Elite Dangerous

Elite Dangerous

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Showing 1-12 of 12 comments
°)•∞•(° Jul 26, 2020 @ 2:20am 
Last edited by °)•∞•(°; Jul 26, 2020 @ 2:22am
As a rule of thumb, you want to shed as much weight as you possibly can when creating builds.

The lighter the ship is, the higher speed, turning rate and jump range it'll have (it'll be better for exploration, trading and combat).

Find ways to use lower class modules (or use D rate ones), apply lightweight modifications to life support and sensors, don't carry stuff you don't absolutely need to, etc.

Now, I'm not a fan of general purpose builds, I prefer role-specific builds, since they're way more efficient.
Last edited by van Leeuwenhoek's mustache; Jul 26, 2020 @ 4:47am
TheHomeButton Jul 26, 2020 @ 5:15am 
Ah alrighty, gotcha, thanks ya'll! :)
LoboFH Jul 26, 2020 @ 7:31am 
You must chose, or combat or other purposes, with big ships is generally a bad idea to make combat with jack of all trades ships. They are slow, cumbersome vessels, they need to take a serious beating.

Cutter is very good as shield tank, so you need to put some shield cell banks, guardian shield boosters, etc, if you fit cargo racks you can't do that and your build will be dangerously ineffective. Cutter also benefits from A grade shields or prismatics (Aisling Duval powerplay module), bi-weaves are better for small, medium ships, ships that can easily disengage and maneuver. When you lose shields in a Cutter just get the hell out of there.

Life support and sensors D rated (lightweight engineered), for combat ships sensor A is an option.

If you want a hauling or mining cutter don't use weapons and put a downsized shield, you want cargo space, jump range and speed and you avoid combat.
Last edited by LoboFH; Jul 26, 2020 @ 7:38am
ShelLuser Jul 26, 2020 @ 5:51pm 
Although I'm still somewhat new I couldn't help notice that many people seem to gloss over an important detail when it comes to "multi-purpose": why assume that all functions should be accessible at once?

If there's one thing I've learned from my Cobra MkIII (an awesome ship in my opinion) it's that trying to make it do "everything" only results in things being "not quite there". For example; if I want to mine and haul cargo I have to compromise. Collector limpet + refinery + scanner means less space for my cargo racks. I could give up on the limpets but.... nah.

Which is why I started using a different strategy: once I found myself a nice home system I moved all my stuff over there (= modules which I had stored here and there) after which I simply added & removed modules based on my specific needs which gave me the best of most worlds.


However, in the end I somewhat gave up on this whole strategy (sorta); after I made more cash I bought myself some new toys which I specifically use for dedicated purposes.. A Type 6 transporter (almost fully set up with A components) which can haul up to 96 units of cargo and a Dolphin passenger ship (also fully customized) which can transport up to 16 passengers and 8 units of storage.

And I'm using my Cobra for general trading (useful to check a port if it can accommodate medium sized ships) and planet exploration and if I need something more specific...


Anyway, I assume that things are probably different for larger ships but then again... right now I can do a lot more with my Type 6 transporter (which I only got for 1 million) than some of the more expensive ships (mostly due to lack of type 5 module space).
Mio Rin Jul 27, 2020 @ 1:47am 
Here's my old Lazor Brick from before I reset my save a while back:
https://s.orbis.zone/8dZ9

Does just about everything except PvP and if you manage to get blown up in it, it's your own fault. :cozysmitedaji:
TheHomeButton Jul 28, 2020 @ 6:11pm 
I see, I did my build the way I did was because I was tired of waiting for modules to transfer over from stations to stations so I figured I’d try to fit everything in one go, plus I only play on solo and mostly do combat in hazrez and grab them salvages from destroyed, sometimes the occasional passenger transport and cargo hauling if I have to. But imma try and specialise it a little. Thanks for the advices and the builds ya’ll! :D
TheHomeButton Jul 28, 2020 @ 6:13pm 
@mio the build looks pretty kewl but with all burst turrets, won’t taking down hulls take a pretty long while? Especially with engineered NPCs?
Mio Rin Jul 28, 2020 @ 9:51pm 
Originally posted by TheHomeButton:
@mio the build looks pretty kewl but with all burst turrets, won’t taking down hulls take a pretty long while? Especially with engineered NPCs?
You have more shields than [insert deity here], so you should be fine anyway.
With the hardened targets, you have the huge beam, as well.
I used the burst lasers because I had more power distributor capacity than I knew what to do with and don't like having to worry about ammo. :cozyteddymoo:
Also the engineering on the lasers helps melt the hull quite well, so it's not really an issue.
Last edited by Mio Rin; Jul 28, 2020 @ 9:57pm
bongerman85 Jul 28, 2020 @ 11:22pm 
the cutter is a good mining and hauling ship in its utility. the problem u may face with it is the low turn rate. which will be tough during interdictions. but the cutter itself excels for hauling. the next best ship is type 9. my cutter is a mining ship now... its outfitted with engineered beams, engineered packhounds, and mining lasers. the rest of the interior is filled with either limpet controllers or cargo bays. the trick when u are dealing with pirates is how fast they run. most of the time dropping their shields will usually make them run. a few large beam lasers should carve right through the shields. the problem with flying a cutter in combat is its awful turn rate... makes it very poor for combat unless you are a highly skilled pilot with experience in FA off mode. also your internals should match the ships current job. thats why everything is modular. if you are running cargo. ur internals should be all cargo bays. and unless you are landing on planets dont carry srvs. the cutter is a shield tank its what she does best.
TheHomeButton Jul 30, 2020 @ 2:43am 
I’ve flown the cutter for awhile now and yeah the turn rate isn’t great but I’ve gotten used to it and have started to appreciate it and the fact that it can turret kill all the baddies is great for my play style. Plus the Bi weave suits me better cos even if my shield runs out, I can get the hell outta there and regain it fast. Definitely gonna try out @mio’s build cos I love lasers. The full beam feels amazing on my build but the capacitor just can’t handle it sadly. Oh well, pros and cons *shrugs*
/me Jul 30, 2020 @ 4:03am 
I would ditch the hull reinforcement in that size 6 slot as well as that useless supercruise assist.
That will free up a space for a fighter hangar and an FSD Booster (if unlocked). I also would replace 1 point defense in favor of a heatsink.
If you stick with the 8c bi-weave shield (i prefer them too) i recommend balancing the resistances as soon as you have unlocked the required engineers. Mios build is a good example how to do this right. Though i believe you'll be fine with having them close or slightly over 50%. 60+ will require access to G5 shield and booster mods.

Charge enhanced mod +super conduits on your PD should fix the issue with the beam laser.
Maybe consider operating 2 large, efficient modded beam lasers and an overcharged huge multi-cannon. Works quite well against medium+large NPCs. Rip off their shields and tear apart the armor with the multi-cannon.
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Date Posted: Jul 26, 2020 @ 2:01am
Posts: 12