i'm not completely sure on that one. it's easy to get all 4 multicannons firing for a long time, you don't even need 4 pips to WEP for that. after being frustrated with the pulse laser in my sidewinder (ran out of juice too fast) i switched to MC's and have had a preference for them ever since. it really is a personal thing though so mess with the different weapons to see which you like the most.
 
I do have a adder but thought id try combat instead of trading as the money wasnt that good on it i know the more you do the better it gets and what not so i got enough money together and got a viper to do them sometimes i would last a couple hrs sometimes id warp in then be running away after 3min

Cool, as long as you know to hand in the bonds, it'd suck to lose a bunch.
 
Cool, as long as you know to hand in the bonds, it'd suck to lose a bunch.

That already happened... lol

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i think this is how i had my viper before i ramped the cost up:

http://www.edshipyard.com/#/L=60M,7tw7tw7sW7sW3we0mI,2-5K5A5A3m4s5K3c,7fO7Q44yG10i

the shield cell bank is where the real defences are (B has more charges than A), though you do need to activate it before your shields collapse, and it takes quite a while to kick in too. if you time it right though you can stay in the fight for as long as you have charges.

in a resource extraction site you'll probably run out of ammo before you run out of shield cells. the credits are great at RES's, and the combat is less intense. get your friend to fight there for a while as you get used to dogfighting. the credits will be good and you won't be getting ripped to shreds as fast. much better place to learn and earn. then you'll be able to throw the millions into your ship for one of the more expensive fits, or even something like a vulture.

as a playstyle choice i like fixed MC's on my viper (reminds me of BSG). with the tight grouping and good agility the viper can work very well with fixed weapons. the cobra on the other hand at least needs the lower wing mounted weapons gimbled as they are too far apart to hit small ships. for me fixed weapons are more satisfying to fly with, but really the best weapon system to use is the one you work with the best.

while it is true that lasers strip shields the best and projectiles crack hulls the best i find 4 weapons on a target kill faster than just 2. so if you do take a split weapon type approach make sure to gimble one type so you can fire all 4 at the same time. using just 2 weapons at a time will improve your ammo expenditure efficiency, which will improve how long you can stay in the fight, but it will drop your kill speed.

a power plant will not help you fire the guns for longer, only a power distribution unit will help with that. however a power plant might help with overheating problems, i'm not completely sure on that one. it's easy to get all 4 multicannons firing for a long time, you don't even need 4 pips to WEP for that. after being frustrated with the pulse laser in my sidewinder (ran out of juice too fast) i switched to MC's and have had a preference for them ever since. it really is a personal thing though so mess with the different weapons to see which you like the most.

Sweet cheers for that..
 
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