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2 slot left: Medium burst laser. (Firegroup 1)
2 slot righ: Medium multi-cannon. (Firegroup 2)
1 slot left: Small pulse laser. (Firegroup 1)
1 slot right: Small multi-cannon. (Firegroup 2)
1 slot chin left: Small cannon. (Firegroup 2)
1 slot chin right: Small cannon. (Firegroup 2)
All gimballed.
Ofc I play with a friend typically who brings more laser weapons than solid, so you may want another laser for soloing to tear shields down. Still this setup works well even solo assuming you are jumping in on pirates along with the federals at a Resource site.
Tried missiles on the two small chin mounts at one point, as well as gauss cannons; instead of the double cannons. Missiles were lack lustre, ammo hungry, and expensive to operate. The Gausss cannons were nice but overheated the ship quickly and needed to be manually aimed.
Just pay attention to the heat when you spam the beam lasers.
Multicannon/Beam laser build's wreck small npc ships fairly quickly provided the gimbal is locking correctly.
Fire all weapon's at the same time when you have available heat :D
Energy will be a problem though, the Vulture has an abysmal class 4 power plant.
If you're dead set, the two most effective weapon setups are:
2x MED Multicannon 4x Beam lasers or
1x MED Multicnnon, 1x MED Beam Laser
2x Small Multicannon, 2x Small Beam Laser
If you are really good at fighting close range, you can use Inertial Impact Medium Burst Lasers, but this is for advanced users good with fixed guns only.
Get a Krait, Python, FDL or Mamba.
Krait can double as a better Asp Explorer with better jump range, as a combat ship has better shields, speed, and weapons. Same with Python though its speed (yaw rate) is worse then the Krait. While FDL and Mamba are extremely fast but lack firepower to take on mulitple enemies for extended periods of time.
If you're set on using it for combat, I'd go with gimbaled beam lasers in the small slots and gimbaled multicannons in the medium slots. When your ship starts to complain about heat, hold off on the lasers and just fire the multicannons. I highly recommend the Auto-reloader experimental effect on the multicannons; makes them so much less cumbersome and doesn't require too much work to access the engineer that can bring multicannons all the way to grade 5 (if you so choose, you can get an experimental effect after a single roll of any grade 1 mod).
I used to have 2 combat Orcas and 1 combat Beluga.
Orcas at one point were very popular with the PvP crowd as they made excellent ramming ships.
The weapons im using just now are 2 medium beams and 4 small multi's. Just because that's what i stripped from my previous cobra then added to. I'm a bit disapointed i can't mount anything with more punch to it.
Anyway I got plenty of chance to test it out in combat last night. Just after i kitted it out, i took on a 1 mil federal navy delivery job and got interdicted 3 times. I willingly submited every time. I was left one on one with a vulture, a cobra and an anaconda. I handled each of them easily even with 91 ton of cargo. I killed 1 and the other 2 jumped out. I hate it when they run away lol
Wow, I'm sure your parents are proud of your achievment that you narcissistically belched forth for all to see. What a loser.
Asp Ex is really bad for combat though, OP. Even if you kit it out to deal with annoying pirates on your tail, an Asp can simply escape, and save time by just refusing to fight.
If you wan't to build a fighter that has an alright jump range, Clipper is nice. But you probably already knew that.