Showing posts with label Outfitting. Show all posts
Showing posts with label Outfitting. Show all posts

Sunday, 17 May 2015

Elite Dangerous Outfitters - Vulture Revisited


Hey Space Cadets what is going on?
I'm Cmdr TwingTwang and welcome to the outfitters.


Today we'll be talking about the Vulture again. The Vulture is a space superiority starfighter that offers great performance and manoeuvrability.  Ballparking at around twenty million credits once equipped the Vulture also boasts incredible value for money in combat providing unparalleled bang for the buck.



In my first Vulture Outfitters article I gave my first impressions of the ship and  I had time to return to the vulture after a long time flying other ships and I've got to say I'm still impressed. The vulture turns on a dime, and while it's not super fast on the straight it is no slouch when it comes to holding position in combat. Most recently I've also been flying a sidewinder and a lot of the lessons I learned in the Vulture helped me in the sidewinder, and vice-versa.

General Loadout
I'm going to assume at this point that you have a Vulture to hand and enough money to fit Class-A Power Plant, Distributor, Thrusters and Shields.  My sensors and life support are D to save power and the Frame Shift is in power group 2, so inactive during combat.

This means you should look something like this before you start outfitting:

BH: 1I Lightweight Alloy
RB: 4A Power Plant
TM: 5A Thrusters
FH: 4A Frame Shift Drive
EC: 3D Life Support
PC: 5A Power Distributor
SS: 4D Sensors
FS: 3C Fuel Tank (Capacity: 8)

That build is going to total just under fifteen million, and leave you plenty of spending money for shields, weapons and toys.

Power Management
Like the viper - or any other fighter - the Vulture is really limited by its power plant. Even the 4A only gives you 15.6 MW to play with so you have to balance your priorities carefully but since your FSD can safely power down when the hardpoints deploy you can use the full 15.6 on your combat loadout. It only saves you an extra 0.45 but every little helps.

This Vulture build was designed with some of the community goal conflict zones in mind, so I've chosen a Class-D Life Support that runs all the time, instead of a Class-A that gets shut off when the hardpoints deploy.  An escort fighter can deal with the short flight time caused by the life support cutting out but a warship needs to stay in the fight a lot longer.

Hard choices in hard points
In my previous vulture outfits, I've been using paired C3 Gimbal Beams, dual E3 Gimbal Burst and dual E3 Gimbal Pulse Lasers.  Going back to the sidewinder has taught me to fly with fixed lasers again, and after trying several loadouts I flew my sidewinder with a fixed beam and gimbal cannon and had a lot of success with that combo.  The fixed beam allows you to track your target and ignore chaff, and the cannon allows you to start really tearing into the hull once the shields go down.

The dual gimbal burst lasers I used before are a quality compromise, and don't have the punch of the beams but only draw 1.65MW each - still a massive 3.3MW energy budget for weapons.

Dual C3 Gimbal Beams are only a fraction higher at 3.56MW, but drain the banks faster and overheat more readily.  In a long fight, your overheating beams will cut out and reduce your damage output so it might be that the lower rated burst lasers actually fare better. In addition, you'll have to reduce your shields or thrusters to find the power to run them.

The higher damage per second means the C3 Fixed beams cost a fraction more energy, and since the Vulture has no trouble staying on target they are a good contender, however having at least one gimbal really helps you target submodules for power plant takedowns so I've moved to asymmetric options.

The next option is the high power Beam+Plasma option. Costing 3.75MW it's not much more expensive than dual beams, and really does the damage. I found that heat problems upset me here, and while I dished out a lot of damage I also took quite a lashing as I had to use a lower-grade shield. Overall I didn't feel as comfortable using plasma - smaller targets were literally hit or miss, too often miss... Meanwhile against bigger ships like anacondas I found the my ship got super hot, and thermal overload shut down both weapons leaving me sitting duck in my reduced power shields.

Flying the vulture with a C3 Gimbal Beam and a C3 Gimbal Cannon worked out really well for me, and it's a tough call to say if I preferred it to dual burst lasers. Your beam laser is slower at slicing through shields, but the gimbal really helps it lock on to ship modules and get power-plants quickly too. The Gimbal Cannon is great at wrecking hulls, and can try to target modules too. This combo takes only 2.53MW which is a huge advantage and saves you an extra MW to for other systems.

I found the gimbal frag cannon pretty good too. Its damage output at point blank range is scary good and its at that range you can afford the fixed-forward, which I think uses a lot less power. The gimbal cannon felt like it hit ship submodules, while the fragger doesn't really do anything that precise. Again this is a fairly low power combo at 2.8MW but I think I just preferred the straight cannon on the Vulture.

A note on the Gimbal beam is that it can struggle to track, especially against chaffing cobras. Just untarget the ship and it'll revert to fixed-forward, allowing you to line up your shot and keep dealing damage until the chaff expires.  I found the cannon doesn't suffer from this so much, as you will only shoot when you have a clear line of fire and by the time you open up the cannon your quarry will often have burned through their chaff. You can often just wait for the chaff to expire too, and use the chance to refill your laser banks and let your smoking guns cool down.

Lastly, if you are building an escort fighter or bounty hunter for a wing then a Class-A life support that powers down when the hardpoints deploy should be fine as you'll be returning to the station to collect the bounty anyway.  In a ship like this, I'l might pick the fragger instead of the cannon, as you will have time to reload and want to maximise your damage per second.

Thrusters
Soaking up a massive 6MW, the 5A thrusters eat your energy budget for breakfast and while you can save about 0.5MW for each grade you drop down I didn't fare as well with 5B thrusters so wasn't encouraged to fly with the 5Cs. It may be a placebo effect, and I've not done any serious instrumentation on their performance but even with the smidgeon of extra power you can throw into weapons or shields I found that Manoeuvring with the 5A was just that much better, so I'm going to keep recommending them.
I tend to divert power to engines to top the capacitor ready for a boost but rarely fly with more than one pip in engines, better power management helps.

I'd be interested in doing some instrumented tests on the difference between the 5B and 5A thrusters, because if the difference is slight, then the extra power may be better used elsewhere, but I ~felt~ better with the 5A which is all I've got to go on so far.

Shield Options
One trick I developed from flying a sidewinder recently is that you can afford to have an extra shield booster (or two) in power group 2. They will be powered down when your guns are out but you can stow your hardpoints and get an extra 20% shields strength (or more). This is super useful if you are trying to get out of the line of fire, or if you know you won't need to shoot for five seconds.

I tried a build without Shield Banks, which is a difficult decision.  In the vulture I'm rarely getting tagged so their main use is to increase your income by staying in the fight non-stop.  However I'm not flying the Vulture for the income, so don't mind holding my position for a minute and letting the shields restore before I get back into the fray. If you are a big PVP player, then you'll have more use for the shield bank, but I'll leave that discussion for another day. If you do want it, then add your shield bank into power group 2 or 3 as you won't have the juice for it during combat.

This leaves me with a 5A Shield bank and three Class-B Shield Boosters. One used the extra MW I freed up from my hardpoints and two of the boosters are in the secondary power group so don't activate during combat, but thats OK.  I found that with the weapons overheating I had to take breaks and anecdotally stowing the hardpoints helps them cool down so I was putting my guns away even for a five second break between ships and getting the benefit from the extra protection too.

For the technically minded, (or those on a budget) the Class-5C shield generator with a Class-B shield booster gives you better protection than a Class-A shield on its own, for a smidgeon less power consumption and about a tenth the purchase price. (600K instead of 5M Credits) I had to do a lot of value-for-money comparisons building a sidewinder on a budget, and a lot of lessons like this transfer across to the larger ships.  Your real currency is the power consumption in the vulture, not the purchase price, but it's a point of interest nonetheless.

The last note on shields, is that I'm probably being over protective here.  The shields on my vulture hardly ever get taken down, and while that could be attributed to the extra shield booster, the nimble turning circle of the ship does a lot of work for you. Its just as viable to put less energy into the shields if you do want to run two high energy weapons however every now and then you get sandwiched between two anacondas and the extra shields really pay off.

Closing thoughts
Overall, my Vulture build came to about 23M Credits so the insurance is a little over a million and I had a few million in the bank for insurance so wasn't much worried about wrecking a few in combat trying out different loadouts. A Vulture on a Budget can be had from about 16.5M by fitting Class-B Thrusters and Shields, and the insurance there is going to be a little over 850K, but the ship isn't quite as strong.

It's a competent ship with plenty of options but I found the biggest problem was those overheating lasers. Beam and Cannon was the most fun, and didn't drain the banks as much as the dual laser combinations, so I'm going to keep those for a while.

I've not talked about colours yet ... I'm flying mine orange to match the Orion Arm Privateers who I'm flying with these days but I'm really coming round to the look of the blue vulture. Which scheme do you think looks best? Which paint style from another ship would you like to see on the vulture?

I hope these thoughts on the Vulture help you get the most from your ship.  Coming back to the vulture after flying small ships again has really given me a fresh perspective on it. What has been your favourite loadout - are you a beams or a burst pilot?

Friday, 8 May 2015

Elite Dangerous Outfitters - Lakon Type 9 Transport.


Hey space cadets what is going on?
I'm Cmdr TwingTwang and welcome to the outfitters

In this article we'll be talking about the Lakon Type Nine Transport, while I've written a little about the smaller ships I realised I've neglected the big ole Fat-9 for outfitting.

As a first-time buyer, trading up to the Fat9 represents a huge investment in time and money compared to the T7 or Python a lot of people come from. Firstly you will have saved up the 76M purchase price, which its difficult to do by accident, and secondly you will be buying the ultimate space truck from Lakon and the only vessel - at time of writing - that breaks the five-hundred tonne capacity so its understandable you want to get the most out of the ship.

The shop floor Fat9 is a snap at 76M Credits, getting you a 220T ship with a 6.62 to 7.71 Light Year range but before you fly it off the forecourt with those specs we're going to take a while now and talk about the minimum practical configuration for a money-making Fat9.



Jump Range
If you are a dedicated space trucker, you'll have your favorite route that maximises your Cr/H profit in your smaller ship. The same route might not work so well with the reduced jump range of a Type-9 if it takes several additional jumps to get from end to end, which is going to take time and cut into your profits.
Before buying the big ole beast, you need to have a profitable route ready to go - it'll be super annoying if you bought the ship and then had to search for a route. Thankfully you can easily buy a disposable sidewinder for 32K at one end of your route and equip it for a similar jump range to the Fat9. Browse the galaxy map with this ship and see what the routes look like.  You are after the highest profit route with the fewest jumps, which might result in a different journey to your regular route.

The minimum configuration Fat9 is going to have a Class-E Frame Shift Drive.  Don't upgrade this unless it reduces the number of jumps in your route - for example I needed to make an 11.4LY jump, which meant the Class-E,D,C,B drives fell short and only the A could make it.  There was no reason to buy anything in the middle and I upgraded straight from the E to the A when I could afford it. Likewise, you should buy the smallest you need for your route - we'll talk about how to spend if you are flush with cash later.

Capacity
On the first day that you buy a Fat9, you should increase the internal capacity as high as you want to go but as long as its higher than your previous ship then you are set to make money faster so the purchase was worth it.

I'm going to talk about the three real options here:

  1. Defended Size-6 shields and 468T of cargo
  2. Reccomended Size-5 shields and 500T of cargo
  3. Baremetal with 532T of cargo

Defended Build
The defended build makes a lot of sense. The 6A shields give you about 29% more protection than the 5A option, and will keep you safer for longer while you make the jump to supercruise and escape from trouble.
The downside here is that the 6A shields cost sixteen million credits and they cost you 64T of cargo space - which equates to a net loss of about half a million credits per hour compared to the baremetal 532T option.
The Defended Build is ONLY worth it if you are spending the extra million on shield boosters.  Four Class-A shield boosters will cost under 1.2M Credits and make the world of difference - the 6A by itself has little value, as you could afford a 5A with boosters for a third the price and get better protection.

Recommend Build
The pilots choice award goes to the best size five shields you can afford. I actually did my first run with a 372T capacity using Size-5 shields as I didn't quite have enough money for the full cargo hold plus insurance so my Internal compartments looked like this:

8: 7E Cargo Rack (Capacity: 128)
7: 7E Cargo Rack (Capacity: 128)
6: 6E Cargo Rack (Capacity: 64)
5: 5E Shield Generator
4: 4E Cargo Rack (Capacity: 16)
4: 4E Cargo Rack (Capacity: 16)
3: 3E Cargo Rack (Capacity: 8)
3: 3E Cargo Rack (Capacity: 8)
2: 2E Cargo Rack (Capacity: 4)

As you can see, the 5E shields are a cheap starting point, and the 7E cargo rack in the Size-8 Compartment is at least enough to get you flying and makes more profit than than any of the smaller ships.
The 5A shield with a cheap 280K Shield booster will give about the same protection as a 6A shield, and only cost a fraction of the price.  Keep adding those Shield Boosters - you can afford them very quickly with a big earner like this.

Barmetal Build
If you don't have shields, you can fit a 532 tonnes of cargo into the Fat9. And I played like this for a while to benefit from the extra income it provides over the 500T build with shields.

I ran the numbers and while you can take a few bumps and scrapes docking and launching, the extra profits cover this so 532 Tonnes make more money than 500T even paying for small repairs. Its only earning an extra quarter of a million an hour than a shielded ship so you have to be really pinching the pennies and in a hurry for cash to run this ship.

In all honesty, and having done both, I'm going to recommend the 500T with shields build over the baremetal option. While the occasional docking scrape costs you less than the extra profit you make, you only have to get tagged once and you have a five-million credit insurance payout to cover.

Internal Components
Since the Class-A FSD costs fifteen million credits, it's worth doing everything else you can to decrease your tonnage and increase your range. So I'm going to recommend a Class-D refit across the board. This isn't super needed, but I do recommend it. It's possible that a smaller FSD will suit you, and I'll leave that you your trading and planning skills.

Its worth mentioning that the 5A power plant costs five million - ten times as much as the 6D but has more power, excellent heat efficiency, and weighs less. Its a good choice for a Fat9 freighter and has enough power for 5A shields and four Class-A shield boosters too.

A reasonable Type-9 Lakon starts leaves you with a 500T capacity is going to increase your purchase price to about 108 Million Credits providing a 12.8 - 18.1 Ly range. The full loadout starts to look like this:

M: 1F/F Pulse Laser
M: 1F/F Pulse Laser
U: 0A Shield Booster
U: 0A Shield Booster
U: 0A Shield Booster
U: 0A Shield Booster

BH: 1I Lightweight Alloy
RB: 5A Power Plant
TM: 7D Thrusters
FH: 6A Frame Shift Drive
EC: 5D Life Support
PC: 6D Power Distributor
SS: 4D Sensors
FS: 6C Fuel Tank (Capacity: 64)

8: 8E Cargo Rack (Capacity: 256)
7: 7E Cargo Rack (Capacity: 128)
6: 6E Cargo Rack (Capacity: 64)
5: 5A Shield Generator
4: 4E Cargo Rack (Capacity: 16)
4: 4E Cargo Rack (Capacity: 16)
3: 3E Cargo Rack (Capacity: 8)
3: 3E Cargo Rack (Capacity: 8)
2: 2E Cargo Rack (Capacity: 4)

For the tweakers, you can drop the laser pointers, or replace them with a combination of chaff, mines, or turrets.  I've tried most combos, and generally once you are shielded and can jump to FSD your hardpoints aren't that significant.  Chaff and Mines are strongly recommended, although I have turret cannons on all five of my hardpoints just for the fun of being able to fire cannons.

This 108 Million build isn't the minimum profitable Fat9, but its a reasonably cheap build that maximises the ship well.  On top of the purchase you want about eleven million for twice the insurance and about the same again for cargo if you are shifting something costly like palladium so you need about a hundred and thirty million credits in assets before you take the plunge.

You can drop the shields, and FSD range to build a budget Fat9 and reduce your overheads to about 85M. You'll need the same twenty million on top of the to fly the ship, so the entry level for the ship is about 105M Cr. I really wouldn't recommend investing in a type nine with a penny less.

War Cow
For a few extra credits one could fit turrets in all the hardpoints and fill the ship with shields and shield banks. Its not graceful, nor does it pack a punch, but it's a fun and quirky way to rack up a couple of bounties - as long as you have a wingman or three to help you out before it gets too hot.

I have turret cannons on my Fat9 because I love the feeling of cannons. They never get fired except for fun, but a mix of fraggers and beams would add a little playful punch to this build and you could protect yourself against the riff raff, even in a combat zone.  Meanwhile you can always ram another ship and generally come out on top. Top-Tip... Fixed-Forward plasma helps soften up hulls as you approach them at ramming speed.

Closing thoughts
Lastly, it has to be said that the Lakon Spaceways Type Nine transport is a great earner. It'll net you 5M Cr/H trading local routes, and push 6 or 7 million if you have good nav locked jumps too. You won't get this from a smaller ship and this is one of the fastest ways to earn some spending cash. Other pilots will be happy to fly on your wing, as the trade bonds are a good enough incentive.

Outfitting the Fat9 isn't as tough as a space superiority starfighter, and you can pretty much have any configuration you want as long as you've got the cash available - and if you don't its a fast way to earn. For the most part its possible to buy a minimum configuration ship and trade up for the other bits you want.

That said it is an expensive ship to fly and you have to commit to a significant price tag, but the increased profits reduce the time you spend trading. This means you can spend time flying missions, and being a general space cowboy in your other ships.  For me this ship is a money-making enabler and a solid way to fund my gameplay, and I quickly hop back into the cockpit every week or two to grab an extra five or ten million to buy a shiny thing that has caught my eye.

Do you have any experiences flying the Fat9?  Are you about to trade up from a smaller ship and want some advice, or have a perspective from the other side as an anaconda pilot?
If you have any thoughts about the Fat9 then leave a comment, if there is an outfitters article or particular ship or build you'd like to hear about then let me know.

Keep on space trucking, and fly casual everybody.

Monday, 4 May 2015

Elite Dangerous Outfitters - Combat Sidewinder

Hey space cadets, what is going on?
I'm Cmdr TwingTwang and welcome to the outfitters.

In this article we'll be looking at the ultimate underdog, the Sidewinder, and the upgrade choices I've made recently.  Since starting from scratch again I've flown the sidewinder for a lot longer than I did first time around, but its quite a system shock to be in the ship.

The shop floor sidewinder has class-E components across the board, dual pulse lasers and is a 4T vessel with a 6.96 - 7.56 Light year range.  While the ship was initially free, for fairness of comparison its got a purchase price of 32,000 Credits.

With only 1000 credits to my name I took this Class-E sidewinder out to a local conflict zone and shot up some bad guys to earn enough for upgrades.  I gave a review of the Class-E sidewinder in my first article and this will carry on from there.



Flight Feel
The sidewinder is the eternal underdog, and starting from Class-E doesn't help, but you have to fly it to its advantages - little as they are.  You have to get into point blank range to stay out of fire arcs, which is a dangerous place to be when it goes wrong but you can't outgun or outshield other ships to repeated lancing attacks are never going to go in your favour.
Corkscrewing around your enemy at point blank means vary carefully matching speed, tapping flight assist on and off when you need it and making boosts if you have to. You'll spend your whole time staring at a ships top surface or underbelly that will near fill your view but that's just peachy. Larger ships with turrets will tear you a new canopy, and I haven't found a way to deal with that yet but tight turns with fixed forward pulse lasers will do the damage against everything else.
Because of the way angular velocity works, if you are close enough you should be able to stay in the sweet spot for long periods of time. As you increase your distance you'll find they can turn quickly enough to level weapons at you, and your only response to getting shot at is to get closer.

Power Distributor
The first problem I has was my laser banks empting, so upgrades went into the power distributor to try and get more bank for the buck. Each grade above Class-E gets you about 10% more, with the Class-A getting you 40% more capacity and a 50% higher recharge rate to weapons and costing 20,000 credits.  The extra power to engines and shields is a well received bonus here - The class-E shields aren't enough to keep you safe if you get tagged, and its impossible to boost to safety with the shop-floor ship.

Shields
Even with a Class-A power distributor, and flying like I was in a vulture, I found that I still got hit in combat zones. Sometimes you'll approach a ship that you didn't expect to have turrets, or take hits from a second ship on your six. In these cases, you've lost your proactive stance and have to read the situation and react.
The Class-E shields are rated at 52MJ, and you get an extra +4 out of each class upgrade. Its not that significant but every little helps.  The Class-D is a snap at 6000Cr, and even the Class-C is affordable at just under 18000Cr.  The step up to the Class-B shields is a massive 53KCr... So here comes the science bit...
The Class-C shields with a OD Shield booster in your utility slot will cost 40K, and get you a 64.8MJ shield strength compared to the 53K you have to pay for the same protection from the Class-B shields on its own. The same goes for adding a second Class-D shield booster - cheaper and better protection that those big old Class-B shields.
However, You'll need to upgrade your Power Plant to Class-D for an extra Six Thousand Credits to be able to run the C-Shield and D-Booster combo. But its still cheaper and well worth it.

Mathmatical Madness?
I know it looks like I was overthinking the Sidewinder outfit, but I had plenty of time to think. Every few kills I scored, I'd get scratched up and it only takes getting destroyed and loosing your earnings a couple of times before you realise you need to dock, repair, and spend your pittance finding the most cost effective next upgrade.
My Power Distributor and shield setup is a 90K ship, and I viewed each purchase as the most important next thing to buy. Your experience may vary, but this is what mattered to me.

Obviously I'd love to spend the money on top-spec shields, but that spend comes in at about a million credits - ten times as much as my current bank balance, although I suspect even a top spec sidewinder is going to be a difficult ship to keep safe.

For the record, a Class-A sindewinder isn't going to cost much more than a million credits as the shields and power systems are going to be your biggest purchase. I know 1M sounds like pocket change to experienced pilots, but when you start out it's a daunting milestone.

Internal Systems
I found myself buying other ship systems one at a time as I could afford them, and not worrying too much about the exact build. The importance of the Power, Shields and Weapons took priority over everything else, and had I really focused on shields it would have cost every credit I earned.

Weapons
The dual laser pointer setup of the stock sidewinder quickly gets tiring, but the other options aren't super inspiring either.
The gimbal pulse lasers have the same power consumption as the fixed-forward, and although my fire arc wasn't a problem they do make it easier to target subsystems and take a little pressure off of the turn.
The fixed forward beams cost about 37K each - half as much as the gimbal beams and after getting used to pulse lasers for so long the extra damage output is really appreciated and you've just about got the energy to run them.
My biggest problem with the pair of small hardpoints was the lack in killing blow. The dual beams will take down shields - maybe slower than you are used to but they manage it. The problem is they take several sustained bursts to slice through all but the smallest hulls and I found a number of enemy ships fleeing the battle and making the frame shift jump.
Fitting one beam and one cannon or frag cannon is a problem in the sidey, as the projectile weapons require different target leading to the laser. Even at point blank range this can still make a difference, and for this reason I'm going to recommend one gimbal and one fixed if you don't want them both on gimbals.  I found that a fixed beam and gimbal cannon felt pretty good.
The beams cost 37K for fixed and 74K Gimbal.
Cannons come in at 21K for fixed and 42K for the gimbals
The 1E Fraggers are 36K and 54K for the Gimbals.

I didn't try multicannons, and while I know they are favourites of some pilots I've never really got on with them. The choice here starts to become a personal one, although I usually recommend frag cannons for escort fighters and cannons for conflict zones.
The cheapest option, 37K fixed beam and 42K Gimbal cannon, works surprisingly well and I liked that a lot - and not just because of my limited funds. I found most ships that fire chaff do so fairly early, so the gimbal beams lost track early and slowed down the initial fight. This pilots choice award goes to the beam+frag combo rather than the straight cannon because I liked the additional damage per second and didn't mind the trips back to the station to re-arm as I could claim some bounties.
The downside of the extra time taken to break down shields can be a problem

With its fragile hull the combat sidewinder is a dangerous way to earn a living, but you can still pick up bounties as long as you don't overcommit. Conflict zones are a lot more dangerous than single bounties because you aren't equipped to deal with more than one ship at once and the sidewinder gets outnumbered quickly. Unlike the larger fighters, life in a sidewinder can switch instantly from full shields to punching your ejector seat so I'd recommend cashing in bounties frequently and repairing even small scratches in your hull - overconfidence doesn't just cost you your insurance payout, but you lose bounties which is the larger tragedy.

Conclusions
The sidewinder is a much more competent ship that I'd previously given it credit for and while it's no match for a vulture you can still deal the damage if you can stay out of trouble.  The insurance cost is very low although repairs, insurance and ammunition do add up when you are on the poverty line.

I've more than answered the question "why does anybody fly a sidewinder?" although I'm very unlikely to switch back to one once I have the couple of million needed to buy and outfit a Viper. I'm not sure if I'm going to stay in my trusty sidey until then or switch up to the Eagle and repeat the process.  I suspect the Eagle is going to earn money faster than the sidey, and with a bounty hunting community goal this week every it'll pay to take every advantage I can get.

Any other thoughts from dedicated sidewinder pilots? Have you every gone back to the Sidey for a bit if wing-and-a-prayer space-flight?  Which loadout did you settle on?  If you have any outfitters articles you'd like to see, thoughts feedback or comments then let me know.

Don't forget to like, share, favourite, follow and subscribe. I'll be back soon with a review of that Eagle. Until then, fly casual.

Tuesday, 28 April 2015

Elite Dangerous Space Bar - starting a second account.


Hey Space Cadets, what is going on?
I'm Cmdr TwingTwang and welcome to the space bar. In today's article I'll be reflecting on the undersung sidewinder. This is a story all about how my life got flipped - turned upside down. And I'd like to take a minute, sit right there, to tell you how I got my second space plane in the air.

I'll make no excuse, I didn't fly the infamous sidey for very long.  I traded up and got into a little ZP, where I could load sixteen tonnes and start turning a profit. I ran freight for a while and that set me on a long path as a Lakon owner. I used the wealth to buy a number of vipers, and I love taking my vulture out for a spin in a conflict zone but I've never been a "combat pilot".

The decision to start a second account has been a slow one, and on my mind for a while. I was disappointed that I couldn't start a second pilot on a normal account and the entitlement to play it my way was pretty strong. I haven't gone exploring yet because I play regular games with my crew and don't want to be gone for weeks unable to play socially.
At first, not having a second account was a relief - the huge time I put into grinding profits for just one ship was enough and the thought of doing that again wasn't attractive. But after a discussion with other pilots, I was ready to go.

So I started a new account so I've still got a way to fly with the fleet my main ship is off exploring the galaxy. And found myself at LHS 3447 in a stock sidewinder with a thousand credits to my new name.

Economy of Scale
The stock sidewinder mentality is very different to a high-tonnage hauler, and I went from rounding credits to the nearest million to counting hundreds, tens, and units. Every decision I make in this journey is going to affect my profit bottom line. A repair bill is now a big deal, however with no capacity to carry cargo and no currency to buy it there could be quicker profits to be had as a bounty hunter.
I've written posts about using a cheap sidewinder or ZP to start earning serious money running rare cargo across the galaxy, so I just need to spec that ship and claim some bounties.
The entry level rare runner ship needs a good range and a little cargo space.  I talked about entry level ships in my original Rare Runs article - and I'll be picking one of these and trying to follow my own advice on a simple straight route. I priced up the cheapest one around a little over 100K, which is my initial earnings target so I can get on my way.

Classy Class-E
After everything I've done, the starting sidewinder is long forgotten and its Class-E stylings and duracell laser pointers are barely even a memory now, and getting into it feels dis-empowering. But I screwed my balls on tight and plotted a course for the neighbouring conflict zone.

I've got to say the stock sidewinder doesn't fly very well, but I learnt a lot from its shortcomings and I'm armed with a little experience at outfitting ships.  The Class-E sidewinder is not not quick enough on the turn to stay safe and not fast enough on the boost to get out of trouble. You put all your chips in on every hand with this ship. When you commit to a fight you have to know - not fear - that it's going to be a fight to the death.

Play to your strengths
The sidewinder has to play to its strengths, few and far between as they may be.  In a rough and tumble fight there is only room for the quick and the dead, so you have to get in close to make your mark without getting tagged, and then spiral out to mid range to angle in for a new attack run. The sidewinder is a constant juggle of throttle and turn to stay out of fire arcs, and it keeps you on your toes. While this the same mechanical motions of flying a vulture, doing it as the underdog has a different feel entirely and even the slightest mistakes can really put you out of position.

Laser pointers
The next thing you notice in a Class-E ship is that the laser banks deplete straight away. Now my accuracy wasn't actually that bad. I didn't land every shot on target but did better than I expected with its pair of fixed forward E1 Pulse lasers, and the banks draining were a testament to me keeping my crosshair filled for decent durations.
But humble bragging aside, the laser banks will drain to nothing - hit or miss - and require a four-pip top up.  The most difficult moment in a sidey is when your enemies shields come back online - it feels like so much hard work down the drain and signifies another roll of the dice.  This I found a real problem with fixed-forward - The gimbals I've grown used to make it easier to finish off wounded ships, or to target modules like the shield generator or power plant.

Eggshell Shields
The tiny Class-E shields and tinfoil hull of the sidewinder don't do you any favours and both will be reduced to nothing after even a shot burst from a larger ship. A larger power coupling is a must to keep the shields and lasers topped up and once but even then not getting hit is your best strategy.

As long as you hug close to the ship shooting at you, you've got a good chance of being able to keep out of its fire arcs and keep those shields topped up. As soon as your shields get tickled, you've got to give them more pips before they flash and the constant energy management typifies the wing and a prayer combat feel of the sidewinder.


After a couple of trips to the conflict zone, I've upgraded my Power Distributor which felt like the most wanted component, and I've upped the shields too. I never had enough power for my shields, the weapons ran dry and I couldn't boost frequently.

The power distributor and shields are likely to take more upgrades too, followed by thrusters and weapons. I'd like gimbals and boosters for the shields too. One more trip out will fund a rare run, so my time in the sidewinder has all but come to an end.  Its been an educating time and I can claim with some confidence that I've played the underdog card. Not having the safety net of a hundred million credits has made this more real that I'd expected

I didn't have sidewinder nostalgia before today, and while I'll be very happy to get into a ship with a bit more punch, I won't take my vulture for granted having flown toe-to-toe against ships several times my size.

Until next time, fly casual.

Monday, 30 March 2015

Elite Dangerous Outfitters - Classic Cobra

Hey space cadets, what is going on?
I'm Cmdr TwingTwang and welcome to the outfitters.

In this outfitters article we'll be looking at the classic cobra flown by Commander Jameson, and equipping a modern Cobra as a timeless tribute to embark on a star-seeing tour from Lave to Sol.

The exact specifications of Jamesons Cobra are going to be hard to match but I'll take everything I can into account and come up with a ship to be proud of. Outfitting a cobra on a budget can be a difficult so I'm not going to limit my spend on this.


This gives my a shopping list of features to consider as I put the ship together.

Its a rare luxury to go premium, but my starting point is a Class-A Cobra.
The 4A Power Plant provides enough juice for the 4A Thrusters, 4A Frame shift and 4A Shield Generator.  The Life support, Power couplings and Sensors are all upgraded to their maximum 3A too.



This ship already looks very premium,
4A - Power Plant
4A - Thrusters
4A - Frame Shift Drive
4A - Shield Generator
3A - Life Support
3A - Power Distributor
3A - Sensors

Internal Compartments
Now we are ready to start outfitting the vessel.  First on the list is a Large Cargo Bay. I'd say that 32 Tonnes sounds about right, so the two remaining size four internal compartments can have 4E Cargo Racks at sixteen tonnes each.

Fuel Scoops are not a problem, and in a premium ship the best I can buy is a Class 2A model so in it goes.

I'm certain that Commander Jameson had a docking Computer, so in it goes too.  And lastly I'm going to add a 1C Advanced Discovery Scanner into the last internal compartment.

Safety Features
Since Commander Jameson is known across the stars for his military lasers and missiles combo, I can't do anything other than a pair of D2 Gimbal Beams and two B1 Seeker Missile packs.

The must-have Electronic Countermeasures fill the first Utility Mount, and the second is going to be home to a Class-A Shield Booster.  Those extra shields keep the luxury feel, but push the power consumption over the top of the A-Rated plant.  When the hardpoints are deployed, the Frame Shift Drive, Docking Computer and Fuel Scoop will all disengage and power down.

To go with the flow I'm upgrading the Hull to Military Grade Composite too. Its reasonably cheap and feels like a good choice. The extra weight will drop my jump range down a tiny fraction, but I'm still going to be making those long 20Ly hops anyway

No mining?
I remember my original cobra sported a rear mining laser, which I could fit to one of the small hardpoints and swap the Discovery Scanner for a Refinery. However, I just don't see this as a resource extraction ship - it's a space-tourism build I'm going to use to see the galaxy a little so I'm grudgingly willing to sacrifice the refinery. Despite the premium build, there are some compromises I just have to make.
Were I optimising for long distance, then I'd replace the Docking Computer with an Auto Repair unit, but I'm happy to stop by several stations on my trip and won't be going to the outer rim territories in this ship. The Docking Computer fits the theme much better.

Energy Bomb? Galactic Hyperspace?
Sadly there are a few items on my shopping list that aren't available yet. I couldn't find the old thargoid-busting energy bomb for sale anywhere.
If I run out of stars to visit, I'll put in a feature request for the Galactic Hyperspace, but to be honest I think it'll be a while before its needed so I'm willing to omit that from this loadout.

One Last consideration.
For an iconic build like this, I'm going to have to choose a spray job that looks good, but I'll leave that for another time.  How would you paint a classic Cobra?

I think I want the colours of the Blue Rattler but in the pattern of the Cobra Serpent.? But I'm not sure. The striking Orange Ignition would be a great way to visit Sol in style, while the bright Orange Rattler has great visibility.
Perhaps I should go back to the original box art and choose the closest match?

I'm Cmdr TwingTwang, and I'll be flying this Classic Cobra on a convoy trip from Lave to Sol soon. Look me up if you want to come and get some photos taken with the stars!
Fly Casual everybody.

Saturday, 21 March 2015

Elite Dangerous Outfitters - Missile Gunboat Asp

Hey space cadets, what is going on?
I'm Cmdr Twingtwang and welcome to the outfitters.

In today's round-up, we'll be looking at a very simple thematic build for a combat Asp designed for bounty hunting.  I love strongly themed builds more than I like the utilitarian min/maxing I usually focus on at the outfitters, and this ship has provided some real flying moments.

This is a thematic build designed specifically for scoring kills, ideally suited for working your way up the federal or imperial ranks [Cmdr TwingTwang, supporting the feds ... what has the galaxy come to? - Ed] And its going to do this by scoring kills the old fashioned way.



As you can see there is no subtlety here, this is a brute force trauma wrecking ball that knocks it out of the park.  The Missile Gunboat is thematic ship designed to be flown with a Combat Cobra, Wingman Viper or the vicious Vulture that will light up the skies and take down some shields before you swoop in for the coup-de-gras.

Once you get an open shot, the shock-and-awe impact of the missile gunboat is enough to finish the job quickly, and this is what it's all about.  Designed as a bounty hunter to get the job done this Asp isn't built as a profit grinder, so the extra munition costs are going to soon rack up but its all about swapping credits for promotions as you become a drone of the Empire, stooge of the federation, or Hero of the Alliance.

I'm presenting this with dumbfire missiles, as they have the maximum stopping power.  You can swap these out for Seeker missiles at a small reduction in damage and your mileage may vary depending on the targets you are hitting. There aren't many hulls that can survive quad-linked dumbfire missiles, and even a big Type-9 [perish the thought you turn pirate] is going to be reduced to scrap metal in around fifteen or sixteen missiles.

I've found those Anacondas and Federal Dropships are big enough targets that you can lance in when the shields drop and really show the galaxy how we do things down town.  In one-on-one slugfest this tank puts out more damage per second than anything else I've flown, and its maxed out Double-A shields with Boosters means it can take the licks while it dishes out the damage.

In Wing combat the Missile Gunboat Asp is enough of a tank to hold its own for a reasonable amount of time, and carries enough ammo to take out a handful of ships as long as your wingman is sporting plenty of lasers to balance the team.

I don't recommend pulling this bad boy out in a conflict zone, as you'll soon notice that its limited ammo supply (100 Missiles... Limited?) means you'll have to bug out before long.  And also as I discovered - and I'm sorry CMDRs - swooping in like this and stealing big kills for high bounty just isn't cooperating with pilots out there trying to earn an honest buck while they win a war. This isn't such a problem where bounties are shared, but it does feel a little mean in some cases.

Overall this is too specialised a build for general purpose, although I'm more than tempted to try quad-missiles offset with a pair D2 Beams as a trade route loadout since you can only get interdicted once or twice on a short route and will get the chance to reload when you dock.  The top-notch shields mean you can tank with the beams and spank with the dumbfires.

The Missile Gunboat makes its mark as a hunter-killer in combination with a friendly wingman to back it up, It's not as fast an manoeuvrable as a Viper or combat Cobra and you can get caught out unable to score hits if you are at close range corkscrewing around.  I wouldn't recommend the Missile Gunboat unless you are hunting big ships for big bounties, but when you do get the drop on them and unleash your hurting bombs its a hell of a moment.

I'm Cmdr TwingTwang, and this has been the outfitters.
If you've had some good experiences with dumbfires or builds like this, or have a loadout you'd like to see, for a sole ship or as part of a coordinated wing then drop me a line.
And as always, fly casual.

Saturday, 28 February 2015

Elite Dangerous Outfitters - Green Stinger Viper

Hey Space Cadets! What is going on?
I'm Cmdr TwingTwang and welcome to the outfitters!

In this article we'll be looking back at some viper builds and trying to improve upon them.  In previous articles I've presented the quad-beam wingman viper, designed to aggro and harass targets, and the Red Venom Viper with big A2 Frag Cannons that was a great space superiority starfighter but its limited ammo meant it lacked staying power in a conflict zone.

The Red Venom
The Red Venom Viper was a good contender for an escort fighter role. The hard hitting A2 Frag Cannons really tore into hulls once the shields were down and their peak-power-to-damage makes them a top pick for a power-limited Viper loadout. They are backed up by a pair of E1 Gimbal beam lasers in the small hardpoints - in combination with the Vipers tight turns you should be able to keep any ship in your sights while you empty the banks and then unleash the fraggers.
The Red Venom is taking a little gamble as an escort vessel - usually it sees 0-1 starfights between chance to dock and reload, but in the case of a second - or third - interdiction you have to start a fight with no ammunition.

The Wingman
The Wingman Viper build relies on quad beam lasers to light up the skies, and is a warzone build designed for sustained sorties by avoiding the ammo limited weapons. It it great in a swarm when you can tag team against a large ship, or you can perform a sustained lance with the beams in conjunction with an opportunist hard hitter like a Missile Gunboat Asp to score quick kills.
Quad beams are also a great way to aggro and draw attention as a convoy escort vehicle, with your freighters packing seeker missiles to compensate for the lack of punch in the wingman build.  A Sixer with dual B1 Seeker missiles can add a lot of muscle as soon as the quad beams have worked away the enemies shields.

Of course, the Solid Gold Viper isn't a serious combat vessel - its a premium ship for a prestige audience and it's a choice to dress-to-impress instead of getting stuck in.  I'm not going to talk about the loadout as a serious ship - I guess you could fly a wing of these with competent pilots and fare well enough though.

Adding staying power to the Quad Beam Wingman viper is pretty tough.  It suffers from Thermal Overload on the weapons, causing them to cut out and the overall temperature raises into the 100-130 range often enough in a dogfight.  Having flown it in anger for a while I can only recommend adding heatsinks to help out. The large power draw of those beams puts it in the 12.22 MW range and it really can't afford the power for the bigger shields and thrusters that it wants.

The Red Venom is a better starting build. At only 11.41 MW, it already has Class-A thrusters and can afford to put the extra power into Shields or shield banks.  Running out of ammo on your primary damage dealers is quite a hassle so the first thing we are going to do is swap out those big A2 Fraggers for D2 Beams on a Gimbal mount.

This leaves the small hardpoints up for grabs, as beams on there are going to draw too much power.

Cannons or Missiles?
The lure of Frag Cannons is very strong for their amazing power-to-damage ratio and high damage-per-second value and it's possible that Fraggers on the small hardpoints is acceptable, since the Size-2 beams on the medium hardpoints will see most of the action, but the Frag Cannons chew through their ammunition quickly and as we are trying to add more staying power I'm going to discard them.



This leaves us with the two real choices for low-power high yield weapons pictured here.  The B1 Dumbfire missiles take the crown for highest impact damage, and can be a crippling one-two punch with the larger gibmal beams.
And lastly I'm going to highlight the E1 Cannons on a Gimbal mount.  They don't pack as much power as the B1 Dumbfires by a long stretch, but the 16 shot missile rack isn't up to our criteria for a long fight. In the end the 100-round Cannons win out as the biggest-damage high-ammo small hardpoint weapons.

To finish the build, I'm going to spend the extra 0.4MW on either a pair of Point Defence turrets, or on upgrading the main shield generator from 3B to 3A. Actually the difference between the 3B and 3A shields isn't that great, so I'm going to try out the point defence turrets this time around. It's possible that I'll revisit this if I think I'm taking too much heat.

And that completes our build.  The Red Venom Viper has been reconfigured to use D2 Beams as its primary and E1 Cannons the hammer on hulls once the shields are down.  The old Red Vipers A2 Fraggers were real can-openers when you bought them to bear, and the replacement cannons aren't going to be as deadly but the faster shield takedown combined with increased ammo makes this a much better ship in larger fights.

Green Stinger Viper
So following my experiences with the Red Venom and Wingman builds, its time to introduce the Green Stinger Viper.  Its not got the poison of the Red Venom, but still has quite a sting from those dual cannons.
The Green Stinger
Thanks for reading, I hope my flight time helps you in your outfits and builds. If you've got experience flying the Viper, or there is another ship outfit you'd like to see then let me know.

I'm Cmdr TwingTwang, and this has been the outfitters.
As always, Fly Casual.

Tuesday, 24 February 2015

Elite Dangerous Outfitters - Red Venom Viper

Hey Space Cadets! What is going on?
I'm Cmdr TwingTwang of the Alliance, and welcome to the Outfitters!

In this article I'll be putting some venom in my viper some hardpoint choices. In previous articles I've outfitted a thematic Solid Gold Viper that relied on prestiges and looking good and recently a Wingman Viper that was based on Quad-Beam lasers to keep a ships shields down while a bounty hunter sweeps in for the coup-de-gras


This viper has got a lot of venom in its bite.  I've based if off of the wingman viper build, which was a combat ship balanced for its power consumption. The entire thing can be had for a couple of million credits, so this ship won't break the bank and you can afford to lose a couple while you get used to the heat.

Off the bat, I found the wingman viper was fine for tag team combat but I was concerned that the ship was loosing manuverability with its Class-B Thrusters, so I've chosen to upgrade those to Class-A and get the most out of this ship.  I also added military composite alloys, because the price isn't too steep and I wanted that extra snug feeling of safety.

Otherwise its a reasonable Viper build, and well within budget on all fronts.  I took this ship for a spin at a RES and started racking up the kills to get a handle on its performance.

Safety Features
Like the Wingman Viper, the Red Venom has Class-B shields and a Class-C Shield Bank fitted. These weren't really up to standard in a fight, and while I've been spoiled by the Double-A shield standard in an Asp I did expect the Viper to be a bit more hardy.
I found that while I was outside the fire arc, I was fine but each time I squared off head to head with an Anaconda it cost me a shield bank, or more. With the extra 0.6MW of power going to waste, I think better shields are really wanted here.

The small hardpoints have my default option of E1 Beam lasers on Gibmal mounts. I've done so much damage with these in the past they are a good starting point - but more on this later.

For medium hardpoints I carefully considered the Big Four options.
The C2 Plasma Accelerator and B2 Rail gun have the same listed damage and damage penetration, but at 1.43 and 1.63 Megawatts respectively they are out of my power budget.
The B2 Missiles do tremendous damage, but I'm not sold on using missiles as my primary weapons - this isn't a missile gunboat build its a space superiority starfighter.

That leaves the wildcard option, the A2 Frag Cannon. Huge damage per second on the frag cannon for very low power consumption makes it an ideal choice for a power-limited Viper build.  You just have to stay cool in the battle and take those shots when they come.

Flight Feel
I'm not sure I really felt the difference between the Class-B and Class-A thrusters straight away, and circling an Anaconda at point blank is a difficult time to reflect upon the efficiency of your ship however we managed to corkscrew around each other for some time with me emptying my little gimbal lasers into the shields a couple of times before being able to line up the big guns.

While the E1 Beams do empty quickly and suffer from overheating, The A2 Frag Cannons are the star of the show for the damage/power ratio and once those shields were down I was able to tear up the hull pretty quickly. Aiming fixed projectile weapons takes more patience than I'm used to and I only landed half my shots, which really exaggerates both the low ammo supply and the thickness of an Anacondas hull.  I let loose some stray shots, and landed some direct hits on shields that hindsight tells me I should have waited on.

The Second Anaconda ran me out of ammo, and I had to continue the fight with small Beams only - its possible but I wouldn't recommend it. Local security services took some of the heat out of that which meant I felt safer even without such a bite. After that every ship was small enough for beams, including a rather aggressive cobra.




Final Verdict
Those big old A2 Fraggers really put some venom in a viper. With low power consumption and huge damage when you get a good attack vector I'm suddenly more scared about squaring against a viper than I was before.
I can see why Viper Jocks always swear by fixed weapons - those big guns hit very hard and a little pilot skill and patience really pays off.

I can see myself re-outfitting with Size-2 Beams and smaller fraggers, and see how that feels. When your primary damage dealer runs out of ammo, you shouldn't stay for too long in a fight. The larger beams will take down shields faster, be better at targeting modules, and maybe buy me enough time to land those frag cannon shots without wasting half my ammo to the void.

As always, Fly Casual.




Elite Dangerous Outfitters - Wingman Viper

Hey Space Cadets!
I'm Cmdr TwingTwang and welcome to the outfitters.

In previous outfitter articles, I've talked about freighters and rare-runners because that's where my experience led me. My recently themed Solid Gold Viper was a fun ship - great to roleplay as a wealthy do-nothing but not so practical as a combat vessel.  In this article I'll be back in the Viper cockpit trying to smoke some fools in a more efficient killer.


First Impressions
The first thing you'll spot is that the Viper is - and remains - power limited.  While the currency of a freighter is its capacity, the currency of a fighter is clearly MegaWatts and even with the big old A3 Power plant in its reactor bay you can't afford all the toys you want.

In this build I went a little over on the power side, but only enough to shut down my FSD - which I didn't need while dogfighting so this build was able to stay in a fight for long periods of time.

General Outfitting
Unlike my regular builds, the Viper has a lot of intentional downgrades to lower the power consumption.  Although I still had a fraction more overspend I could have used, this was about the peak power that I wanted and I found every compromise difficult. Balancing power in a viper is no simple task.

As power is the biggest problem, I went for the Class-A power plant and distributor.  The power couplings do draw some power themselves but I think its 0.6MW compared to 0.55MW for the Class-B and for that price I want to squeeze everything I can out of the ship so Class-A was the only option.

Everything else is prioritised in the order I think I use it. Class-B for the Thrusters and Shields, Class-C for the Frame Shift Drive just to give me the minimum range I wanted and then Class-Es for the lowest power draw.

Safety Features
Reserving power for the Class-B Shields and Class-C Shield Bank has been a priority, and along with the other components should be enough to keep me safe.  The next step is to fill those hardpoints.

As I'm sure you know by now, I'm a huge fan of those Gimbals so the viper pictured has a pair of 2D Gimbal Beam lasers on the medium hardpoints and a matched pair of 1E Beam lasers on the small hardpoints, also on gimbals.
This finishes me off at 12.22MW, so slightly up on power but not above my overspend.  The quad-beam setup overheats quickly but they are my starting loadout because...

...So why Quads?
Quad beam lasers are pretty sharp at taking down shields, and by linking pairs to primary and secondary fire you can control the heat manually.  I chose quad beams on this build because I wanted to fly wingman to a bounty hunter.  I don't need to score the kill, just aggro the quarry, and quad beams will really light up the skies while I take down the shields and chip away at the internal modules.

The quad beams loadout eats power, so when I switch out to cannons I'll have a little extra juice available, and I'll talk about weapon loadouts in the next article.

Conclusions
As you can see, there are a lot of sacrifices made, and I'm not done with the ship yet.  I want to try a build with only one or no lasers. I think the Viper has got enough punch to make it happen with just cannons, or multis - I just need to put in more flight time to get the hang of that flying.

Sunday, 15 February 2015

Elite Dangerous Outfitters - Solid Gold Viper


Greetings space Cadets!
I'm Cmdr TwingTwang and welcome to the outfitters.

In this build, we'll be discussing the Solid Gold Viper.  Because sometimes, you just want the best of the best. And then you put gold on it.


The solid gold viper is a thematic ship and my outfitting has tried to represent this. Obviously every component is Class-A, and I've not downsized anything to a smaller model. Lastly, the icing on the cake is the Mirrored Surface Composite hull, which I thought went very well with the Solid Gold Theme.




This Viper can be yours for around Four Million Credits, and represents peak spend on a Viper. It's 12.85Ly Range isn't going to carry you much further than the combat zone, but once there the Gold Viper is the pride of the fleet.

A Premium feel
The flight feel is top-notch, and from the second you leave your landing bay this ship just oozes quality and style.  Its zero-to-max acceleration is much higher than any of the bulk cruisers I've been flying recently and even higher than my Combat Asp.  The lightwieght hull means that even A3 thrusters are able to throw this ship around space.

With every component at Class-A, the ship performs well. Its the luxury space superiority star fighter for a new generation

Safety Features
In addition to its premium Double-A shields, I chose to equip this cold gold killer with a pair of 2D Cannons on gimbal mounts.  These hull crushing bad boys don't cost too many credits and its their low power consumption that has chosen them as my main damage dealer, compared to the big rail guns and plasma accelerators that you will really struggle to fit on a Viper with a little A3 Reactor.

Backing up the Cannon are a pair of 1E Beam lasers, also on gimbals.  If you keep your target front and centre, the gimbals don't drift much and I generally like their performance.  They can struggle when you are up-close, and I've had overheating problems with them but overall I still find them a good pick.

Action Report
After taking the Solid Gold Viper for a spin, I decided that the power draw on the weapons is just too much. I'd expected the FSD and Life Support to cut out when the hardpoints are deployed - This gives you a countdown of twenty-five minutes to cook your fools and holster those guns. But I think I miscounted the power and I also lost my Shield Bank, which meant I had to retract the hardpoints to boost my shields. Its no big deal, but takes a second or two and overall isn't enough of a combat edge.

Bringing the gibmal cannons to bare didn't have a strong satisfying feel, either, and it was difficult to line up my shots so I re-equipped with 2E Turreted Cannons and downgraded one of the beams to a burst laser.  The lower power draw was a lot safer for the ship, and I got into the spirit of Alliance gun-slinger in no time. One word of warning though, those Turret Cannons cost an extra four million each, and Tripple the cost of your ship.

The ship turns on a dime and I found it remarkably easy to keep my quarry in the cross-hairs, and to give those big turrets a clear line of fire. In fact I turned so sharp the whole screen faded to red and I nearly blacked out from the G Force. The I can see why fighter pilots are comfortable with fixed-forward beams, they give you a lot of control over your damage output in such an agile ship, and the overspend on the Turret cannons probably wasn't worth it.

The Solid Gold Viper is lacking in power though and the best on the list for low-power-high-damage is the 1B dumb fire missiles, partnered with cannons on the Medium hard-points. This load-out does give you an insanely strong lance, but I'd recommend this as a coup de gras attack after your wingman with lasers has gone to work on the enemy shields.

And Finally
Flying the Solid Gold Viper into combat zones and resource extraction sites looking for trouble has been tremendous fun, and I'm looking forward to getting back in the cockpit and really seeing what I can do with some iteration. Next time I build a Viper, I'll probably drop the sensors, life support and maybe even the shield bank down to a lower category to divert more power to weapons so that I can really hit hard - however such tweaks are against the theme of a Class-A only Gold Viper.

Have you flown a Viper? Consider yourself an Ace starfighter or a Rookie learning the ropes - tell me what you like, and don't like about the ship!
If you've got an outfit you want to see featured, a Pilot Academy article another point for discussion then let me know.

I'm Cmdr TwingTwang and until next time, Fly Casual.

Saturday, 14 February 2015

Elite Dangerous Outfitters - Freight Asp


Hi Space Cadets!
I'm Cmdr TwingTwang and welcome to the outfitters.

In this article I'll be reviewing the Asp, stripped down for carrying freight on local runs.  This ship isn't elegant, its not loaded and its not packing.  But its got the highest cargo capacity you can manage and its going to earn the highest return you can in the shipping lanes.


The focus of the build - without doubt - is maximising the cargo space. The full 128T cargo capacity has been utilised and even shields are sacrificed to trade every tonne it can.

The Internal compartments read:
E6: Cargo Rack (64T)
E5: Cargo Rack (32T)
E3: Cargo Rack (8T)
E3: Cargo Rack (8T)
E3: Cargo Rack (8T)
E2: Cargo Rack (4T)
E2: Cargo Rack (4T)

This 128T Capacity is the best you can get. The lack of size four compartments means that adding a shield is going to cut 32T into you capacity and leave you at the 96T mark - and you could fit this in a Sixer for under two million credits, like this:
The sixer will fit 96T with a shield generator for a fraction of the cost of the Asp.

To make the Asp freighter work for you, you have to load the full 128T otherwise you might as well be using a Sixer for the credits-per-hour you'll manage. There are other reasons to run a 96T Asp - it might earn the same as a Sixer but you get enough hardpoints to see off trouble. However, in this build I'm running every tonne I can to maximise earnings.

Bouncing an unshielded Asp around a station, or the occasional ding against a smaller ship while launching will cost you thousands of credits for even what feels like a tiny scratch. For this reason, you'll be flying very carefully indeed.

To minimise my launch and dock times I've fitted Class-A power couplings to my freight Asp, which gives me the highest boost rate you can get. Boosting will get you out of the mass-locked area around the station will get you jumping system as fast as possible, and the rapid boosts will get you out of trouble should you get interdicted.

Secondly, I've switched to an A2 power plant. The Class-A power plant has the best heat management and still supplies enough for the ultra-efficient ship.  Without big beams, or having to supply power to shields, the A2 reactor gives everything I need.  I could get the same power from a 3D or 4E plant, but the A2 is lighter by a fraction and a lot more heat-efficient that the others.

Every other internal component has been fitted with a slimline Class-D upgrade to keep the mass down and conserve every credit on fuel.  I'll be earning nearly 20M credits in this ship before I can trade it in for a big T7, and lightening the load means I'll be able to keep my long range and/or think about fitting more hardpoints.

The Freighter Asp comes in at just under eight million credits. I can make a trading run in twelve to fifteen minutes and I'm expecting about 300K per trip so the freighter Asp should be fetching 1.2M to 1.5M per hour.

The only upgrade I really want right now is the extra thrusters, which will increase the top speed and make the launch and dock manoeuvres a little less of a pain.  With its high tonnage and cheap thrusters, the freighter Asp does not handle well. This earner is making over four hundred credits a second, and the reduced flight time the bigger thrusters would get would get me closer to the 25M target needed for a T7. Bigger thrusters would also make me feel a little safer in the spaceways too.

Another option is fitting military alloys, again to keep that precious cargo safe whether you are running unshielded or staying around to fight. Hull repairs are expensive enough, and having to pay top-dollar to repair military alloys is going to sting the wallet - maybe not as much as paying insurance though.

Overall I like the freighter Asp, although every trip in it is a wing-and-a-prayer adventure that throws the safety regulations to the void. Its not the right way to fly an Asp - seriously, take optional extra safety features and use it as a Sixer with epic guns and shields.   I've flown quite a few runs in a freighter Asp, but it's not super comfortable and I'm going to reconfigure it with shields, guns and thrusters so that I feel a bit more control over my destiny.

Have you had experience in an Asp? Got some hints and tips or a Ship or Pilot Skills article you'd like to see? Get in touch.
Comments and feed back welcome, please like, favorite, share and subscribe.

I'm Cmdr TwingTwang and this was the outfitters.
As always, Fly Casual.

Tuesday, 10 February 2015

Elite Dangerous Outfitters - The Cobra

Greetings Space Cadets!
I'm Cmdr TwingTwang and welcome to the outfitters.
In this article, we'll be talking about the Faulcon DeLacy Cobra MKIII. Probably one of the most iconic ships in the Galaxy, the Cobra wins the Pilots Choice award for most versatile and flexible ships out there.  Anything smaller than a mighty Python has to take note when a Cobra jumps in, and even the big ships need to keep one eye on the Radar at all times.

I found the Cobra a fun ship to fly, and the nostalgia alone made it my first milestone ship. Despite how much I liked my ZP-Hauler that got me back in the game and the huge amount of fun I've had in a Sixer, I'm always going to be proud to own a Cobra. Its a good all rounder, has two small and two medium hardpoints and carries sixty tonnes if you max out the cargo racks.

A Combat Cobra is quite a fearsome opponent, and my own Orange Rattler has seen some action recently.  The Cobra is a great vessel packed with options that I'll try and talk through here. The cobra plays in a fight and you can draw heat from your wingmen while they recharge, cooldown, and get a good attack vector on the target.

A midpoint between the Adder and the Sixer, the Cobra has a reduced range over the long jumpers making it a tiny fraction slower at running rares but it can make 20Ly jumps so you won't notice the difference on many routes. While it might not pack as many shields as a Lakon Blockade Runner, your rare jumper Cobra is packed with safety features and armed to the teeth, making it an excellent choice for almost any occasion.

Other ships in this series:
Lakon-6 Blockade Runner
Outfitting an Adder
Solid Gold Viper

Asp Freighter

Today I'll just be talking about Trading and Rare-Running Long-Jumper Cobras, and talk a little about some combat configs I've tried.  I'm not going hardcore into combat builds - that'll take a whole article in itself, and mining is a separate topic too.

Shop Floor Cobra.
The basic cobra costs 380K and at that price point there is some stiff competition from Zorgon Peterson.
The ZP-Hauler, for under 380K spend gets you 16T of cargo racks, with an unbeatable 19.4 - 32.4 Ly Jump range.  More details on this build can be found on my Hauler Ship Focus Page.
Meanwhile if you fly a 380K Cobra straight off the forecourt you will find its 9.7-10.4 Ly Jump Range severely limiting and its stock 18T of cargo space is nothing to write home about.

Hands-down, the Hauler has the Cobra beat at this end of the price scale so I'd recommend you save up for a while and don't buy a Cobra on the first day you can afford it.  You'll need to spend a little before you start to see the benefits.


One Million Credits
At the one million Credits price point, you have left the Hauler behind and are competing with its bigger brother, the Adder, also from Zorgon Peterson.  For One Million Credits the adder is starting to look pretty good.
My One Million Credit Adder manages an 18T Capacity and an 18.3-23.3 Light Year Range. It has shields, weapons and scoops and is a competent and armed rare runner. However you end up with a lot of Class-C and Class-D components on it.


My love for the Sixer is well known. The smallest of the Lakons, the Type-6 comes in very cheaply at a tad over a million credits and can be outfitted for up to 112T if you care to which makes it a prime earner at this price point.  The ship you get isn't fast, but moves a lot of tonnage.

Outfitting a Cobra that beats the Adder or the Sixer at this price point is a challenge, because you are looking at some expensive upgrades.

Because we aren't going to be gunslinging high-power lasers at this price point, we know this is a low-power ship, we can drop to the 3C Reactor which gives the 10MW we need and more heat efficient than the 4D at the same price.
This reactor can't quite deliver, and your Frame Shift Drive will cut out when you deploy hardpoints - but you can't jump with them out anyway so this is no real disadvantage. Just remember to set module priority groups and you will be fine.

Otherwise a 1M Cobra is a Class-D refit on every component.  I've replaced the Discovery Scanner with a 2C Fuel Scoop, and upgraded the cargo too. I recommend a slimline Class-D refit in almost every build for the mass efficiency. 

The internal compartments are now the basis for every larger cobra we are going to consider.
4D: Shield Generator
4E: Cargo Rack (16T)
4E: Cargo Rack (16T)
2E: Cargo Rack (4T)
2E: Cargo Rack (4T)
2C: Fuel Scoop.

Safety First.
With just the internal components at the minimum level I've already spent around 620K and have plenty to spend on safety features. I already have a 4D Shield Generator, which isn't much but it'll keep us out of trouble.
Because of the weaker 3C Power Plant, I'm going to choose projectile weapons on my medium hardpoints because they take less energy than beam lasers and a matched pair of 2E Fixed Multi-Cannons will do the job nicely.
Two 1E Gimbal Beam lasers on the small hardpoints will be in my primary firing group and used to do as much damage to shields as I can before spinning up the big Multi-Cannons.

This completes a One Million Cobra, getting us a 40T ship that jump 14.0 - 16.4 Light Years and costs 964K Credits. Wastage and Piracy aside, the Sixer earns more per hour than the Cobra but does not match it for style, sophistication or Nostalgia. Overall trying to build a Cobra on this budget is difficult and it's not going to be the ship of your dreams.

It doesn't handle as well as a Cobra might and a One Million Cobra doesn't really show it off in its best light. After a few pirate run-ins I found that the guns are a little too big for the shields.  Those big Fixed Forward Multi cannons do a lot of damage, but in a head-on lance you'll be taking your licks too so they rely on your piloting skills to get a good attack vector and stay out of the line of fire. If you are not an accomplished combat jock, I might recommend smaller main weapons and adding a Shield Bank.

Lastly, you could run lighter on weapons and put more into your Frame Shift Drive - especially if you are in a convoy the longer jump and safety in numbers might benefit you more.


Two Million Credits
With a larger budget of two Million to spend, the Adder and the Viper are the two closest alternatives to a Cobra.  You can build a Two-Million Credit Sixer too, and its a good earner, but I've talked about that enough in other articles.

The Adder has a great jump range at this price point. Its Class-B and Class-A across the board and gets you a 16T ship with about 16-20Ly range.  The Viper is a similar story, two million credits gets you Class A and B across the board because the Size-3 Upgrades are very cheap, and a fair choice of weapons too.

Two Million Credits in a Cobra sees a hodge-podge of class B,C and D components and too many options to say one is "the best build". Compared to the equivalent Adder or Viper that has premium components, the Cobra feels a little like its being left behind.  
However, I found that with the 40T armed Cobra that I build for 1M I had two real options and for two million credits you should nudge up the specs on the components you want the most.


The biggest gain at 2M is the extra spend you've got on a Frame Shift Drive.  I'm a real range junkie and will happily blow my budget on getting those long range jumps.  At 2M Cr, if you are doing rare runs then a Fuel Scoop and an large FSD is going to soak up all of your budget.


Its also worth revising your hardpoints - I found the Cannons more satisfying than the multicannons and at this price point its well worth thinking about.


Three Million Credits
At three million Credits the Budget Cobra is a nice ship to fly. I'm going to recommend the Class-A FSD so that you can jump with the best of them. This is a significant investment but gets you into the 20Ly range of a space hopper.
The slimline options keep a three million credit cobra running, and a 4D Power, 3D Life support and 3D Sensors are the starting point. These are reasonable upgrades, nothing that breaks the bank and helps keep the tonnage down and gives you that incredible jump range.
The Thrusters are upgraded to 4C, and a 3B Power Distributor keeps plenty of power available for engines and shields meaning you can move and boost if you feel the need the speed and its enough to keep weapons and shields topped up too. 4C Thrusters do feel a lot better than the weaker models, and I suspect an accomplished combat pilot would feel the difference.

So my internal components look something like this:
Power Plant: 4D

Life Support: 3D
Sensors: 3D
Thrusters: 4C
Power Couplings: 3B

The Internal compartments are pretty much the same as before, with 4C Shields and a 2C Scoop, leaving a 40T capacity made of 16+16+4+4 racks.

The Hardpoints have got 2D Cannons and those trusty 1E Gimbal Beam lasers make another appearance.  The Cannons cost 168K each so you can afford the pair of them without cutting into the budget, and at this point I'm fitting 1E Beams so frequently they might as well be fitted as standard. The 2D Cannons have a bit more kick in them than the 2E Multi Cannons of my earlier builds and they really pack a punch. My advice with cannons is to take a breath, and time your shot. They hit very hard and you can usually afford that extra second to aim up a direct hit.

I've added a Heat Sink launcher and Point Defence too, which start to give the ship its luxury feel.

The build has a range of 19.6-22.6 and comes in at 2,970K.  It felt a little artificial building a cobra exactly to a budget and I had to play around with a number of compromises to get it to fit the figures I wanted however I'm very happy with the ship.

The Class-A FSD is the biggest spend and the only premium upgrade. You can exchange it out for a Class-B or C and throw those extra credits into weapons and shields if you are a combat pilot, but I'm focusing on Rare Runners and Convoy ships today.


Five Million Credits
For the sum of five million, nothing can touch the Cobra. It's got the spaceways to itself and we are going to build a big ship with great stats.

Start with a pair of fixed forward 2A Frag Cannons, These do big damage to ships without shields and at point-blank range are deadly.  There are a straight upgrade from the Cannons in the 3M build and rely on getting a little closer to target but they will absolutely tear through exposed hulls when you do.
I've added two 1E Gimbal Beam lasers to the small hardpoints too, which is your primary attack to wear down shields.

A 4C power plant and 3C Power Couplings are needed to run all the systems and I've upgraded to 4C Thrusters too. If you find you need a bit more during combat (and who doesn't!) then go for the 3A Power Couplings first, and then the thrusters as you can afford them.

The 4A Frame Shift Drive gives this ship its 19.7-22.8 Light Year Jump range, assuming you are building a ship for long-jumping rares. If you are playing as a short range fighter then fit a smaller FSD and spend the money on Thruster upgrades and Shield banks.

Lastly the Sensors and Life Support are left at Class-D, because thats all we need right now.

The internal Compartments read like this.
4A: Shield Generator
4E: Cargo Rack (16T)
4E: Cargo Rack (16T)
2E: Cargo Rack (4T)
2E: Cargo Rack (4T)
2A: Fuel Scoop.

This gives the Five Million Credit Cobra a huge cargo hold, a great jump range, Class-A Shields, big guns and all the extras.  I've added a Heat Sink Launcher to one of the Utility Points for good measure and the build comes in at 4,980K Credits.

My Five Million Credit Cobra is built for long range runs, and protecting a convoy, and like the smaller spends there is definitely a side-grade option to focus on a short range fighter thats stronger ship-to-ship by allocating funds in that direction instead.  At this price point a Combat Cobra is a tough customer indeed.


Seven Million Credits.
Once you have seven million credits you'll be casting your eye at the Asp, but there is life in the Cobra yet.  The Seven Million Cobra is based on the five million build and we've only upgraded a few options.
The Power plant is upgraded to a the 4B model because we need a little more juice.  At this price point and with the energy available the 4A Thrusters and 3A Power Couplings are a must.
I've also upgraded the Life Support and Sensors to both to the 3C model.  To finish the build I've added a Point Defence to the last utility mount.

This 40T Cobra with a 19.1 - 22.0 jump range has great thrusters and couplings in addition to the weapons we gave it before.  Its a real threat as a space superiority starfighter able to bring those big cannons into play easily. 

You can drop the Life Support and Sensors down to a Class-D and fit a half sized fuel tank if you are trying to trip down the ship for maximum jumps.

For the same price, the Asp gets only 14.8-16.1 Light years and its stock 38T capacity, and is basically a shop-floor model with a 5D Frame Shift and some extra lasers.  At Seven Million Credits the Cobra remains untouchable in the skies.

Its worth mentioning that for 7M you could have a shop-floor Asp with fully maxed out cargo racks, giving you a total of 128T of cargo space.  There is no way the cobra can match this for capacity, but the Asps 10.5-13.8 Jump range isn't great, and it has no shields and just a pair of pulse lasers - it isn't a serious contender.


Nine Million Credits.
At the Big Nine, the Cobra is pretty much fully equipped. You can afford Class-A Components across the board. You don't quite have your choice of guns, and if you want to fit those power hungry Plasma Accelerators then you are going to have to make compromises.

A Pair of 2C fixed-forward plasma accelerators will give this build some serious sting, and if you drop the Sensors to Class-B and Life Support to Class-D you can afford this.  Its worth mentioning that you can manage this with Class-A sensors if you don't mind your frame shift powering down when you pull the big guns out.
Adding the Class-A Life Support is a matter of taste. The Class-D works just fine, while the Class-A powers down when you deploy hardpoints giving you a 25 minute countdown to finish your prey. However with a pair of gimbal beams and two plasma accelerators, the battle isn't going to last twenty five minutes and you will never practically run out of air.

If power management concerns you, The 2A Frag Cannon is cheap with a very low power use, or 2B Seeker Missiles are a snap at 500K each.

You can push this build up to eleven million with turret Beams on the small hardpoints, Military Alloys and an extra 4A Shield Bank.  Out of these, I'd recommend the Shield Bank if you can find power for it (again, your Life support will power down if you've gone for plasma)  and this peak build will reduce your jump range to around 18.0-19.5 with a 24T capacity.

Once you hit eleven Million credits, the Asp really becomes an attractive prospect, not only for its increases hardpoint and utility options but for its increased cargo capacity too.  Once your budget exceeds this and hits the fifteen million range, the Asp does start to dominate but we'll discuss that in more detail in an Asp Outfitters later on.

The Premium Cobre still has quite a long jump range, but you've gained some serious teeth. No small ship will meet you in the void and live long enough to tell the tale.


Final thoughts
In this article I've hardly scratched the surface of the amazing versatility of the Cobra.  We could have focused on Missiles and Shields for a high damage output slugger that will lance into other ships like an express train.

I've not even touched on refinery and mining lasers, or the amount of exploration you can do with that 20Ly range and a couple of discovery scanners.

The Cobra handles well in a fight and this build is biased slightly toward big guns. You should probably invest more in the thrusters and power couplings early on if you are a Viper Pilot looking for something with a bit more sting and staying power.

Have any thoughts, experiences or questions on the building cobras? Leave a comment.
If you have a ship focus you'd like to see, a pilot academy article, or more rules of acquisition then let me know. Please like, favourite, share, and subscribe.
As always, fly casual.