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A good strategy for combat is to deplete the shields of your opponent, then deal some damage to their hull (and/or components).
Personally I prefer multi-cannons because you'll always spray something in there (when done right) but other kinetic weapons should do fine as well. In the end it's also a matter of preference.
... and what your ship can handle.
Pro tip: Never ever use turrets and normal cannons are trash.
I am a disaster and I feel happy I get some shots to the enemy ship; to hit them in a specific part is for a “PRO league” much above my level :D
I was askinf for alternatives but if you say they do decent damage is ok.
Qrazy recommends plasma but I have not seen any of those yet.
I saw a video tut about how to keep the enemy in "defensive" i am clumsy but more or less had been useful to me.
You will need to invest time in order to get it right. Most of my battles starting off lasted 5-15 minutes per ship. Upwards of 20-30 minutes on difficult targets, balancing damage output, and dodging.
Since you have 4 hardpoints total, 2 medium (Class 2) and 2 small (Class 1), stancing out the Viper IV for combat is not optimal, but technically doable. For myself, Class 2 should be the multicannons, Class 1 should be the beam lasers. Since you are starting off, I would highly recommend gimballed weapons, since consistent DPS is the way to go. That assistive tracking is nice, and it deals more damage compared to the turreted weapons.
Missing shots is either heat generated, or ammo wasted in the combat side of things.
Your target is also an important part of combat. If you get close enough, your ship scans the target, and puts some information in the bottom left corner of your HUD. Since you have a ViperIV, your targets are the ViperIV and smaller. Once you get engineering done, you can play with bigger targets and out-maneuver them, but until then, you need to pick smaller targets and make sure they are not Elite. Also make sure they are Wanted, otherwise you'll get a bounty/fine.
Some Targets have standard armor, where Kinetic shots make the most difference. Some have the Reactive Surface Composite, which increases resistance to kinetic and explosive, but it's weakness is Thermal weapons. So you have a good balance going with Lasers/Multicannons, just have to power through it. And dont be afraid to bare both down on the target. just gotta watch your heat, and your power.
In Engineering, you can take your weapons, armor, shields, etc. and augment them to perform better. But the Viper IV is not the usual meta for a combat ship. Buying a ship that has better weapons, more hull points, and stronger shields, is probably going to make the most difference. The Combat Meta is the Fer-de-Lance, Anaconda, Fed Corvette, Python, and Krait MK II. The Mamba, Vulture, Imp Cutter and Type-10 are honorable mentions. Notice with the exception of the Vulture, these are all Medium and Large ships.
Of course, anything can be done. I've seen the Asp Explorer turn out to be an awesome combat ship, in the right pilots hands. It adds 2 small hardpoints, so you have to use more Fire Groups. Once you have more hardpoints on deck, you can look into the seeker missiles, plasma accelerators, all types of stuff. My buddy tore up the battlefield in his AspX, using Beams, Multis, and Seekers. He'd run out of rockets pretty quick, but not before taking out 3 or 4 ships on his own. 8 before he bailed out. You just have to do some trial and error to find the right fit for you. Save up some credits, make sure you can afford the re-buy on your ship if you get destroyed, and try to remember to have fun with it.
TLDR: Starting Off, your best bet is to use the gimballed Multicannons and Beam Lasers, focusing on smaller targets than yourself. Upgrading your ship to a Medium Class is going to be the best improvement to your damage output, and survivability. Bigger Weapons, More Damage. You can look into the other weapons, and find the right fit for your style of gameplay, but the Fer-de-Lance with Beam Lasers and Multicannons is Meta.
And thank you Argos for the reply and your time I read it all, I understand the Viper MKIV may not be the best, is the “best” I could afford at that moment to get into fighting, I hope to get something better later, but ATM has served me well.
I prefer the Viper Mk3 to the Viper Mk4. The Mk4 is tankier but the Mk3 is faster and more agile.
On the topic of MCs, yeah, they have a second or so spin up time. Interestingly enough, the huge MC doesn't have a spin up time.
Other multicannons take a spin-up time, proportional to their sizes. Larger the MC - longer the spin-up before it can start shooting.
The huge mc has no spin up time since it does not actually even spin. It has 4 barrels that fire sequentially.
Yes. I am aware.
Yes. I am aware.