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Yeah.....You think 104 + 45 = more than 316?
You can always replace a HRP with a Fighter Bay.
The reason I don't use fighters is because they take a cut of the money and they cause lag when in instances with other people.
Again like I said you can remove the heavy armor and use light weight reducing the price by nearly half.
Your gimbal weapons never miss? You think I miss a lot with my short range blaster rails?
And the best part. You think rails aren't energy weapons? Do you even play this game?
My build does more thermal AND kinetic than your impossible build.
Multi Overcharged - 32.2
Beam efficient - 25.1
Rail Short Range blaster with plasma slug - 78.8
Just one of my weapons hits harder than any two of yours....
You're build is not possible.
You have a shield booster with an impossible amount of boost. 293.6%. That doesn't exist.
You only have 29% resistance to thermal. The damage most NPCs do.
My build isn't on paper. Its sitting in my shipyard.
You're build doesn't even exist.
What game are you playing?
Ok, I've taken a look. Before I begin, bear in mind that the biggest strength of the Mk4 lies in its potential for heavy armor; it is *vastly* superior to the Viper MK3 and superior also to a Cobra MK3 in that regard. This ship is designed to be capable of fully shieldless combat, with the right setup. Here, I propose an armor-centric approach:
1.- Increase the armor and replace the standard shield generator with a bi-weave.
700-ish is an extremely low value for this ship. I have an Eagle with 1200-ish (with engineering). As a reference point, you can push a Viper MK4 to around 4000 armor (with engineering). Fill the empty slots with hull reinforcement packages.
As for the shield generator: for small ships, the absolute loss of megajoules by replacing a standard generator with a bi-weave is not as significant; if you take advantage of your armor to extend the duration of the fight, you will benefit more from a bi-weave that regenerates twice as many times throughout the course of the fight, than a standard shield.Note that it will also drain your systems capacitor faster, so be mindful of this.
IMPORTANT: A benefit of flying shieldless ships is that they have a smaller hitbox; shield hitboxes extend beyond the hull of the ship. This gives you an advantage when your shields drop.
2.- Replace Shield Booster with Chaff
If you don't know what your friend is going to use against you, you'll be better off with one point defense for missiles, and one chaff so you can mess with his gimballed weapons (save this for when your shields drop, but use it only while the opponent has windows of opportunity to attack you). Unless your opponent is experienced with fixed weapons and is planning to use a fixed setup, this will help you more than the shield booster if you reinforce your hull so it can take proper hits. This will also cut down the regeneration period of the shield (and thus the total power drawn from the systems capacitor).
3.- Ditch the cell bank
This cell bank is going to be overkill for the task when considering the aforementioned adjustments. Aditionally, cell bank activation will cause overheating and damage your internal systems since you do not have a heat sink launcher to counter it; replace with another hull reinforcement package.
4.- Replace AFMUs with module reinforcement packages
Namely, a 3D and a 2E. This will give you pretty good module damage mitigation balanced with reinforcement durability. Why take this over the AFMUs? Because AFMUs require active management that can be a hindrance in a fight, and because two of them are overkill for this type of setup. AFMU repair process requires you to manually select the damaged modules, and these will be shut down while the repairs are performed; you must then manually reactivate them when the repairs are complete and wait for them to boot.
Also, by ditching those, you put less strain on the power plant so you can upgrade some of your core internals.
5.- Upgrade thrusters and remaining core internals, downgrade scoop to 1A.
Get A-grade thrusters. These will not only increase your top speed but also your steering speed, and the more time you can spend pointing your guns at the other guy, the better. The remaining E-grade internals should be upgraded to D grade to cut down the weight, which will further aid with the steering and speed. Consider A-grade sensors if you think the other guy might try some hit and run stealthy tactics.
6.- Upgrade power plant to 4A
This will cut down the weight more and increase your heat efficiency so that you don't have to worry as much about the heat from the railguns (less heat per volley, so you won't have to pace the shots as much as you wait for the ship to cool down). Integrity is lost compared to B grade but compensated via module reinforcement packages.
This is the proposed setup afterward: https://coriolis.io/outfit/viper_mk_iv?code=A2pataFdl8dasdf42a2a24240003B32bm529m227252j25.Iw18SQ%3D%3D.IwBhrSrCJI%3D%3D..EweloBhBGA2EoDcCWAHApgJwPoFsDW2yiIME5ClEQA%3D%3D
You get more base total absolute health from this setup, and it will be increased even more when you factor in the bi-weaves.
Also, with the weapon types you're using and considering they're unengineered: do everything you can to stay within 1 km or less of your target for maximum efficiency. The railguns in particular have a severe damage penalty over distance (I know, makes no sense in space for a projectile weapon, but you gotta deal with it). And, since I mentioned distances: gimballed guns are not very precise at 2km due to jitter, and lose lots of power at that range. Beyond that, they become almost like pea shooters, so use that to your advantage if you need to.
You might also be interested in swapping one of your multicannons for a missile launcher. It's a bit of a gamble since the other guy might have ECM or point defence, but seeker missiles are great for damaging or disabling weapons (and damaged weapons malfunction ever more often depending on their remaining integrity).
Also, another important tip: if the other guy shoots missiles at you, face them and point your nose UP. The point defence module in the Viper is located below and at the back, so you gotta get your own hull out of the way to give the turret a clear field of view. If the missiles are coming from behind, point the nose down.
And finally: everything I said before is by no means the only viable option. There's many valid ways to get something done, and pilot skill, inherent talents, and preferences are very important factors in that equation.
I would get it. Why? Massive armor boost over the MK3, and that I can score consistent hits with fixed weapons using the MK4 regardless of speed and steering values. I hit just as consistently with or without that extra 10%. So the Mk3 gives me the same offensive potential with massively inferior armor and a bunch of extra speed that doesn't make me kill a target faster. Good for running away, although if you have to run away from a fight, you're either a jouster (which makes my job of shooting you a lot easier) or you picked/got dragged into a fight that you shouldn't be in to begin with.
Try flying a Gunship and get used to hit consistently with it, using with fixed weapons. You have to learn a specific steering method. After you've mastered that, doing the same with the MK4 will feel like a walk in the park.
You can also make a more durable armor tank out of a Viper Mk4, than of a Cobra, so again, I'll keep the Viper Mk4. The hull profile makes it harder to hit and equivalent armor tank setups cap at higher defensive values.
In my experience with hitscan weapons, I do less than half the damage with overcharged gimballed than with long range fixed. Targetting de-selection does not provide you with a leading sight for projectile weapons, nor does it provide you with aim correction for hitscan weapons (which fixed provides in both cases unless you get hit with Target Lock Breaker).
For projectile weapons, I also deal more damage with fixed heavy hitters (because they have higher projectile speed) and also more with fixed multicannons, than with their gimballed equivalents. Fixed multicannons drain the capacitor less quickly so it is easier to fire them alongside power-hungry heavy hitter weapons, which further increases the DPS. They also have higher armor piercing values, which once again increases the damage.
Also, gimbals can only be used accurately at close range; once you near 2 km, you lose lots of DPS either due to jitter, or damage fall-off, or both. And you get horrid precision at that range and beyond.
And if you have a ship fast and agile enough (like a Chieftain or Challenger, for instance) that you can consistently stay on target within 0.5-1 km or less, the range where gimballed weapons shine the most, then hitting with fixed is a non-issue and you don't ever have to be bothered with chaff at all. At 500 meters or less, a medium-size target fills most of your screen. At 1 km, it's like hitting something as big as an Anaconda. If you're flying something with more space between hardpoints or something less agile, then you increase your engagement range to make the aiming easier, and can compliment that with focused/long range mods. Under those circumstances, If targets close in and they are big, it's generally a non-issue; if they are medium or small and they try to stick where you can't hit them, FA-off maneuvers and aggressive ramming will get you where you want to be.
Not to mention that with fixed guns, the offensive windows of opportunity are maneuver-based instead of chaff-based. If you have a good grasp on how to fly the ship you're using, this results in MANY more windows of opportunity per unit of time, and it also allows you to overwhelm cell-bankers that set off the chaff while activating the banks at low shield charge. These are a complete and utter pest that borders on ship necromancy if you're using gimballed guns against them, because they deny the offensive opportunity when it is most crucial for you to exploit it. And with fixed guns, it's just like fighting any other target.
I just don't see much of a point for them unless you want them as backup guns for shooting down small and fast targets, like hostile SLFs or Sidewinders, that can slip in the space between your fixed hardpoints.Or when you want to shoot them alongside other weapons that would otherwise not converge when used simultaneously.
As for railguns on a Krait: guess what? I use them with the MK2, when I care to dust it off for a ride (I don't enjoy it much). I currently use them with my Phantom. I also use rails with my Gunship, which is slower and less agile. And I use them as primary weapons, not as backups. And I do not have any problems with the steering nor do I find myself "needing" smaller and faster/more agile ships to use the railguns with.
And also: railguns deal 66% thermal and 33% kinetic damage, so there you have those thermals you mentioned.
Now, as for the ship-launched fighters: an Elite NPC onboard a fighter with fixed beams has the following issues:
-It often engages at longer range than I do with the same fighter, so the NPC deals with higher damage falloff values than I do.
-It uses up the heat sinks very quickly against any target instead of saving them for when there's good windows of opportunity against tougher or more threatening targets.
-It doesn't manage the power as well as I do, so once it runs out of heat sinks, it fires the beams in very short bursts compared to mine. So the NPC artificially gets less weapons time on target simply because it shoots less.
All the previous makes the effective DPS much lower than it is in paper. Granted, they are better at hitting very small targets, than I am... just hope they still have heat sinks.