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And ship wise, what ever you fancy. FDL is a beast, Vette makes everything a joke.
Personally not a fan of hulltanks, but that is an option...
Loadoutwise for sustained fights tho is quite "limited".
If i do Massacre missions for instance i usually use my Vette with 1 small pulse 1 small burst 2 medium beams 1 large beam and 2 huge MCs.
Which usually lets me finish up to 200 - 400 kills in a sitting without worrying too much about ammo.
The same works with the FDL 4 Medium beams + huge MC.
Plasmas + MC works too but eats your ammunition again "quickly"
Think 30 ish minutes before you run dry is usually what i get out of that combination.
sounds awesome. Mind sharing your build?
I havent yet unlocked vette, but i wanted to pick up on that soon anyway.
Gimbaled or fixed?
Don't those 4 beams draw too much power from distributor?
Something like that for the Vette:
{LINK REMOVED}https://bit.ly/3HHbmlN
For builds that pretty much never run dry i focus mainly on big shields.
Thanks to the Efficient Beam Laser upgrade even the FDL can afford to run 4 at the same time. I also have 1 Gimb and 1 Fixed version depending on how much effort i wanna put in ... :D
In the Vette, for anything that is not a Python or higher, i don't even need to bother with the 2 Huge MCs. The Beams just melt it away.
7000+ Shield with decent resistance. You can drop a heavy duty shieldbooster for Killwarrant scanner ofc.
Drop Guardian Shield Reinforcement depending on how your energy works out.
Edit:
The FDL follows the exact same design principle.
There is also the option of runni bi weaves with Thermal to get like 65% all resist going.
On the Vette i usualy end up with 3500 shield that way but thanks to the higher shield regen + the super high resists it feels just as tanky.
Relatively low damage and low skill involved but it is consistence.
Engineering is easy. Spec it however you like. Ship will handle it.
Fixed Rail + Fixed Plasma.
Absolute damage from Plasma. Rail is fun when the NPC is out of the Plasma range.
Good damage and some skills are required. Damage is not consistence as you prob can't keep them 100% on target. But it is a thrill to use.
Engineering requires some thoughts and experiments. Too much heat or power draw can hinder you. Use module priority to mitigate power issues.
Either set up Ammo will last for a long time. I personally get bored before the ammo run out.
Now, this may sound stupid but I'm a big fan of using a small ship like the Cobra (or another small dedicated fighter) at least once to see if you can survive in there during combat. (edit (clarification)): Not necessary combat zones but just a PVE encounter. You're not expected to "win" against bigger opponents but at the very least to drain their shields and do some damage. Better yet: do damage to specific components like, say, their power plant and/or FSD? ;)
Sure, you'll take a pounding but it will be one heck of an experience to truly test your battle experiences, at least IMO. I'm still proud of the fact that I managed to scare off a medium ship (iirc it was a dropship, but not 100% sure) while flying my Cobra (and with some help of law enforcement). Only around 70% hull damage, not too bad.
Anyway, back ontopic... My personal favorites for combat (other than the obvious Corvette) are the Krait Mk2 and the Mamba; I'm using my Krait the most though. It has burst lasers + multi cannons and one plasma accellerator and I just love that combination. Oh, and of course a figher bay as well so I got myself some backup too!
I'm not experienced enough to fully rely on fixed weapons and for me this is the perfect combo. Burst lasers to drain shields and do some hull damage, plasma to do damage to shields and hull and multi cannons for the obvious reasons. I have these grouped out as 1/2 (laser/mc) on group 1 and another 1/2 (lasers/PA) on group 2. 3 is for my collector limpets. This makes it very easy to quickly switch between MCs and PA.
I have to admit that part of this comes from my facination for the Kraits (these are my favorite ships in the game) but... this is a deadly setup nonetheless IMO.
Also prefered small/medium ships mostly. With my frag vulture i could even do wing assasination missions solo shreddering them before they draw my shields. The egnineered frag vulture kicks ass, its just dry too quickly. Its extremely maneuvarable. Easy to stick on their tails and spam frags into their exhausts. Takes down elite condas in like 30-60 seconds. If it wasn't dry so quickly i would considere it overpowered.
Vulture with 1 beam, 1 plasma
Vulture with 1 beam, 1 cannon (not multi)
I use all of the above.
haha i would like to see that shedder in action. How is it in conflict zones?
2 large overcharged incendary multicannons
1 medium efficent incendiary multicannon
2 high capacity multiservo enforcers
1 small high capacity corrosive multicannon
It doesn't have great burst damage (and it runs hot when you're firing, be careful about that) but it's extremely consistent, and relatively ammo efficent.
You can swap the medium or a small for a thermal vent laser. IMO it doesn't make a huge difference either way (the question is if you run overheat first or run out of energy first) so adjust to preference.
Yes it is a hull tank, which means you cannot face tank, you have to fly defensively and make sure you have your pips in systems whenever you're taking damage so they don't chew through your biweave to quickly.
3 rails. beams, MCs, dunno chose your poison.
like @Princess Pilfer says, Chief flies like the Vulture, but more sturdy, and more guns
An issue you'll run into with plasmas and rails FDL is hardpoint convergence. You'll want to use the huge and the top mounted mediums for your plasma if that's gonna be your main damage-dealer, since those mounts give you the optimal convergence. The side mounts are gonna be so far apart from everything else that you'll only be able to use one at a time effectively if you're using them with fixed guns. You can make it work, just be mindful of your engagement range and don't expect to be able to hit things with both side-mounted mediums simultaneously (unless you put gimbals there).
Multicannon Vulture is also gonna run out of ammo, though you'll probably get more uptime than from a frag cannons setup.
Why don't you try a build based on plasma slug mods, either for railguns or for plasma accelerators? You could put advanced plasma accelerators on that Vulture, modify them (I would recommend either Efficient to make it easier for the Vulture's power plant to run, or Focused for the extra shot speed without increasing power draw) with Plasma Slug, and add a size 5 fuel tank. You can easily get over an hour and a half of use out of that, though you're likely gonna have an unpleasant time dealing with small targets if you're not using Focused (careful when you add levels to Focused, as you should be mindful of whether or not you can manage the increased thermal load properly).
If you want to try a railguns-based setup, Alliance ships are good choices because they all have very tight hardpoint clusters and they feature either 3 small or 3 medium (or both) that are just next to each other; these hardpoints are perfect for installing railguns, and these ships can shed the heat very well. If you go with plasma slug, you can then install a size 5 fuel tank. You could even go with a size 6 if you're using a Challenger and then put 3 medium rails on it. If you go with the Crusader, then you can use SLFs to further increase both your survivability and your offensive potential (although you're then gonna run into issues with the fuel tanks). You'll still have a bunch of hardpoints left where you can install a bunch of extra guns for applying special effects and/or backup gimbals for dealing with annoyances like enemy SLFs and the like.
You could also try swapping your Krait setup. Could try it with plasma slug plasma accelerators on the large hardpoints, and your choice of guns on the other ones (a thermal vent beam could be useful here).