Ship Capabilities vs Pilot Capabilities

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Captain Havok
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Ship Capabilities vs Pilot Capabilities

Postby Captain Havok » Fri Mar 04, 2016 12:15 pm

Hey guys (and girls), noob question because of events yesterday. I bought a viper (love this thing btw) and went to HRES for some hunting. Long story short, I wiped out quite a few cutters, pythons, cobras and several others that are considerably more combat capable (in theory) than my little Lunar Dawn (thinking that'll be her name). Is it the same case with you guys? Where sheer combat pilot skills beat out the odds for solo BH?

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Re: Ship Capabilities vs Pilot Capabilities

Postby Jack Dunhill » Fri Mar 04, 2016 12:51 pm

I do remember how much fun it was to attack Anaconda's and Pythons with my Vulture and FDL. They had no chance because my ship was so much more maneuverable and i managed to stay behind them at all times. I have to admit that i have never flown a Viper, i skipped from Adder to Cobra MK3.

Now i just tank with my Anaconda, with FA off i can take out AI controlled smaller and faster ships. (Im sure that would not be case if i had to fight human player)
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Re: Ship Capabilities vs Pilot Capabilities

Postby evovi » Fri Mar 04, 2016 12:57 pm

I will say AI is hit and miss, you can't beat a real human pilot, but yes, skill and knowing where to sit out of danger of the ships is the deciding factor, I loved my viper in res sites, it's speed and manoeuvrability let's me position myself where I wanted - pythons where about the easiest larger NPC ship to kill, I struggled with anacondas - depending on their build with turrets and also the ability to get their shields down and their powerplant down before their shields recharged - it's slow work in a viper, but it's fun!!

My latest ship the vulture.. Is next level again, more agile than the viper and faster, with two large pew pew lasers - theirs nothing I can't kill solo, wings can be Ropey as shields are not the strongest.. Still fun! :) and that's the main thing

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Re: Ship Capabilities vs Pilot Capabilities

Postby Xebeth » Fri Mar 04, 2016 1:00 pm

There are a few factors at play here, the Viper whilst a good ship is the entry level combat solution and will therefore be at a disadvantage against many other ships. Skill can compensate for a lot of this, most of the larger ships have blind spots where they can't hit you and the Viper's maneuverability can let you sit there and whittle them down, but you need to be using all the thrusters along this pitch, role, and yaw to maximize this advantage.

However, because the Viper's weapons are at the smaller end of the spectrum the opportunities for you to screw up are increased because it takes much longer to take stuff out, it's like the old saying "you have to be lucky all the time, they only have to be lucky once".

Couple this with issues like NPC's super-human maneuvers and their resistance to chaff it can go very wrong very quickly.

There are also issues like balance to consider, large combat ships should be hard to take down, compare the specs of a Vulture to the Viper and on paper the Viper should have no chance, so it's down to the skill of the pilot.

There are tactics for each ship, knowing and perfecting these is the key to success.

And finally knowing when to run away tactically withdraw is as important as knowing how to use a laser.
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Re: Ship Capabilities vs Pilot Capabilities

Postby Captain Havok » Fri Mar 04, 2016 2:31 pm

I like it, I took and slapped the biggest power plant, best power distro, and biggest fixed beam lasers I could get my hands on along with a couple of gimbaled multicannons for knocking out the hull. as for the thruster thing I'm using every little maneuver advantage I have along with the FA off powerslide and turn trick to match those inhuman NPC maneuvers, I did slam into an asteroid, then an enemy ship a couple times, but I think I got it down now. It just felt so good to knock out pythons and clippers like they were defenseless cargo freighters.

-Captain Havok

-edit- also stuck some heavy duty shields and a shield booster, with military grade hull, can't jump further than the end of my nose, but I can sure blow stuff up lol
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Re: Ship Capabilities vs Pilot Capabilities

Postby varbex » Fri Mar 04, 2016 3:00 pm

Captain Havok wrote:Hey guys (and girls), noob question because of events yesterday. I bought a viper (love this thing btw) and went to HRES for some hunting. Long story short, I wiped out quite a few cutters, pythons, cobras and several others that are considerably more combat capable (in theory) than my little Lunar Dawn (thinking that'll be her name). Is it the same case with you guys? Where sheer combat pilot skills beat out the odds for solo BH?

-Captain Havok


Yep the game scales a little funny when it comes to combat ships.
All combat ships with the same sized hard points are almost the same in combat, regardless of price. So price goes up as hard point sizes increases.
I´ll give a quick highlight on those i have flown so far.

Cheap ships.
    Eagle: Maneuverable, Low Dps. Very poor Power Plant.
    Imperial Eagle and Adder: 1 medium Hard point, One is faster and has better shields, other has better armor, internals and utilities. Same DPS. Poor Power Distributor.
    Viper III: Fast, Durable, Crap Jump range, Low medium hard points have a hard time firing at the same time on target.
    Cobra III: Better Internals, Nice Jump range, Flexible ship.
    Viper IV: More Durable, Average Cargo Space, Good Jump range, Awesome hard point locations.
    Diamond Back scout: More utility Slots.
    Cobra MKIV: Slower cobra, can be more armored, same distributor so kinetics are a must.

1 million + ships.
    Diamond Back Explorer: Nice armor, cheaper ship with 1 Large HP.
    Asp Scout: Good class 4 Power distributor can sustain two class 2 lasers.
    Imperial Courier: More Defensive and Multipurpose, if played right almost impossible to die in one. Only laser setup the class 3 distributor can sustain is 2 burst laser turrets on the sides and 1 burst fixed on the nose. (Unless you go for single beam laser and kinetics)
    Vulture costs so much more. 2 large hard points. Poor Power plant.

The AI gives a pretty descent challenge on higher lvls, but is pretty lame at low ranks, don´t get used to the low difficulty of low rank pirates, and be careful when engaging high ranked AI, especially wing of ships. A lone Fed. Dropship is one thing, a Fed. Dropship and 2 imperial eagles is way harder especially if they are packing rail guns or plasma accelerators.

Thats why I mostly do combat in conflict zones now, because of the challenge is higher. If the conflict zone involves a Federal faction you will be facing Dropships/Assaltships/Gunships/Vultures and Federal Corvettes instead of the usual Python/Anacondas from Independent Factions.

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Re: Ship Capabilities vs Pilot Capabilities

Postby Unserene » Fri Mar 04, 2016 4:09 pm

All I can say after playing this game for ages and reaching Elite in combat, for shits and giggles the other day I fired up the training missions, just to see how they were after so long. I remember the first few at the beginning being so f'in difficult, but not any more. Now I know all about pip management/Module targetting and FA on/off, they were a breeze. So I'm of the opinion that a good pilot can fly anything *within reason - not suggesting taking on an Anaconda in a class E hauler :D*
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Re: Ship Capabilities vs Pilot Capabilities

Postby Black Rose » Fri Mar 04, 2016 4:09 pm

Here are builds that I have used with much success and also current builds on ships I am using now.

Oh and, knock on wood, I think the last time I was killed in combat against an NPC was back in January.

Adder - Low cost base attack build:
http://coriolis.io/outfit/adder/23A3A3A1D2A3E3C2f0p0p0303B42927v64u.Iw1+kA==.IwBj4yyA?bn=Adder%20Cheap%20Base%20Attk

Asp Explorer - Mission runner ( currently my 'go to' ship for missions, exploration and light hauling)
http://coriolis.io/outfit/asp/25A5A5A4B4A5D5C0s0s242424240004040l054a02v62t2i2f.Iw18WQ==.Aw18WQ==?bn=Asp%20Explorer%252FHauler

Cobra Mk III - Multi-Task when the Asp Explorer is still too much for the wallet.
http://coriolis.io/outfit/cobra_mk_iii/24A4B4A3D3A3D4C27270p0p0004030345542f2i.Iw1-kA==.Aw1-kA==?bn=Cobra%20Multi%20Task

Diamondback Scout - This ship I just couldn't get comfortable with. It might have been the sound it makes when trying to move lol
http://coriolis.io/outfit/diamondback/24C4D4A2C3C2C4C27270p0p00060l-422f2i24.Iw1-kA==.Aw1-kA==?bn=Diamondback%20Scout

Federal Assault Ship - This is my current ship killer and there is no NPC controlled ship that I can't kill including wings of 3!
http://coriolis.io/outfit/federal_assault_ship/26A6A5A5D6A4B4C0v0v27270k000404B22d2b2t2727.Iw18cQ==.IwBhrSutiA==?bn=FAS%20-%20MultiCannon

Federal Drop Ship - This is a proposed combat build, I actually used it for mining.
http://coriolis.io/outfit/federal_dropship/26A6A5A5D6A4C4C1f1b1b1b1b000k0404B12d2d2b2t6i53.AwRj4yrI.EwBhEYy6eyg=?bn=FDS%20Combat%20Build

Federal Drop Ship - Mining Boat
http://coriolis.io/outfit/federal_dropship/06D6D5D5D6D4E4C1f1c1c2m2m0004040405044e20C0C0P4.Iw18aQ==.Aw18aQ==?bn=Fed%20Dropship%20Mining%20Boat

Fer de Lance - I never bought this and more than likely won't bother. 8 ton fuel cell? Really?
http://coriolis.io/outfit/fer_de_lance/26A5A4A4B6A4A3C1r1b1b1b1b0404040m00004a5e5e2o66.Iw18aQ==.AwiMIzNc1I==?bn=Fer%20de%20Lance%20Custom

Imperial Clipper - Shield Tank - Another ship that while beautiful just didn't seem capable enough for me and the large size was a fail!
http://coriolis.io/outfit/imperial_clipper/26A6A5A5D6A5B4C1e1e7i1b000l04044k055d5d0k2t2f6b.AwRhrSqi2I==.IwBhrSuriA==?bn=Imp%20Clipper%20Shield%20Tank

Imperial Courier - This ship I loved even though it was made of paper - Swap in a cannon instead of the Imperial Hammer if you aren't in PP
http://coriolis.io/outfit/imperial_courier/24A3A3A1A3A2E3C1b1bih000j0d04400227272766.Iw18UA==.IwBj4yOI?bn=Imperial%20Courier%20Build

Imperial Eagle - I set this up to help learn how to use fixed weapons effectively.
http://coriolis.io/outfit/imperial_eagle/33A3A3A1D2A2D2Cih17170040f22525.Iw1-EA==.Aw1-EA==?bn=Imperial%20Eagle%20Fixed%20Weapons

Python - My current Hauler - Got this to effectively defend when I ferry fortifications for PP
http://coriolis.io/outfit/python/17A6A5A4D7A6D5C1e1e1e0s0s0400040405054f04043202292f.Iw1-gDOQ.Aw18SCMJA===?bn=Python%20Hauler

Viper Mk III - Like you, I loved this one, but it was quickly replaced with the Mk IV.
http://coriolis.io/outfit/viper/23A3A3A2D3A3C2C27270p0p000lB4296d50.Iw1+kA==.IwBj4yyA?bn=Viper%20Mk%20III

Viper Mk IV - Armor Tank - Point and shoot.
http://coriolis.io/outfit/viper_mk_iv/24A4A4A2D3A3C4C7e7e0p0p000l452b29272725.Iw1-kA==.IwBhrSukg===?bn=Viper%20Mark%204%20Armor%20Tank

Vulture - Armor Tank
http://coriolis.io/outfit/vulture/24A5B4A3D5A4C3C1e1e0l040400B22b272525.Iw19kA==.IwBhrSq4g===?bn=Vulture%20Armor%20Tank

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Re: Ship Capabilities vs Pilot Capabilities

Postby Captain Havok » Fri Mar 04, 2016 4:39 pm

Rose, I like that you included so many builds, but I can't look at any of them, as I am playing desk jockey on a military base and the coriolis site is blocked... I may be able to look when I get home. but on the note of your Eagle being your test run on fixed weapons, that's what I did with the V-3 those fixed beam lasers are gnarly on shields, even big shields. I threw the MCs in the other two weapon slots just so I can eat a hull up quicker, although I am debating making it into a lightweight torpedo hunter, keep the lasers to wear out shields, then shove a couple of torpedoes down an enemy's throat. Might be entertaining.

You guys are all very helpful, I'm still working towards my FDL, but I gotta get a couple of viable income generators first. The FDL is just completely my style, powerslide from a boost turn right by the guy whose shields I just erased and either punch a hole in his side with a cannon, or sling a ball of hot plasma in his face.

-edit- I think another reason I like this ship is the engine sound in the blue zone, sounds like a bloody muscle car, and with the way it handles I think that's the best descriptor for it lol :D
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Re: Ship Capabilities vs Pilot Capabilities

Postby Black Rose » Sat Mar 05, 2016 5:35 pm

Captain Havok wrote:Rose, I like that you included so many builds, but I can't look at any of them, as I am playing desk jockey on a military base and the coriolis site is blocked... I may be able to look when I get home. but on the note of your Eagle being your test run on fixed weapons, that's what I did with the V-3 those fixed beam lasers are gnarly on shields, even big shields. I threw the MCs in the other two weapon slots just so I can eat a hull up quicker, although I am debating making it into a lightweight torpedo hunter, keep the lasers to wear out shields, then shove a couple of torpedoes down an enemy's throat. Might be entertaining.

You guys are all very helpful, I'm still working towards my FDL, but I gotta get a couple of viable income generators first. The FDL is just completely my style, powerslide from a boost turn right by the guy whose shields I just erased and either punch a hole in his side with a cannon, or sling a ball of hot plasma in his face.

-edit- I think another reason I like this ship is the engine sound in the blue zone, sounds like a bloody muscle car, and with the way it handles I think that's the best descriptor for it lol :D


Tell me which builds you are interested in and I can post the specs for you.


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