Your Cobra MkV Builds

Initially, yes, and now that I am thoroughly impressed with that, on to a PP signal source, rare goods runner, material gathering build that can hang around for npc fights.
I just took my BGS build into a HazRES. It worked quite well, given the build. The thruster performance under boost is just utter madness. The main weakness of the build I was using is the pirates with SCBs. Two small beams takes quite a while to get the shields down. Once they do, the pirate gos pop in short order.
 
It's a cargo hauling build that accounts for targets of opportunity, i.e. NPCs that spawn to try and stop you when you're running missions. I wouldn't put weapons on it otherwise.

99% of the interdictions will be in populated systems (the 1% will be when I'm not paying attention). The bounties are usually for factions in and around the system I'm working, meaning they are useful for building (and repairing) reputation and pushing influence. Combat is by no means the primary purpose of the build; the intent behind it - as mentioned earlier in the thread - was to annoy the NPC while I waited until the police showed up, then grab the bounty in a low effort way. As I noted there, however, the NPCs didn't usually last long enough: I was surprised by the combat capabilities. I don't usually fly Cobras for combat.

I could put a KWS on it, I guess, but I don't really see the point in that.

I usually put frags on my ships - I haven't done a laser/multicannon build in years, so in that respect it's an experiment.
 
It's a cargo hauling build that accounts for targets of opportunity, i.e. NPCs that spawn to try and stop you when you're running missions. I wouldn't put weapons on it otherwise.

99% of the interdictions will be in populated systems (the 1% will be when I'm not paying attention). The bounties are usually for factions in and around the system I'm working, meaning they are useful for building (and repairing) reputation and pushing influence. Combat is by no means the primary purpose of the build; the intent behind it - as mentioned earlier in the thread - was to annoy the NPC while I waited until the police showed up, then grab the bounty in a low effort way. As I noted there, however, the NPCs didn't usually last long enough: I was surprised by the combat capabilities. I don't usually fly Cobras for combat.

I could put a KWS on it, I guess, but I don't really see the point in that.

I usually put frags on my ships - I haven't done a laser/multicannon build in years, so in that respect it's an experiment.

Yeah sure, but (if you insist on using beam lasers) you could just use 3 efficient c2 beams which would mean 3 times the dps compared to the 2xc1 long range ones, and it would work against hull as well just fine if you brought a single gimballed c1 corrosive MC on one of the small hardpoints and you'd still have 1 spare c1 hardpoint for other utilities (like a cascade rail, for example).

Also, flow control on the distro is garbage. It should be super conduits since you always need the highest recharge rate possible.
 
Yeah sure, but (if you insist on using beam lasers) you could just use 3 efficient c2 beams which would mean 3 times the dps compared to the 2xc1 long range ones, and it would work against hull as well just fine if you brought a single gimballed c1 corrosive MC on one of the small hardpoints and you'd still have 1 spare c1 hardpoint for other utilities (like a cascade rail, for example).
Thank you for your insight. I have all the Bubble engineers unlocked now, so will be reconsidering what to do with the weapons. As I said, I found the Cobra V's combat performance surprising.

I really want to put cytoscramblers on it, but haven't got round to pledging yet.
flow control on the distro is garbage. It should be super conduits since you always need the highest recharge rate possible.
That was a misclick.
 
I really want to put cytoscramblers on it
I tried 2 SRB cytos and as expected they work great with it, can stay under the 5 or 600 (don’t remember exactly) max range with ease against just about everything and dropping shields on CZ Vettes before depleting 2 pips in WEP.
Have you done any core mining with it yet? That’s on my list to try. With those insane lateral thrusters you could probably face the ring 90 degrees while pinging and still be moving along fast.
 
My first impression was - where are downsides? As Python mk2 and T8 have downsides, but Cobra doesn't have many limits and can fit into any role.
Do they? I've flown the T-8 a lot, it's been my primary ship since it came out.
PMk2 I've used for soloing wing assassination missions, which are far too easy.
Not sure what their downsides are.
The CMkV does benefit from overcharged vs armoured PP depending on the weapons you equip, but apart from that I've not personally run into any downsides.
 
Well after several years in only a Cobra Mk III, I have finally retired the old girl. She will be missed. I liked the way she moaned (as a man who bats for the other team, this carries no connotations whatsoever).

Her replacement is the Mk V, with a similar, though superior, loadout.

Aldrin 2

I’ve kept the same name in game though, sans the ‘2’. Kind of like Enterprise in Star Trek, different registry number, same name.

I really like this ship, though she lacks some of the character of the Mk III. Almost too clean. Too crisp. Crisp. That’s how I would describe the Mk V. Definitely growing on me though.
 
Have you done any core mining with it yet? That’s on my list to try. With those insane lateral thrusters you could probably face the ring 90 degrees while pinging and still be moving along fast.
Not yet. But I agree it’s got the visibility and speed for efficient core searching, and enough capacity to mine for an hour or so (I don’t have the patience to fill a python or type 8 in one sitting!). I use an AspX for core mining till now, but reckon a cobra V will be even sweeter boosting through the rings with FA Off 👌
 
Hull tank for Titan bombing.

Despite being the heaviest possible configuration, she still is nippy, agile and with a fantastic boost - though here it says 603, it's 610 in the game and can be kept continuous - perfect for punching through the maelstrom and running up 'n down the titan.
I was just about to ask for an AX build. Thank you. I shall investigate.

In the meantime, I updated my BGS build to this. The short-range blaster mod puts out significantly more DPS while still not overloading the distributor. Thermal vent keeps the ship cool and the Cobra V can really dance. Like really, really dance. It's one of those hot shuffle girls on TikTok.
 
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Hull tank for Titan bombing.

Despite being the heaviest possible configuration, she still is nippy, agile and with a fantastic boost - though here it says 603, it's 610 in the game and can be kept continuous - perfect for punching through the maelstrom and running up 'n down the titan.
I tweaked the build to make it run cooler (and heavier). The key changes are:
  1. Swiching the power plant to G5 enhanced low power with thermal spread.
  2. Switching the thrusters to G5 dirty drives with thermal spread.
  3. The removal of the thermal vent beam laser - while they do cool you down, they also serve to annoy the Titan and cause Glaives and Interceptors to engage you. I watched my wingmates take significantly more damage, although they were in Kraits and a Python Mk. II and gained more bonds due to the higher damage they were doing to the Titan.*
  4. Switching to two heatsink launchers with extra ammo.
  5. Switching to one caustic sink launcher with extra ammo.
  6. Removal of the docking computer and supercruise assist. They sully an otherwise perfect ship.
The ship idles at 14% heat, touching 17% briefly while under acceleration. I mapped the heatsink launchers to the same trigger as the AX missiles and guardian nanite torpedoes. Boosting pushes it to 24-27%, but with plenty of materials to synthesise heatsinks, it was always easy to just disappear.

The hull has 4829 hit points, enabled by the removal of the flight computers.

Build here.

* I was actually the only one who survived out of the wing in our first run, and I'd never done Titan bombing before today.
 
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I have gone for a similar approach as on my multi-role Mandalay. Beams and MCs, Bi-Weaves, bubble-long range, PP-ready, scan an earth-like you came along, etc.


She is not quite as good in this role as the Mandalay, but slightly more fun to fly.
 
Cobra Mk5 is now the best beginners mining ship. It beats the previous best T6 by quite a lot. It can fill up with 86T platinum in about 8 minutes, which gives it a round tripo time of 20 minutes selling to a fleet carrier at 250k/T, so has an earnings rate of about 60 million/hr. The Cobra mk 3 could only get 40 mil/hr and the T6 50 mil/hr. They all cost about the same (around 6 million). As well as that, it's faster than the T6, so a bit safer.
 
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