Postby MarrV » Thu Dec 18, 2014 12:08 pm
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!