Combat ships - When you should upgrade
Posted: Tue Jun 16, 2015 5:48 pm
Somewhat inspired by the Vulture thread, thank you Uvelius, and having recently picked up a few new wingmen I though it may be a good idea to cover the basics when it comes to combat ships and when to upgrade.
This is not a minmaxing thread where we try to get the best out of a sidey. No, this is a simple discussion covering when ships peak in the range of their value. I am going to need help to cover all the ship up to the vulture and I will be updating the post with the loadouts and names of other commanders. I will start us off but if you feel i have made any mistakes let me know.
Notes: Combat does not necessarily mean a RES hunting ship and as such the first three ships are without a kill warrant scanner. This is because the KWS is expensive in the beginning with a basic C scanner costing 120k the cost of a well equipped Eagle.
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Sidewinder by StaticRadion
Base value: 0 (Starting ship)
Max value: 150-170k
Reasoning: You grow out of the Sidey as a combat ship very quickly with an Eagle being a very attractive, better equipped, option starting at ~45k. The thing to remember is that a base model Eagle is arguably not as good as a slightly upgraded Sidewinder. Take your time in a sidewinder to learn the game, how and when to use chaff or shield cells, and your limitations.
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Eagle by StaticRadion
Base value: 140-160k
Max value: 540-600k
Reasoning: A dream of a little combat ship that is still flown by some Anaconda owners for giggles the Eagle will put a smile on your face. The shields will be firmer, lasers will fire longer and the ship will turn tighter than the Sidey. The only real downside to the Eagle is that the Adder is very close in price range and has some substantial upgrades including an additional utility mount, more room for shield cells, a medium weapons slot, more armor, and nearly the same feel in combat.
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Adder by StaticRadion
Base value: 560k
Max value: ?
Reasoning: This Is the first good multi-role ship you will own that excels at combat and allows you to branch away from it if you so desire. It is also special in that I recommend not selling your Adder immediately. I would say that the best practice would be to keep your Adder till you decide if the Viper or Cobra is best for you. The Adder is a nice trade or explorer ship that is good to keep in your pocket as a backup.
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Viper by ?
Base value: ?
Max value: ?
Reasoning:
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Cobra by ?
Base value: ?
Max value: ?
Reasoning:
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Diamondback Scout by UnmarkedBoxcar
Base value: 3 million
Max value: 7.5 million
Reasoning: The Scout flies beautifully. It is quick, agile, and surprisingly sturdy for its size. The size and number of internal compartments are a step up from the Viper, but inferior to the Cobra Mk. III. And, perhaps the selling point of this ship, is its superb range for a combat oriented craft. Even if a commander outfits this ship entirely for combat, without much thought to the weight of their components, it is still very likely to have a jump range of 22+ ly.
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Imperial Courier by Casey Casem
Base value: 4.5 mill
Max value: 9 million
Reasoning:I favor the Imperial Courier as the best bounty hunter for its value. It has amazing shield strength and maneuverability. Kitted with a two shield boosters, chaff, a kill warrant scanner, a shield cell bank and A rated components it nets around 7 million. Jump range is mediocre at 13 Ly, but most combat optimized ships suffer from this problem.
==============================================================================================================
This is where we will probably end the thread because there is plenty of information available on the vulture in Uvelius thread. That and at this point most CMDRs have a good idea of what to expect of the game and how they like to outfit their ships.
This is not a minmaxing thread where we try to get the best out of a sidey. No, this is a simple discussion covering when ships peak in the range of their value. I am going to need help to cover all the ship up to the vulture and I will be updating the post with the loadouts and names of other commanders. I will start us off but if you feel i have made any mistakes let me know.
Notes: Combat does not necessarily mean a RES hunting ship and as such the first three ships are without a kill warrant scanner. This is because the KWS is expensive in the beginning with a basic C scanner costing 120k the cost of a well equipped Eagle.
==============================================================================================================
Sidewinder by StaticRadion
► Show Spoiler
Base value: 0 (Starting ship)
Max value: 150-170k
Reasoning: You grow out of the Sidey as a combat ship very quickly with an Eagle being a very attractive, better equipped, option starting at ~45k. The thing to remember is that a base model Eagle is arguably not as good as a slightly upgraded Sidewinder. Take your time in a sidewinder to learn the game, how and when to use chaff or shield cells, and your limitations.
==============================================================================================================
Eagle by StaticRadion
► Show Spoiler
Base value: 140-160k
Max value: 540-600k
Reasoning: A dream of a little combat ship that is still flown by some Anaconda owners for giggles the Eagle will put a smile on your face. The shields will be firmer, lasers will fire longer and the ship will turn tighter than the Sidey. The only real downside to the Eagle is that the Adder is very close in price range and has some substantial upgrades including an additional utility mount, more room for shield cells, a medium weapons slot, more armor, and nearly the same feel in combat.
==============================================================================================================
Adder by StaticRadion
► Show Spoiler
Base value: 560k
Max value: ?
Reasoning: This Is the first good multi-role ship you will own that excels at combat and allows you to branch away from it if you so desire. It is also special in that I recommend not selling your Adder immediately. I would say that the best practice would be to keep your Adder till you decide if the Viper or Cobra is best for you. The Adder is a nice trade or explorer ship that is good to keep in your pocket as a backup.
==============================================================================================================
Viper by ?
► Show Spoiler
Base value: ?
Max value: ?
Reasoning:
==============================================================================================================
Cobra by ?
► Show Spoiler
Base value: ?
Max value: ?
Reasoning:
==============================================================================================================
Diamondback Scout by UnmarkedBoxcar
► Show Spoiler
Base value: 3 million
Max value: 7.5 million
Reasoning: The Scout flies beautifully. It is quick, agile, and surprisingly sturdy for its size. The size and number of internal compartments are a step up from the Viper, but inferior to the Cobra Mk. III. And, perhaps the selling point of this ship, is its superb range for a combat oriented craft. Even if a commander outfits this ship entirely for combat, without much thought to the weight of their components, it is still very likely to have a jump range of 22+ ly.
==============================================================================================================
Imperial Courier by Casey Casem
► Show Spoiler
Base value: 4.5 mill
Max value: 9 million
Reasoning:I favor the Imperial Courier as the best bounty hunter for its value. It has amazing shield strength and maneuverability. Kitted with a two shield boosters, chaff, a kill warrant scanner, a shield cell bank and A rated components it nets around 7 million. Jump range is mediocre at 13 Ly, but most combat optimized ships suffer from this problem.
==============================================================================================================
This is where we will probably end the thread because there is plenty of information available on the vulture in Uvelius thread. That and at this point most CMDRs have a good idea of what to expect of the game and how they like to outfit their ships.