Adder: Difference between revisions

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{{quote|A compact, adaptable ship, the Adder has a larger cargo hold than other ships of similar size, and its base jump range of over 30 light years makes it a viable choice for explorers. The ship can also hold its own in a dogfight, when properly outfitted.|In-Game Description}}
{{quote|A compact, adaptable ship, the Adder has a larger cargo hold than other ships of similar size, and its base jump range of over 30 light years makes it a viable choice for explorers. The ship can also hold its own in a dogfight, when properly outfitted.|In-Game Description}}
The '''Adder''' is a small [[Ships|ship]] produced by [[Zorgon Peterson]]. The original model debuted in 2914 as a product of Outworld Workshops, but Zorgon Peterson subsequently acquired the rights. The multipurpose ship is known for its sturdiness and reliability. As the cheapest ship with a Class 2 [[hardpoint]] and an [[Armour Hardness]] on par with the [[Cobra MkIII]], the Adder is a viable early choice for [[combat]]. The hardpoint also gives the Adder the distinction of being the cheapest ship capable of mounting a Class 2 [[Mining Laser]] or [[Seismic Charge Launcher]], making it a serviceable vessel for [[Miner|mining]]. Furthermore, it has a relatively high jump range potential for its size and price range, and can carry up to 30 tonnes of cargo, allowing it to tackle [[Explorer|exploration]] and [[Trader|trading]] with ease. The Adder's adaptability and price make it ideal for new pilots seeking to upgrade from the [[Sidewinder MkI]].
The '''Adder''' is a small [[Ships|ship]] produced by [[Zorgon Peterson]]. The original model debuted in 2914 as a product of Outworld Workshops, but Zorgon Peterson subsequently acquired the rights. The multipurpose ship is known for its sturdiness and reliability. As the cheapest ship with a Class 2 [[hardpoint]] and an [[Armour Hardness]] on par with the [[Cobra Mk III]], the Adder is a viable early choice for [[combat]]. The hardpoint also gives the Adder the distinction of being the cheapest ship capable of mounting a Class 2 [[Mining Laser]] or [[Seismic Charge Launcher]], making it a serviceable vessel for [[Miner|mining]]. Furthermore, it has a relatively high jump range potential for its size and price range, and can carry up to 30 tonnes of cargo, allowing it to tackle [[Explorer|exploration]] and [[Trader|trading]] with ease. The Adder's adaptability and price make it ideal for new pilots seeking to upgrade from the [[Sidewinder Mk I]].


==Overview==
==Overview==
The Adder is a versatile multipurpose ship that can take on a variety of roles when outfitted correctly, due to its high cargo capacity and good combat efficiency. It can be considered an upgraded [[Hauler]], and even has a very similar appearance.
The Adder is a versatile multipurpose ship that can take on a variety of roles when outfitted correctly, due to its high cargo capacity and good combat efficiency. It can be considered an upgraded [[Hauler]], and even has a very similar appearance.


As a [[trader]], the Adder is the best ship available until the [[Cobra MkIII]] becomes an option. With 26T of space available when unshielded it can make a decent profit from selling cargo and can complete most [[Trader|trading]] missions. Unlike the Hauler, it also retains good combat efficiency and has decent armor for its price; letting it tank hits. Finally, it has good manoeuvrability, allowing it to dodge an [[interdiction]] with ease, and it is capable of [[Mass Lock|mass locking]] several small ships.
As a [[trader]], the Adder is the best ship available until the [[Cobra Mk III]] becomes an option. With 26T of space available when unshielded it can make a decent profit from selling cargo and can complete most [[Trader|trading]] missions. Unlike the Hauler, it also retains good combat efficiency and has decent armor for its price; letting it tank hits. Finally, it has good maneuverability, allowing it to dodge an [[interdiction]] with ease, and it is capable of [[Mass Lock|mass locking]] several small ships.


As a [[combat]] vessel, the Adder is surprisingly effective in the role. When compared to the [[Eagle MkII]], the Adder is less agile but has far better shielding, an additional utility slot, better armor, and a Class 2 hardpoint, giving it the advantage in both durability and firepower. However, the Adder's damage potential pales in comparison to the [[Viper MkIII]]. For this reason, it is better suited for mixed-combat roles such as [[Pirate|piracy]]. The Adder's Class 2 hardpoint serves it well in a variety of combat loadouts, and is of sufficient size to fit several [[Powerplay]] weapons. The main weakness of the Adder when outfitting it for combat is its undersized Class 2 [[Power Distributor]], which hampers the performance of power-hungry weapons like lasers, [[Railgun]]s, and [[Plasma Accelerator]]s. This can be circumvented by using kinetic weapons instead, but these can run out of ammunition, which requires restocking ammo at a station or having the necessary [[materials]] on hand to [[Synthesis|synthesize]] more on the fly. An optimal compromise would be to install a mix of kinetic and energy weapons. As the Adder has an excellent hardpoint convergence, a fixed or fixed-gimballed loadout is most effective.
As a [[combat]] vessel, the Adder is surprisingly effective in the role. When compared to the [[Eagle]], the Adder is less agile but has far better shielding, an additional utility slot, better armor, and a Class 2 hardpoint, giving it the advantage in both durability and firepower. However, the Adder's damage potential pales in comparison to the [[Viper Mk III]]. For this reason, it is better suited for mixed-combat roles such as [[Pirate|piracy]]. The Adder's Class 2 hardpoint serves it well in a variety of combat loadouts, and is of sufficient size to fit several [[Powerplay]] weapons. The main weakness of the Adder when outfitting it for combat is its undersized Class 2 [[Power Distributor]], which hampers the performance of power-hungry weapons like lasers, [[Railgun]]s, and [[Plasma Accelerator]]s. This can be circumvented by using kinetic weapons instead, but these can run out of ammunition, which requires restocking ammo at a station or having the necessary [[materials]] on hand to [[Synthesis|synthesize]] more on the fly. An optimal compromise would be to install a mix of kinetic and energy weapons. As the Adder has an excellent hardpoint convergence, a fixed or fixed-gimballed loadout is most effective.


While the Adder's hardpoints do have a wide firing-arc which would benefit turreted weapons, it is not advisable to install them. Turrets severely limit the damage output, and are not needed on a ship as maneuverable as the Adder.
While the Adder's hardpoints do have a wide firing-arc which would benefit turreted weapons, it is not advisable to install them. Turrets severely limit the damage output, and are not needed on a ship as maneuverable as the Adder.