Dreams-Visions
Member
Would a cobra mk4 make for a good general purpose/bounty hunting ship? I have a loaded sodewinder and an adder for trading/mining.
I bought an eagle for combat and hated it. It was agile but got destroyed so quickly.
The Cobra is the gold-standard. Yes, it is the best ship under $3 million for general purpose usage. Great combat, good cargo capacity, top-tier speed. It's a ship you don't move out of until you have millions to spend on multiple ships.
Hello again good sir.Huh I don't have much experience with the game at all but from the research I did on reddit and youtube, I find that the viper mk3 is actually pretty tough, one of the tougher fighters out there... you have to jimmy your power management around but I currently have:
weave shield
shield booster
hull reinforcement (and a sturdy one too)
and I still get 10 ly jumps and running 2 X beam lasers (gimballed) and
2 X multicannon (g)
in fact I have even seen some youtube posters say go for 2 shield boosters or you could even dump the cargo rack and go 2X hull reinforcments?
the reason for the hull reinforcements is I don't find you lose much booster speed, a couple of km/s and you can win ramming battles and outlast most other fighters in a prolonged fight. you don't need to worry much about the first say 20% of your hull that way.
but the ramming takes the cake I have survived ramming a type 6 heavy before.
the eagle shouldn't stand a chance in my experience, and a cobra is only faster?
In my opinion, the Viper is a very survivable ship, but you have to fly it well. Most videos you'll find on youtube are people doing gimmicky builds like shieldless silent running builds which got nerfed a bit. You won't find anyone flying Vipers in PvP scenarios unless they're just looking to have fun. As mentioned, the strength of the Viper is its ability to avoid being hit. It is especially strong against ships that are running fixed weaponry because its small profile and 400+ boost make it damn near impossible to hit.
I suppose the point here is that its ability to take a punch does not come from its strong shields. Consider: it's max shielding with 2x A-grade boosters is 250MJ. That's about 11 seconds of sustained fire from a single C3 gimbaled beam laser...which would be incredibly effective against a "no chaff" build because you have no countermeasures to break the gimbal lock. Not including maybe another 300MJ if you get all of your shield bank charges off just before your shields drop.
Now let me offer a caveat. If you build your Viper like this:
https://coriolis.io/outfit/viper/0p5t5F5l8dasdf2272724240406B45a012j.Iw1+kA==.CwBgjKJWNgzHMAmEwg==
If you go with a heavy kinetic loadout you can set pips to 4-0-2 (4 in systems, 2 in weapons) and fire forever. You may be aware (or not) but the more pips you have in Systems, the stronger your shields are. 4 pips to shields = 150% shield strength. More detailed:
- 1 pip to shields allows the sheilds to absorb around 1% more damage.
- 2 pips to sheilds allows the sheilds to absorb around 8% more damage.
- 3 pips to sheilds allows the sheilds to absorb around 37% more damage.
- 4 pips to sheilds allows the sheilds to absorb around 150% more damage.
Thus the 194MJ shield in the link above becomes a 485MJ shield (2.5x) shield. That is formidable. However, it is still extremely vulnerable to gimbaled weaponry. It would still take a ship with 2x C3 beams less than 15 seconds to remove your shields.
I would expect this build remains viable against NPCs, but at the cost of constantly having to go to port to reload. You'll find this to be very undesirable when RES bounty hunting. When you're in a good instance, the last thing you want to have to do is leave it.
That being said, these "4 pips to systems 100% of the time" is pretty much limited to multicannon (and maybe cannon) builds. Everything else (especially lasers) require too much energy to not have max pips to weapons (unless you're doing Engineers efficient modding). These builds used to be extremely popular on Fer-de-lances, which used to do it like this
https://coriolis.io/outfit/fer_de_l...4040m4a5d5d2o66.Iw1-gDKQ.CwBj5BGboZnyCBMTjCA=
That's 2300MJ of shielding with 4 pips to systems. THAT, my friend, is a shield tanking demon spawn. It would probably take 15 minutes to get enough damage on that ship to actually kill it.
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Back to the Viper, if you really want to go with a full multicannon 4-pip-to-sys build, knock yourself out and have a ball. If you find the reloading issue is annoying or the lack of dps a problem (multicannons deal considerably less damage to shields than thermal weapons), switch to some combination of lasers and multicannons. Just be aware that with lasers, you usually can't run 4 pips to Systems and are thus less tanky. Regardless, your speed and manuverability will always be the best asset to ships of that size. If you sit there against a bigger ship tanking their damage, you're going to end up looking at the rebuy screen.
Check out this video
https://www.youtube.com/watch?v=dgH-CzIKRgQ
For an example of how to survive for 14 minutes in a Viper with essentially 0 pips to Systems against a Federal Corvette. Note how he almost never takes a direct hit. Once you really understand why, you'll understand how to survive in a Viper. Hint:
he can't shoot you if he can't get you in front of him.
edit: he actually fought for 25 minutes against that Corvette. that's how it's done, boys. Let all small ship aficionados take notes.
edit: sorry for the length. 1200 hours into the game, I think I have a hard time condensing thoughts because the shit can get so complex. I try to be thorough and objective. It's hard.