Combat: Difference between revisions

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# [[Alliance Chieftain|Chieftain]]
# [[Alliance Chieftain|Chieftain]]
# [[Krait Mk II]] or [[Python]] ([[Python Mk II]])
# [[Krait Mk II]] or [[Python]] ([[Python Mk II]])
# Big 3 ([[Federal Corvette|Corvette]], [[Anaconda]], [[Imperial Cutter|Cutter]])
# Big 3 ([[Anaconda]], [[Federal Corvette|Corvette]], [[Imperial Cutter|Cutter]])


This list is optional. Almost any ship can do combat from the [[Sidewinder Mk I|Sidewinder]] to the [[Type-10 Defender|Type-10]] so don't feel stuck in your ship, just do what you like but if you need a next ship, this is a good place to start.  
The list is optional. Almost any ship can do combat from the [[Sidewinder Mk I|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.
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 ===
=== Outfitting ===
In general, a PvP 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.
In general, a PvP 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 ====
==== Resource Extraction Sites ====
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# [[Beam Laser|Beam Lasers]]: best when paired with Multis, very high damage, but comes with high heat and capacitor draw
# [[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.
# [[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 ====
==== Assassination ====
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==== Internal Modules ====
==== Internal Modules ====
For internals, the following A class modules are recommended: [[Power Distributor]], [[Shield Generator|Shield]] (if possible), [[Power Plant]], and [[Thrusters]]. The rest should be D class, as it makes your ship better and lighter without much power draw. 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.
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 want A rated to get your ship to various locations, particularly [[engineers]].


=== Money making ===
=== Money making ===
This is usually done via [[Bounty Hunter|bounty hunting]]. Here's how to get the best buck for your bang.
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]].
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]].