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https://s.orbis.zone/8doV
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.
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.
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).
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.
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.
Also the engineering on the lasers helps melt the hull quite well, so it's not really an issue.
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.