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Help!
Posted: Tue Dec 16, 2014 5:50 pm
by Penderin
Ok so I just cant decided on which ship to fully upgrade first, I have my Type 6 upgraded to haul and make cash and have 4mil to spend on a smaller nimble ship, I have had a go in the viper and the cobra and done a small amount of upgrading on both, now I want to get one or the other and concentrate on fully upgrading it but just cant decided on which one?
Any advice guys?
Re: Help!
Posted: Tue Dec 16, 2014 6:03 pm
by Commiekaze
If you are going full combat, stick with the Viper. It is quite deadly with all the upgrades. Make sure you have the highest FSD. If this small ship will be used for more travel or all around use, then go with the Cobra as it is a great all around ship and you really can't go wrong with it.
Re: Help!
Posted: Tue Dec 16, 2014 6:10 pm
by Myka
The Viper is more purpose designed for combat, it's not spectacular without upgrades (but still good imo!) but with upgrades it becomes a delight to fly (and can even have a decent jump range). The weapons are also closer together so the spread for fixed weapons is much better than the Cobra.
Just watch the weight, and optimal weights for shield generators (I think that's still a thing!)
Re: Help!
Posted: Wed Dec 17, 2014 5:14 pm
by Ironclad
What jump range are we talking about here? on what FSD? Would love to know!
I'm considering tradng my Cobra (all C mod) into a Viper But i don't fancy experimenting

Re: Help!
Posted: Wed Dec 17, 2014 6:42 pm
by Commiekaze
Ironclad wrote:What jump range are we talking about here? on what FSD? Would love to know!
I'm considering tradng my Cobra (all C mod) into a Viper But i don't fancy experimenting

The stock Viper FSD range is like -2 ly. In most cases, you actually will not be able to jump out of your system. The FSD is a must, and make sure you upgrade in a system that has both the Viper and the upgrade itself. Get the Viper if you are only looking for combat.
Re: Help!
Posted: Wed Dec 17, 2014 7:51 pm
by Ironclad
Hi
I've flown the viper through B2 and gamma. I know it has a ~6 LY jump range (Stock, all weapon slots filled). I'm interested to hear how much does your viper can jump and what type of FSB you have.
Re: Help!
Posted: Wed Dec 17, 2014 9:10 pm
by Myka
My Viper in beta got up to around 7ish but I've heard people posting saying the more expensive FSD (I've never tried them myself, not enough time and never found them) can boost them anywhere from 10-20ly. I'm sure they are wildly expensive A-type FSDs though!
Re: Help!
Posted: Thu Dec 18, 2014 12:02 am
by Flip
I had a Viper in beta3 that jumped about 10 LY with a B3 FSD.
Re: Help!
Posted: Thu Dec 18, 2014 9:34 am
by Myka
Also remember your mass will affect your jump range too, so if you upgrade your other equipment slots with lighter components that can make a difference in your jump range!
Re: Help!
Posted: Thu Dec 18, 2014 12:08 pm
by MarrV
I have an all A grade Viper with 2x Class 1 Pulses 1x Class 2 pulse & 1x Class 2 Multi-cannon (to keep ammo costs down)
I have a 13.1 LY jump range with full fuel & no cargo. I do have an A2 fuel scoop in it instead of an A1 so I can scoop faster.
I can also put 8t of cargo in it (8t bay) as it weighs nothing empty and gives me the flexibility should I find something worth taking to a black market.
You WILL need to set your modules power priorities up right otherwise first time you deploy hard points you loose power.
I have cargo hatch, Cargo rack, fuel scoop & something else I think (in type 6 atm) on 4 (lowest) as none of these are important in combat and you shouldn't be fighting if you have anything in. Also loosing the weight in combat can help, if you kill your enemy fast enough and you want to you can pick it up again after.
I have FSD on 3, you dont need it in combat. You cant use it when hard points are deployed.
I have not much on 2, life support I think is on this (I know it sounds odd, but you have 25mins O2 with A grade system)
On 1 I have shields, thrusters, weapons all the vital stuff for combat.
If you do not know how it works it is as follow; as you go over 100% the modules in 4 are turned off, then 3 then 2. If group 1 is over 100% then it wont work no matter what you do, so you need either less power draw or bigger power plant (obviously cant if got max class A grade already).
The biggest issue I have is that after 3x 13 ly jumps you HAVE to refuel. So every sun you reach that you can refuel on, do so!