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{{RoleInfobox
{{RoleInfobox
| image            = ATR unit 2.png
| image            = Elite Combat Animation.gif
| risk              = High
| risk              = High
| reward            = High
| reward            = Medium
| timeinvestment    = Medium
| timeinvestment    = Medium
| suggestedships    = [[Alliance Chieftain]]; [[Cobra MkIII]]; [[Eagle MkII]]; [[Fer-de-Lance]]; [[Federal Corvette]]; [[Federal Assault Ship]]; [[Python]]; [[Viper MkIII]]; [[Vulture]]
| suggestedships    = [[Anaconda]]; [[Alliance Chieftain]]; [[Cobra Mk III]]; [[Cobra Mk V]]; [[Diamondback Scout]]; [[Eagle Mk II]]; [[Federal Corvette]]; [[Federal Assault Ship]]; [[Fer-de-Lance]]; [[Kestrel Mk II]]; [[Krait Mk II]]; [[Mamba]]; [[Python]]; [[Python Mk II]]; [[Type-10 Defender]]; [[Viper Mk III]]; [[Viper Mk IV]]; [[Vulture]]
| suggestedupgrades = [[Fighter Hangar]]; [[Frame Shift Drive Interdictor]]; [[Hull Reinforcement Package]]; [[Shield Generator]]; [[Thrusters]]; [[Chaff Launcher]]; [[Shield Cell Bank]]s; [[Bulkheads]]; Assorted Weapons
| suggestedupgrades = [[Fighter Hangar]]; [[Frame Shift Drive Interdictor]]; [[Hull Reinforcement Package]]; [[Shield Generator]]; [[Thrusters]]; [[Chaff Launcher]]; [[Shield Cell Bank]]s; [[Bulkheads]]; [[Shield Booster]]; Assorted Weapons
}}
}}
'''Combat''' is one of the three archetypal pilot [[roles]] recognized by the [[Pilots Federation]]. Combat encompasses multiple sub-roles, such as [[Assassin]], [[Bounty Hunter]], [[Mercenary]], and [[Pirate]]. Increasing Combat rank requires destroying other [[Ships]], and defeating pilots with higher Combat ranks rewards a greater amount of experience. Combat pilots use [[Hardpoint]]s equipped with weapons to disable a target's shield, and then deal damage to the hull until the target is destroyed. Combat can be experienced alone, in a [[Wings|Wing]], or in [[Multicrew]].
'''Combat''' is an archetypal pilot [[careers|career]] recognized by the [[Pilots Federation]]. Combat encompasses multiple sub-roles, such as [[Assassin]], [[Bounty Hunter]], [[Mercenary]], and [[Pirate]]. Increasing Combat rank requires destroying other [[ships]], and defeating pilots with higher Combat ranks rewards a greater amount of experience. Combat pilots typically use [[Hardpoint]]s equipped with weapons to disable a target's shield, and then deal damage directly to the hull until the target is destroyed. Combat can be undertaken alone, in a [[Wings|Wing]], or in [[Multicrew]].
__TOC__
{{clr}}


== Combat Tips ==
== Ranks ==
Learning to use [[thrusters]], keeping your throttle in the blue, situational awareness, good pip control and learning to anticipate rather than react to your targets actions are more valuable than [[Flight Assist]] off.<ref name=":0">https://forums.frontier.co.uk/showthread.php/459810-Is-FA-off-the-answer-for-combat-flying/page4</ref>
[[File:Combat Elite icon.png|thumb|Combat Elite icon]]
Combat rank is earned through ship and ground combat kills. Every ship destroyed rewards a number of experience points that contribute to increasing Combat rank, and the amount of experience points that a ship is worth depends on the pilot's rank relative to the rank of the targeted ship. For example, a pilot with the rank of Harmless who kills an Elite ship will gain a large number of points, but a pilot with the rank of Deadly who kills a ship with a rank lower than Expert will receive no points at all. Furthermore, a Deadly pilot who kills an Elite ship will receive fewer points than the Harmless pilot who kills an Elite ship. Under this system, low-ranked pilots can climb ranks faster by destroying challenging opponents and accepting the risk that entails.<ref>[https://forums.frontier.co.uk/threads/answers-from-the-devs-2.167367/ Frontier Forums: Answers from the devs #2]</ref><ref>[https://forums.frontier.co.uk/threads/answers-from-the-devs-3.171025/ Frontier Forums: Answers from the Devs #3]</ref>


=== Flight Assist ===
All prestige ranks above Elite (Elite I-V) were added by the release of ''[[Elite Dangerous: Odyssey|ED: Odyssey]]''.<ref>https://forums.frontier.co.uk/threads/elite-dangerous-odyssey-patch-notes.575175/</ref> They are currently available to both Horizons and Odyssey players that use the v4.0+ client.
[[Flight Assist]] is one tool of many and not the most essential one. It allows you to make sharper turns which you couldn't have done without it, but there are more important things to learn.<ref name=":0" />


While it's a non issue in very fast turning ships, Flight Assist (FA) is essential for more boom and zoom style ones where you need to turn and gain distance at the same time so that you're worse pitch rate is less of an issue. Without mastering FA-off, even something small like an [[Eagle]] can be a real pain to deal with when flying with a sluggish ship with an all gimballed setup.<ref name=":0" /> You can set FA Off on Hold for a handy button on the throttle. It can be used for drift/strafe, boost turns etc.
{| class="article-table" border="1"
 
! Rank
=== Pip Management ===
! Total EXP Required
The most essential one is pip management (systems, engine and [[weapons]] power management). Know when you need energy in [[shield|shields]] and when you can afford to put it elsewhere. If you have a tool which allows you to assign macros, make some. For example use the two 4-ways on a HOTAS to quickly switch pip settings. However, while macros are helpful, the essential thing is to learn and know, when you can put power to weapons, when you should put them to engines and when you absolutely need them in systems. When fighting several enemies at the same time, permanent 4 pips in systems might be the way to go, but when fighting just one or two enemies, you can noticeably improve your performance by having energy elsewhere.<ref name=":0" />
! Cosmetic Unlocks
 
|-
=== Thrusters ===
| Harmless
About as important is to learn to use vertical [[thrusters]]. They can make substantial difference when trying to stay out of an enemies frontal view and thus to avoid incoming damage, while still keeping your [[weapons]] on target. Connected to that, know how to use the blue zone, when to leave it and when to return to it.<ref name=":0" />
| 0
 
| "Harmless" Ship & Suit Decals
=== Chaff, Shield Cell Banks, Heat Sinks ===
|-
 
| Mostly Harmless
After that, also know when to use [[chaff]], when to use your [[Shield Cell Bank|shield cell banks]], [[Heat Sink Launcher|heat sinks]] etc.<ref name=":0" />
| 25 Harmless Kills
 
| "Mostly Harmless" Ship & Suit Decals
All in all, it's very much a matter of training and experience. You should take a small [[ship]], e.g. any kind of [[Eagle]] or [[Viper]] or the [[Imperial Courier]] and go fighting. Everybody makes mistakes when learning to fight. Mistakes usually are paid for at the rebuy screen. Thus learning in a cheaper ship is advantageous.<ref name=":0" />
|-
| Novice
|
| "Novice" Ship & Suit Decals
|-
| Competent
|
| "Competent" Ship & Suit Decals
|-
| Expert
|
| "Expert" Ship & Suit Decals
|-
| Master
|
| "Master" Ship & Suit Decals
|-
| Dangerous
|
| "Dangerous" Ship & Suit Decals
|-
| Deadly
|
| "Deadly" Ship & Suit Decals
|-
| Elite
|
| "Elite" (Combat) Ship & Suit Decals
|-
! colspan="3"|Elite prestige ranks - Horizons/Odyssey v4.0+ required to progress
|-
| Elite I
|
| "Elite I" (Combat) Ship & Suit Decal
|-
| Elite II
|
| "Elite II" (Combat) Ship & Suit Decal
|-
| Elite III
|
| "Elite III" (Combat) Ship & Suit Decal
|-
| Elite IV
|
| "Elite IV" (Combat) Ship & Suit Decal
|-
| Elite V
|
| "Elite V" (Combat) Ship & Suit Decal
|}


As a side-note, people who learned to fight in smaller ships generally are also better [[pilot|pilots]] when going for bigger ships. People who started learning in big ship often just learned to rely on [[shield|shields]] and firepower to overwhelm the enemy. People who learned in small ships usually are better on the defensive side. This is all generally speaking. There are great pilots who started in big ships and people who started in small ships and just never learned.<ref name=":0" />
The table below lists the amount of experience points towards Combat rank that is earned depending on the Combat rank of targeted ships.


== Ranks and experience ==
{| class="article-table" style="font-size:80%;" border="1"
{{Quote|Combat works slightly differently, this is done on the number of kills, but the points you get for each kill are based on the combat rank of the target relative to your combat rank so if you are harmless and kill an Elite ship you will get a large number of points, for example, if you are Deadly and kill a ship below Expert you will not get any.|Unnamed developer<ref>[https://forums.frontier.co.uk/showthread.php?t=167367 Answers from the devs #2]</ref>}}
This table is the current data of what experience points you earn for killing target ships with certain ranks.
{| class="article-table" style="font-size:75%;"
|+See the chart for a visual explanation of how rank progression works:<ref>[https://forums.frontier.co.uk/showthread.php?t=171025 Answers from the Devs #3]</ref>
|-
! rowspan="2" | Target Rank
! rowspan="2" | Target Rank
! colspan="8" | Player Rank
! colspan="8" | <center>Player Rank</center>
|-
|-
! Harmless
! Harmless
Line 54: Line 101:
|0.5
|0.5
|0.25
|0.25
|0
|?
|0
|?
|0
|?
|0
|?
|-
|-
! Mostly Harmless
! Mostly Harmless
Line 65: Line 112:
|0.5
|0.5
|0.25
|0.25
|0
|?
|0
|?
|0
|?
|-
|-
! Novice
! Novice
Line 76: Line 123:
|0.5
|0.5
|0.25
|0.25
|0
|?
|0
|?
|-
|-
! Competent
! Competent
Line 87: Line 134:
|0.5
|0.5
|0.25
|0.25
|0
|?
|-
|-
! Expert
! Expert
Line 140: Line 187:
|}
|}


==Notes==
== Combat Tips ==
*It takes approximately 2225 experience points to go from Deadly to Elite combat ranking. This equals 1780 Elite kills, or approximately 2400 kills based on a more average distribution of ships.<ref>[https://1drv.ms/x/s!Ar0FSkyFAeo_l_sqLZ_kByyQHSFerA Statistics collected by CMDR Remy Monsen]</ref>
[[File:Python Mk II vs Federal Corvette.jpg|thumb|Python Mk II vs Federal Corvette|250x250px]]
*If a player has crew members (including AI crew members), combat experience points will be split amongst them. The exact split is unknown, though having one AI crew member roughly halves the experience points gained, doubling the number of kills required in order to rank up.
Learning to use [[thrusters]], keeping the throttle in the blue, situational awareness, good pip control and learning to anticipate rather than react to a target's actions are valuable skills and habits.
*Thargoid Scouts are Elite rated, so if you're looking to improve your combat ranking or your NPC's combat ranking, scout-hunting is a fast way to do it.
 
=== Flight Assist ===
[[Flight Assist]] (FA) is a tool that is very useful especially to newer players, but disabling it opens up many new abilities for a pilot in combat. Turning Flight Assist off ("FA Off") allows pilots to make sharper turns and more agile movements, and most importantly it allows pilots to decouple their flight vector from where they are aiming, which allows for much more unpredictable and evasive combat maneuvers.
 
Flight Assist Off is essential for more boom and zoom style combat where the attacker needs to turn and gain distance at the same time so that the bad pitch rate is less of an issue. Without mastering FA-off, even something small like an [[Eagle MkII|Eagle Mk II]] can be troublesome when flying with a sluggish ship if it is equipped with nothing but gimballed weapons.<ref name=":0">https://forums.frontier.co.uk/threads/is-fa-off-the-answer-for-combat-flying.459810/page-4</ref>
 
=== Pip Management ===
Pip management (SYS, ENG, and WEP power management) is an essential skill. Know when energy is needed in [[shield]]s and when it is safe or advantageous to divert it elsewhere. Assign macros if possible, such as by using the two 4-ways on a HOTAS to quickly switch pip settings. When fighting several enemies at the same time, keeping SYS at a full four pips at all times might be the way to go, but when fighting just one or two enemies, performance can be noticeably improved by using that energy elsewhere.<ref name=":0" />
 
=== Thrusters and Utilities ===
Using vertical [[thrusters]] properly can also be very helpful. They can make a substantial difference when trying to stay out of an enemy's frontal view and thus to avoid incoming damage, while still keeping [[weapons]] on target. Also know how to use the throttle's blue zone, and when to leave it and when to return to it.<ref name=":0" />
 
Mastering the [[Chaff Launcher]], [[Shield Cell Bank]], and [[Heatsink Launcher]] can also mean the difference between victory and defeat.<ref name=":0" />
 
=== Practice ===
It is recommended take a small [[ship]], such as a [[Viper MkIII|Viper Mk III]] or [[Imperial Courier]], and use it to practice combat and gain practical experience before tackling larger targets and bounty hunting for profit. Learning how to avoid mistakes in a cheaper ship can help a pilot to avoid mistakes in a more expensive one and pay for them at the rebuy screen. This can also help when flying larger ships, since pilots who start learning combat in larger ships tend to rely on their shields and firepower alone to overwhelm a target, and have no experience in avoiding incoming damage. This can be fatal in battles against well-armed foes.<ref name=":0" />
 
== Thargoid combat ==
For tutorials and guides about Thargoid combat we recommend the [[Thargoid Combat]] and [[Xeno Hunter]] pages as well as the in-depth wiki of the [https://wiki.antixenoinitiative.com/en/home Anti-Xeno Initiative].
 
=== Interceptors ===
Fighting [[Thargoid Interceptor]]s requires the use of specific weapons that deal Anti-Xeno damage, as Interceptors have special resistances. [[Thargoid Scout]]s have weaker resistances and normal weapons are viable against them.
 
=== Scouts ===
Thargoid Scouts were originally Elite-ranked NPC units, and rewarded the highest possible amount of Combat rank experience when destroyed. Given the relative ease and quickness with which large numbers of Scouts could be destroyed compared to other Elite-ranked ships, this made Scout hunting the most efficient method of rising in Combat rank. Frontier Developments reduced the rank of Thargoid Scouts on December 8, 2020 as part of a series of balancing changes, ending their dominance of the Combat rank meta.<ref>[https://forums.frontier.co.uk/threads/game-balancing-pt-3.560418/ Frontier Forums: Game Balancing Pt.3]</ref>


== Guides ==
<gallery>
<gallery>
File:Elite_Dangerous_Combat_Guide_(Episode_One_Thruster_Control)
File:Anti-Xeno Academy- Learn how to fight Thargoids
File:Elite_Dangerous_Combat_Guide_(Episode_Two_Pip_Management)
File:Fun Small Anti-Xeno Ships
File:Learning_FA_OFF_(Elite_Dangerous_Combat_Guides)
</gallery>
</gallery>
== PvE Combat ==
[[File:Fer-de-Lance Combat in Planetary Ring.png|thumb|Fer-de-Lance Combat in Planetary Ring|250x250px]]
There are roughly 4 important parts for PvE (Player vs Environment): ships, outfitting, money making and flight.<ref>[https://www.reddit.com/r/EliteDangerous/comments/193smuz/comprehensiveish_guide_to_pve_combat_in_elite/ Comprehensive-ish guide to (PvE) Combat in Elite: Dangerous - by Asleep Round 4053] - 11 January 2024</ref>
=== Ship progression ===
The general ship progression goes like this:
# [[Viper Mk III]]
# [[Vulture]]
# [[Kestrel Mk II]]
# [[Alliance Chieftain|Chieftain]]
# [[Krait Mk II]] or [[Python Mk II]]
# The Big 3: [[Anaconda Mk II]], [[Federal Corvette|Corvette]] or [[Imperial Cutter|Cutter]]
The list is optional. Almost any ship can do combat from the [[Sidewinder]] to the [[Type-10 Defender|Type-10]] so just do what you prefer, but if you need a new ship, this is a good progression. It's easy to underestimate the difference between flying a nimble small fighter and a less nimble medium ship with a greater surface area that catches more stray fire. Don't rush to the big ships, because clearing a [[Conflict Zone (Signal Source)|Conflict Zone]] (CZ) and [[Resource Extraction Site]] (HazRes) will be less efficient if you're unskilled. Then you have to repair and rearm after a few targets.
If you are already rich '''do not''' buy a big ship with a ton of [[outfitting]], because the rebuy will be unnecessarily high and you won't have a good grasp of your skill. People tend to overestimate themselves and under estimate NPC’s-Even in a fully A’d out [[Anaconda]], an Elite [[Fer-de-Lance]] will tear down your [[Shield Generator|shields]] faster than you can think. Just start with a [[Viper Mk III]] or an [[Eagle]] (you will die often in one though) to learn combat and only then should you move on. As a general rule: Harmless or Mostly Harmless CMDR’s should stick to small ships only. Novice or Competent can move onto cheap (>20,000,000 CR) ships. Medium, Expert and above should be where you buy your first [[Krait Mk II]], [[Fer-de-Lance]], [[Python]] etc.
Alternative PvE ship progression is e.g. Sidewinder > Vulture > Mamba > Krait > Chieftain > Imperial Eagle. When you have billions of credits it can be more fun to fly circles around a large ship that can't get its weapons pointed at you. However, destroying a ship takes a lot longer.
=== Outfitting ===
In general, a PvE ship should have weapons that don't use much, if any, ammunition, do good sustain damage and are easy to use. However, if you do [[Mission Board|missions]] which require [[Assassin|assassinating]] a single powerful target, other options are more viable.
Recommended is no more than 2 [[Module Reinforcement Package|Module Reinforcement Packages]] (MRP). [[Hull Reinforcement Package|Hull Reinforcement Packages]] are required for all combat ships, even shield tanks. And Military Grade Armour. If your shields go down, you want to survive to finish off the current ship or to escape. [[Sensors|A-rating sensors]] enable you to see and find targets at longer ranges.
==== Resource Extraction Sites ====
For long runs in a [[Resource Extraction Site]] or killing 5+ targets in one run:
# [[Multi-cannon|Multi-cannons]]: will be your best friend
# [[Burst Laser|Burst Lasers]]: pair great with [[Multi-cannon|Multis]] to have the best sustain damage of any laser
# [[Beam Laser|Beam Lasers]]: best when paired with Multis, very high damage, but comes with high heat and capacitor draw
# [[Pulse Laser]]: best for starters, easy to use, high efficiency.
Notable mentions: [[Plasma Accelerator]] : High skill-high damage weapon with a low fire rate. It is extremely system and coolant hungry. This is really good on ships that stick close to targets while keeping a bead, like the Vulture. It is worse versus ships with high maneuvering and mobility due to the slow shot velocity. The Plasma Accelerator is not suited for new PvE commanders though. While its technically not optimal, other weapons are more fun than lasers.
A downside of Multi-cannons is the requirement of ammo. If you have enough mats then the premium ammo with an engineered MC is a lot of fun. For example you can have a fixed beam (long range / thermal vent) and gimballed (overcharged / corrosive shell) MC on a Vulture.
If you want to do a long massacre mission stack (e.g. 60 ships) in one HazRes, then you'll either use materials to rearm them or return to base ([[station]]) to rearm. Laser builds are more convenient for sustained combat. It's slower to melt a [[Hull Integrity|hull]], but you don't have the fuss of rearming, the spin up time and the downtime when rearming a mag.
Combat ships with military grade armor are expensive. However, if you cannot afford it yet then you're not ready for combat.
==== Assassination ====
For quick assassinations, weapons with more ammo and ease-of-use are less important, because ammo count doesn't matter if you are dead. These weapons will also serve you better in PvP if that interests you.
# [[Railgun|Railguns]]: high damage, high skill. It will tear through shields like a hot knife through butter or, if you're a bad pilot it will make your ship hotter than a star.
# [[Pacifier Frag-Cannon|Frag cannons]]: while multi-cannons are generally better, they wind up and if you only see your target for a few fractions of a second, the frag cannon make the best use of it. They have extremely high burst damage,
# [[Multi-cannon|Multi-cannons]]: as mentioned have high sustain and require low skill
==== Internal Modules ====
For internals, the following A class modules are recommended: [[Power Distributor]], [[Shield Generator|Shield]] (if possible), [[Power Plant]], and [[Thrusters]].
In PvE there’s nearly no threshold for agility. A heavy Anaconda can sit there all day long and keep up with any other type of ship. The A rated modules can soak up far more hits if your shield goes down than D rated equivalents. Certain modules, like sensors and life support can be sacrificed to be lower tier parts but, the FSD, power plant, armor, etc should always be the best they can be.
Newbies shouldn’t see a rebuy more than a few times in any sense aside from when they test new limits (like going to a HasRez the first time, or their first few assassinations) that teach the limits of what their ship can currently do.
A new player shouldn’t be involved in PvP because serious PVP players have extremely modified ships so newbies would be outclassed. In PvE activities you don’t need a massively maneuverable ship, you need a ship that can take and inflict damage. Outside of Team assassination, [[Xeno Hunter]], and some combat zones that’s the entire point of engineering on PvE ships.
While small ships can glide around and are more maneuverable than NPC ships, the big ships are considered superior for PvE, because they can sit there and keep shields up while firing massive weapons into an enemy ship’s face.
For a shield tank; get [[Shield Cell Bank|Shield Cell Banks]] and [[Shield Booster|Shield boosters]]. Hull tanks should grab HRMs and MRMs. Adjust as needed if your modules are getting destroyed first or your hull goes first it might take a bit of playing with the ratio.
FSD should be A rated to get your ship to various locations, particularly [[engineers]].
=== Money making ===
This is usually done via [[Bounty Hunter|bounty hunting]]. Stacking pirate massacres pays more money than individual assassination missions.
You should always try to get missions that ask you to kill ''wanted.'' Get the bounty on top of the mission which is basically free money. There are essentially 2 types of missions; kill a bunch of “X” faction [[Pirate|pirates]] or kill 1 pirate for a lot of money. Either is fine, just do what you find fun. Follow the instructions on the missions outline. If all else fails use your [[Discovery Scanner]] and look for blue signals on the navigation tab which will usually lead to your target. You also will most likely need an [[Frame Shift Drive Interdictor|FSD interdictor]] as it significantly speeds up the process of catching targets. Make sure you aren't doing missions for [[Independent]] or [[Alliance]] aligned [[:Category:Factions|minor factions]], because they don't have Navy ranks. This is a very long grind that you can start early by doing missions that increase your rank to unlock a [[Federal Corvette|Corvette]] or [[Imperial Cutter|Cutter]].
=== Flight ===
The best way to increase your flight skill is by playing. Here are a few tips: learn [[Flight Assist|Flight Assist off]] early. Press Z on the keyboard to toggle flight assist. Having it on increases stability by using computers to cancel inertia so that it feels like flying a plane Earth. Flight assist off removes this luxury. For newbies FAS off will be very hard. Get accustomed by starting small, try to dock and undock with FAS off (all pips to SYS) and use it while making straight, flat turns in combat to speed up your turns a bit. Once you feel comfortable enough, try watching videos on more complex maneuvers with FAS off. By making a conscious effort it will greatly increase your skill. In general, stay in the blue region of thrust, don't go too fast and imagine the tip of your ship is tied to the rear of the other ship with an invisible cable: don't go too far or it will break and don't let the other ship flip on you or it will snap. Beyond that, it's just a learning process of what works.
==Notes==
*It takes approximately 2,225 experience points to go from Deadly to Elite Combat ranking. This equals 1,780 Elite kills, or approximately 2,400 kills based on a more average distribution of ships.<ref>[https://1drv.ms/x/s!Ar0FSkyFAeo_l_sqLZ_kByyQHSFerA Statistics collected by CMDR Remy Monsen]</ref>
*If a player has [[Multicrew|crewmembers]] (including AI crewmembers), combat experience points will be evenly split between them. Having one AI crew member roughly halves the experience points gained, doubling the number of kills required in order to rank up.
*All ranks above Elite (Elite I-V) were added in ''[[Elite Dangerous: Odyssey|ED: Odyssey]]''.
*The [[Elite Dangerous: Odyssey|Odyssey]] release version notably "removed the zeroing out of Rank Progression points for Combat and Mercenary Rank when killing an enemy a given number of ranks below you."<ref>https://forums.frontier.co.uk/threads/elite-dangerous-odyssey-patch-notes.575175/</ref> It remains to be tested how much experience those rank differences give and if this is also applied to the base version.


== Videos ==
== Videos ==
<gallery hideaddbutton="true">
<gallery hideaddbutton="true">
File:Elite_Dangerous_(Trailer)_%E2%80%A2_CTRL_ALT_SPACE_2017
File:Elite Dangerous Combat Guide (Episode One Thruster Control)
File:Ralfi%27s_Alley-_Elite_Dangerous_first_hours
File:Elite Dangerous Combat Guide (Episode Two Pip Management)
File:%F0%9F%91%BD_Wing_VS_Thargoid_Cyclops_Variant_(Third_Person_View)
File:Learning FA OFF (Elite Dangerous Combat Guides)
File:1v3_big_ship_pvp...this_is_why_you_engineer,i_let_them_live
File:For Glory! - An Elite Dangerous Montage
File:Elite_Dangerous_EPIC_New_Camera
File:Elite Dangerous Odyssey - -corvette duel- vs JORDOMAN1
File:Assassin_Corvette_-_Built_For_The_Kill
File:What a New Fully Engineered Python MK 2 Ship Looks Like In Elite Dangerous Odyssey - What Can It Do?
File:Elite and Dangerous - Combat Cinematic
File:Day-1 Combat for Fun and Credits! - Elite Dangerous Money Early Game Guide 2025
File:Elite Dangerous - Top Tier Small Combat Ships
File:Elite Dangerous - Top Tier Medium Combat Ships
File:Elite Dangerous - Top Tier Large Ships
</gallery>
</gallery>
== See also ==
* [[Anti-Xeno Initiative]]
* [[Thargoid Combat]]
* [[Xeno Hunter]]
* [[Crime & Punishment]]
* [[Interstellar Factors]]


== References ==
== References ==
<references />
<references />
[[zh:Combat]]
[[ru:Бои]]
[[Category:Guides]]
[[Category:Guides]]
[[Category:Careers]]

Latest revision as of 09:13, 12 October 2026

Template:RoleInfobox Combat is an archetypal pilot career recognized by the Pilots Federation. Combat encompasses multiple sub-roles, such as Assassin, Bounty Hunter, Mercenary, and Pirate. Increasing Combat rank requires destroying other ships, and defeating pilots with higher Combat ranks rewards a greater amount of experience. Combat pilots typically use Hardpoints equipped with weapons to disable a target's shield, and then deal damage directly to the hull until the target is destroyed. Combat can be undertaken alone, in a Wing, or in Multicrew.

Ranks

File:Combat Elite icon.png
Combat Elite icon

Combat rank is earned through ship and ground combat kills. Every ship destroyed rewards a number of experience points that contribute to increasing Combat rank, and the amount of experience points that a ship is worth depends on the pilot's rank relative to the rank of the targeted ship. For example, a pilot with the rank of Harmless who kills an Elite ship will gain a large number of points, but a pilot with the rank of Deadly who kills a ship with a rank lower than Expert will receive no points at all. Furthermore, a Deadly pilot who kills an Elite ship will receive fewer points than the Harmless pilot who kills an Elite ship. Under this system, low-ranked pilots can climb ranks faster by destroying challenging opponents and accepting the risk that entails.[1][2]

All prestige ranks above Elite (Elite I-V) were added by the release of ED: Odyssey.[3] They are currently available to both Horizons and Odyssey players that use the v4.0+ client.

Rank Total EXP Required Cosmetic Unlocks
Harmless 0 "Harmless" Ship & Suit Decals
Mostly Harmless 25 Harmless Kills "Mostly Harmless" Ship & Suit Decals
Novice "Novice" Ship & Suit Decals
Competent "Competent" Ship & Suit Decals
Expert "Expert" Ship & Suit Decals
Master "Master" Ship & Suit Decals
Dangerous "Dangerous" Ship & Suit Decals
Deadly "Deadly" Ship & Suit Decals
Elite "Elite" (Combat) Ship & Suit Decals
Elite prestige ranks - Horizons/Odyssey v4.0+ required to progress
Elite I "Elite I" (Combat) Ship & Suit Decal
Elite II "Elite II" (Combat) Ship & Suit Decal
Elite III "Elite III" (Combat) Ship & Suit Decal
Elite IV "Elite IV" (Combat) Ship & Suit Decal
Elite V "Elite V" (Combat) Ship & Suit Decal

The table below lists the amount of experience points towards Combat rank that is earned depending on the Combat rank of targeted ships.

Target Rank
Player Rank
Harmless Mostly Harmless Novice Competent Expert Master Dangerous Deadly
Harmless 1.00 0.75 0.5 0.25 ? ? ? ?
Mostly Harmless 1.25 1.00 0.75 0.5 0.25 ? ? ?
Novice 1.50 1.25 1.00 0.75 0.5 0.25 ? ?
Competent 1.75 1.50 1.25 1.00 0.75 0.5 0.25 ?
Expert 2.00 1.75 1.50 1.25 1.00 0.75 0.5 0.25
Master 2.25 2.00 1.75 1.50 1.25 1.00 0.75 0.5
Dangerous 2.50 2.25 2.00 1.75 1.50 1.25 1.00 0.75
Deadly 2.75 2.50 2.25 2.00 1.75 1.50 1.25 1.00
Elite 3 2.75 2.50 2.25 2.00 1.75 1.50 1.25

Combat Tips

File:Python Mk II vs Federal Corvette.jpg
Python Mk II vs Federal Corvette

Learning to use thrusters, keeping the throttle in the blue, situational awareness, good pip control and learning to anticipate rather than react to a target's actions are valuable skills and habits.

Flight Assist

Flight Assist (FA) is a tool that is very useful especially to newer players, but disabling it opens up many new abilities for a pilot in combat. Turning Flight Assist off ("FA Off") allows pilots to make sharper turns and more agile movements, and most importantly it allows pilots to decouple their flight vector from where they are aiming, which allows for much more unpredictable and evasive combat maneuvers.

Flight Assist Off is essential for more boom and zoom style combat where the attacker needs to turn and gain distance at the same time so that the bad pitch rate is less of an issue. Without mastering FA-off, even something small like an Eagle Mk II can be troublesome when flying with a sluggish ship if it is equipped with nothing but gimballed weapons.[4]

Pip Management

Pip management (SYS, ENG, and WEP power management) is an essential skill. Know when energy is needed in shields and when it is safe or advantageous to divert it elsewhere. Assign macros if possible, such as by using the two 4-ways on a HOTAS to quickly switch pip settings. When fighting several enemies at the same time, keeping SYS at a full four pips at all times might be the way to go, but when fighting just one or two enemies, performance can be noticeably improved by using that energy elsewhere.[4]

Thrusters and Utilities

Using vertical thrusters properly can also be very helpful. They can make a substantial difference when trying to stay out of an enemy's frontal view and thus to avoid incoming damage, while still keeping weapons on target. Also know how to use the throttle's blue zone, and when to leave it and when to return to it.[4]

Mastering the Chaff Launcher, Shield Cell Bank, and Heatsink Launcher can also mean the difference between victory and defeat.[4]

Practice

It is recommended take a small ship, such as a Viper Mk III or Imperial Courier, and use it to practice combat and gain practical experience before tackling larger targets and bounty hunting for profit. Learning how to avoid mistakes in a cheaper ship can help a pilot to avoid mistakes in a more expensive one and pay for them at the rebuy screen. This can also help when flying larger ships, since pilots who start learning combat in larger ships tend to rely on their shields and firepower alone to overwhelm a target, and have no experience in avoiding incoming damage. This can be fatal in battles against well-armed foes.[4]

Thargoid combat

For tutorials and guides about Thargoid combat we recommend the Thargoid Combat and Xeno Hunter pages as well as the in-depth wiki of the Anti-Xeno Initiative.

Interceptors

Fighting Thargoid Interceptors requires the use of specific weapons that deal Anti-Xeno damage, as Interceptors have special resistances. Thargoid Scouts have weaker resistances and normal weapons are viable against them.

Scouts

Thargoid Scouts were originally Elite-ranked NPC units, and rewarded the highest possible amount of Combat rank experience when destroyed. Given the relative ease and quickness with which large numbers of Scouts could be destroyed compared to other Elite-ranked ships, this made Scout hunting the most efficient method of rising in Combat rank. Frontier Developments reduced the rank of Thargoid Scouts on December 8, 2020 as part of a series of balancing changes, ending their dominance of the Combat rank meta.[5]

PvE Combat

File:Fer-de-Lance Combat in Planetary Ring.png
Fer-de-Lance Combat in Planetary Ring

There are roughly 4 important parts for PvE (Player vs Environment): ships, outfitting, money making and flight.[6]

Ship progression

The general ship progression goes like this:

  1. Viper Mk III
  2. Vulture
  3. Kestrel Mk II
  4. Chieftain
  5. Krait Mk II or Python Mk II
  6. The Big 3: Anaconda Mk II, Corvette or Cutter

The list is optional. Almost any ship can do combat from the Sidewinder to the Type-10 so just do what you prefer, but if you need a new ship, this is a good progression. It's easy to underestimate the difference between flying a nimble small fighter and a less nimble medium ship with a greater surface area that catches more stray fire. Don't rush to the big ships, because clearing a Conflict Zone (CZ) and Resource Extraction Site (HazRes) will be less efficient if you're unskilled. Then you have to repair and rearm after a few targets.

If you are already rich do not buy a big ship with a ton of outfitting, because the rebuy will be unnecessarily high and you won't have a good grasp of your skill. People tend to overestimate themselves and under estimate NPC’s-Even in a fully A’d out Anaconda, an Elite Fer-de-Lance will tear down your shields faster than you can think. Just start with a Viper Mk III or an Eagle (you will die often in one though) to learn combat and only then should you move on. As a general rule: Harmless or Mostly Harmless CMDR’s should stick to small ships only. Novice or Competent can move onto cheap (>20,000,000 CR) ships. Medium, Expert and above should be where you buy your first Krait Mk II, Fer-de-Lance, Python etc.

Alternative PvE ship progression is e.g. Sidewinder > Vulture > Mamba > Krait > Chieftain > Imperial Eagle. When you have billions of credits it can be more fun to fly circles around a large ship that can't get its weapons pointed at you. However, destroying a ship takes a lot longer.

Outfitting

In general, a PvE ship should have weapons that don't use much, if any, ammunition, do good sustain damage and are easy to use. However, if you do missions which require assassinating a single powerful target, other options are more viable.

Recommended is no more than 2 Module Reinforcement Packages (MRP). Hull Reinforcement Packages are required for all combat ships, even shield tanks. And Military Grade Armour. If your shields go down, you want to survive to finish off the current ship or to escape. A-rating sensors enable you to see and find targets at longer ranges.

Resource Extraction Sites

For long runs in a Resource Extraction Site or killing 5+ targets in one run:

  1. Multi-cannons: will be your best friend
  2. Burst Lasers: pair great with Multis to have the best sustain damage of any laser
  3. Beam Lasers: best when paired with Multis, very high damage, but comes with high heat and capacitor draw
  4. Pulse Laser: best for starters, easy to use, high efficiency.

Notable mentions: Plasma Accelerator : High skill-high damage weapon with a low fire rate. It is extremely system and coolant hungry. This is really good on ships that stick close to targets while keeping a bead, like the Vulture. It is worse versus ships with high maneuvering and mobility due to the slow shot velocity. The Plasma Accelerator is not suited for new PvE commanders though. While its technically not optimal, other weapons are more fun than lasers.

A downside of Multi-cannons is the requirement of ammo. If you have enough mats then the premium ammo with an engineered MC is a lot of fun. For example you can have a fixed beam (long range / thermal vent) and gimballed (overcharged / corrosive shell) MC on a Vulture.

If you want to do a long massacre mission stack (e.g. 60 ships) in one HazRes, then you'll either use materials to rearm them or return to base (station) to rearm. Laser builds are more convenient for sustained combat. It's slower to melt a hull, but you don't have the fuss of rearming, the spin up time and the downtime when rearming a mag.

Combat ships with military grade armor are expensive. However, if you cannot afford it yet then you're not ready for combat.

Assassination

For quick assassinations, weapons with more ammo and ease-of-use are less important, because ammo count doesn't matter if you are dead. These weapons will also serve you better in PvP if that interests you.

  1. Railguns: high damage, high skill. It will tear through shields like a hot knife through butter or, if you're a bad pilot it will make your ship hotter than a star.
  2. Frag cannons: while multi-cannons are generally better, they wind up and if you only see your target for a few fractions of a second, the frag cannon make the best use of it. They have extremely high burst damage,
  3. Multi-cannons: as mentioned have high sustain and require low skill

Internal Modules

For internals, the following A class modules are recommended: Power Distributor, Shield (if possible), Power Plant, and Thrusters.

In PvE there’s nearly no threshold for agility. A heavy Anaconda can sit there all day long and keep up with any other type of ship. The A rated modules can soak up far more hits if your shield goes down than D rated equivalents. Certain modules, like sensors and life support can be sacrificed to be lower tier parts but, the FSD, power plant, armor, etc should always be the best they can be.

Newbies shouldn’t see a rebuy more than a few times in any sense aside from when they test new limits (like going to a HasRez the first time, or their first few assassinations) that teach the limits of what their ship can currently do.

A new player shouldn’t be involved in PvP because serious PVP players have extremely modified ships so newbies would be outclassed. In PvE activities you don’t need a massively maneuverable ship, you need a ship that can take and inflict damage. Outside of Team assassination, Xeno Hunter, and some combat zones that’s the entire point of engineering on PvE ships.

While small ships can glide around and are more maneuverable than NPC ships, the big ships are considered superior for PvE, because they can sit there and keep shields up while firing massive weapons into an enemy ship’s face.

For a shield tank; get Shield Cell Banks and Shield boosters. Hull tanks should grab HRMs and MRMs. Adjust as needed if your modules are getting destroyed first or your hull goes first it might take a bit of playing with the ratio.

FSD should be A rated to get your ship to various locations, particularly engineers.

Money making

This is usually done via bounty hunting. Stacking pirate massacres pays more money than individual assassination missions.

You should always try to get missions that ask you to kill wanted. Get the bounty on top of the mission which is basically free money. There are essentially 2 types of missions; kill a bunch of “X” faction pirates or kill 1 pirate for a lot of money. Either is fine, just do what you find fun. Follow the instructions on the missions outline. If all else fails use your Discovery Scanner and look for blue signals on the navigation tab which will usually lead to your target. You also will most likely need an FSD interdictor as it significantly speeds up the process of catching targets. Make sure you aren't doing missions for Independent or Alliance aligned minor factions, because they don't have Navy ranks. This is a very long grind that you can start early by doing missions that increase your rank to unlock a Corvette or Cutter.

Flight

The best way to increase your flight skill is by playing. Here are a few tips: learn Flight Assist off early. Press Z on the keyboard to toggle flight assist. Having it on increases stability by using computers to cancel inertia so that it feels like flying a plane Earth. Flight assist off removes this luxury. For newbies FAS off will be very hard. Get accustomed by starting small, try to dock and undock with FAS off (all pips to SYS) and use it while making straight, flat turns in combat to speed up your turns a bit. Once you feel comfortable enough, try watching videos on more complex maneuvers with FAS off. By making a conscious effort it will greatly increase your skill. In general, stay in the blue region of thrust, don't go too fast and imagine the tip of your ship is tied to the rear of the other ship with an invisible cable: don't go too far or it will break and don't let the other ship flip on you or it will snap. Beyond that, it's just a learning process of what works.

Notes

  • It takes approximately 2,225 experience points to go from Deadly to Elite Combat ranking. This equals 1,780 Elite kills, or approximately 2,400 kills based on a more average distribution of ships.[7]
  • If a player has crewmembers (including AI crewmembers), combat experience points will be evenly split between them. Having one AI crew member roughly halves the experience points gained, doubling the number of kills required in order to rank up.
  • All ranks above Elite (Elite I-V) were added in ED: Odyssey.
  • The Odyssey release version notably "removed the zeroing out of Rank Progression points for Combat and Mercenary Rank when killing an enemy a given number of ranks below you."[8] It remains to be tested how much experience those rank differences give and if this is also applied to the base version.

Videos

See also

References

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