Your Cobra MkV Builds

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.
There is a weakness to this ship about which I'm usnure - twice now I've taken damage to the power plant. Despite it only being a small hit, it reduces the output enough to render weapons inoperative. I suspect that this is because the power levels are borderline due to the reduced output of the G5 enhanced low power mod. I might reconsider armoured G5 with thermal spread instead, or perhaps only go to G4 low power with the next iteration.
 
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Exploration build

With a "nice" jump distance, courtesy the pre-eng SCO which just arrived on EDSY.

Swap the shield for a 3D to beat 70LY.

I've trialed the Cobra V a bit for exobiology and found I prefer it to Mandalay while hunting because it lands better and doesn't have the horizontal bar right in the middle of my field of view.

The Mandalay range though.. sigh. The old exobiology quandaries are back in a new guise!
 
Exploration build

With a "nice" jump distance, courtesy the pre-eng SCO which just arrived on EDSY.

Swap the shield for a 3D to beat 70LY.

I've trialed the Cobra V a bit for exobiology and found I prefer it to Mandalay while hunting because it lands better and doesn't have the horizontal bar right in the middle of my field of view.

The Mandalay range though.. sigh. The old exobiology quandaries are back in a new guise!
Just put together a Mandy for exploration (EDSY) and tbh it beats the Cobra MkV in range and resources you bring with you
 
A general mission-runner build. The Advanced Missile Rack is there in case on-foot enemies need some explosion therapy.

 

5400 hull integrity, runs cool, 606 boost 🤡🤡🤡
weapons whatever you like, 4 rails would be best + 1 hardpoint for debuff turret/missile.

 
A general mission-runner build. The Advanced Missile Rack is there in case on-foot enemies need some explosion therapy.

That seems quite specialised - there's no cargo space, implying a combat/Odyssey focus.

This is a general buiild - 54t of cargo with better combat performance through 40m/s more speed.

 
Not really a "build" but I was having a play around with the CM5 in VR last night and, I gotta say, it makes me wish there was more "planetary search & rescue" type stuff to do.

I might be wrong but I don't think I've flown a ship with better all-around cockpit view (in VR).
Nothing beats the forward view out of Lakon ships but, due to the sloping sides of the CM5s hull, you've got way more than 180° of view in almost every direction... and then you can lean around your seat and look even further behind you too.

With the speed, and the view, it's definitely the ship for finding stuff on planet surfaces.
 
Mine is multipurpose - material gathering, Odyssey settlement missions, taxi, etc

 

SR PA for module poking. Cytos for shield draining. Multicannons for corrosive and a bit of extra anti-hull and anti-module.


Always helpful to find a way to use the CG rapid fire multicannons.


Using two SR PAs as cut rate APAs, alternating fire between side on separate triggers and using the missiles as extra power plant killing power. It might benefit from changing one of the missiles to an incendiary frag for a bit more anti-shield power.
 
My first build was to test energy output. With the proper engineering, it manages size 1 rails, size 2 PAs, and a size 5 Prismatic just barely. The capacitor did all right keeping up demand though, in its test run. All I've done so far was chase down and dogfight a couple of wanted NPC vipers. That size 5 prismatic on a small ship, though...
 
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