/r/eliteoutfitters
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/r/eliteoutfitters
What would be a good ship to use pack hounds on, and how would you do it (weapon loadout)
I'm looking at Coriolis data and, I'm new to meta analysis.
I've noticed that a fair number of small ships have mismatched slots for the power plant and distributor. What are the ship design implications for this? Is it ever beneficial to have a bigger plant than the distributor or vice versa?
This isn't common in the Medium ships and IIRC, it's rare or non-existent in the large ships but notably there is one ship with an undersized component in one of the slots.
I'm sure I will find the answer as I mess around with ship builds but I'd figured to ask here. I know I'm not the first to do this but I couldn't find any resources on ship theory. Got any hints?
Hello :))
I just came back to Elite Dangerous after god knows how long.
I pretty much have no clue what im doing, or where I previously was.
I used to like exploration and this is my current build:
CORIOLIS
Any suggestions to upgrade? Currently unlocking rest of the engineers
Also, Im thinking about getting into the combat scene, is phantom a good fit for that? Or what'd u recommend?
So as the title says, I’ve embarked on the journey of buying and outfitting each ship in the game, each with a different purpose, as I have fallen into the trap of having a couple multipurpose ships that I use for everything. I have added that there can be some allowable crossover being similar purpose over different size categories, such as trading or racing ships, but would still prefer if if the intention was slightly different.
Would love to hear some ideas or if anyone has already gone for this feat, would love to hear what you went for your ships, especially some challenging ones.
So here is my current Mandalay build.
https://edsy.org/s/vqfhlEN
https://s.orbis.zone/qIuc
It has the new double engineered SCO FSD on it. Before with my standard engineered SCO, I could fuel scoop at a star and charge my FSD at the same time and not worry about overheating. Now I cannot do that with this new FSD.
Not sure if there is anything I could change to make my ship run cooler. If fuel scooping and charging FSD isn't possible anymore then oh well. I'll be able to deal with it. But I would love to get some other opinions on what could be done better in general.
o7 commander
I saw this video : https://www.youtube.com/watch?v=vVXP72ZFkrI&t=1209s
This guy use pre engineered guardian plasma on his cobra mk5. I try to simulate the build but I dont understand why I dont have enough power ?? The build is almost the same : https://edsy.org/s/volDlQy
Can someone can explain to me where I'm wrong ?
Thanks
Made myself a Cutter build armed with all seeker missiles after looking at other Cutter and armed trader builds on the internet. Gone with Rapid Fire for now, but maybe Sturdy would be better?
Hi there, I looked at some Mandalay builds and came up with this: https://s.orbis.zone/qIic
Is there anything wrong or something I should add? Also, would a 2A overcharged PP be better, or is the 3A armored fine?
~S~ CMDRs! I've been all about building AX combat ships of late, and with the release of the new Cobra Mk V, I'm interested in making it into a Thargoid killing machine. There are some sacrifices that have to be made to get everything to power on the ship's Class 4 power plant, and wanted to post the build for any recommendations one might have before I start engineering. I am directly basing the build off of the AXI's AXCZ Krait Mk II shard cannon build. That build is here:
And the build I've come up with so far for the Cobra:
Some modules I know are not usually ever recommended, but are there to keep power levels within usable range. E rated life support, D rated FSD with fast boot instead of A rated with increased range (I don't plan on really ever jumping with it, so not a hinderance) D rated thrusters instead of A rated, and a B rated AMFU instead of A rated, which out of everything is what I am concerned about most as far as viability. I always see them A rated, but would a B rated be sufficient? Thank you all in advance for your help CMDRs!
Heya! A few days ago, I decided to finally learn how to engineer things beyond my FSD. Flew around for a good while grabbing/trading mats in between engineer visits and managed to get this. Any tips on things to change out, such as modifications or modules would be greatly appreciated, wanna make sure my first proper build is up to par, even slightly, with people who know how this works. Cheers!
My Python build.
Thoughts, comments, critiques?
Hi there.
Returning player and still learning the whole engineering stuff, last time i played was well before they existed so i'm poking here to double check if my Cobra mkV build need some touch-up.
It'll mainly be used for combat/missions but will probably be daily driver for a long while.
My main issues with what's I've come up is, the shield recovery takes quite a bit of time to recover (1mn30) compared to my A.Chieftain that take just 1mn, seems a bit long for a small ship, aside that i think the rest would work fine.
Weapons for now are mostly what i'm used to use and any empty spot is usually me undecided.
This is the build
Edit 1: Based on your comment i've made some adjustment
Swapped out the G.Shield and FSD Boost for HRP and MRP and few others change.
I'm tempted to shed the reactive, drop down to lightweight bulkheads with heavy duty + d.plating and swap MRP/HRP 3<>4. Offer lower res but still retain a severe chunk of hull (around 2.3k raw) and gain more mobility as i'd drop mass to 300t pmuch.
But i think for now it'll do fine, thanks for the help o7.
Hi all, I have 6 ships that aren't engineered, and I have travelled to Deciat and brought them all with me with the intention of engineering them all with Felicity Farseer's improvements, hanging around and gathering the materials as needed. Is this what everyone does? Or do you engineer one ship at a time, travelling to each engineer in turn?
Recently came back after a long hiatus to try out the Python mk2, thought it was alright but I started to miss the feel of my old girl the "Presidian Skies"
Last time I flew her was pre engineering so I figured id spice her up a bit, as it turns out... outfitting a courier for high level combat is really fucking hard, I know its not the best choice for it but better to die in style than curbstomp in the vette. I'm looking to try and make it viable (and if not then at least bearable) in Med/High CZs.
This is what ive been thinking so far, I still dont have all the needed engineers unlocked (namely the ones locked behind Marco Qwent) so i haven't actually had a chance to try it yet. The three med size optional slots are flex for anything i need at a given time as i want to keep the ship at least a little open to some multi role along with some powerplay. I'm willing to mount mostly anything on the hardpoints although i dont have powerplay weapons/modules yet, although the imp hammer looks pretty neat. I also dont have any guardian modules, but other than those, money and engineering mats aren't an issue.
Open to any suggestions on if the build is decent or not, and what i can improve. O7 CMDRs
I had a first Dolphin (and first passenger) outing recently to try a rescue mission with Sir Robin: https://edsy.org/#/L=Ir00000I0C0SB0,,CTq20CjwI-YG002P000S_00CjwI-YG002P000S_00,9p300A5UG02J_W0AOEG052_W0AcIJ051_W0AsO00B4SH055_W0BK420Bb600,,1cM001ao001ao007Q4201Xg001Xg00mpU0nF30,Sir_0ROBIN
It seemed to go OK, this was the experience:
After arriving in the first 3 systems or so and getting a message along the lines of "Thanks for coming, we actually kicked them out, but there are other systems that could use your help." I got hyper-dicted on the way in, and they did some sort of shield attack. Boosting away with a couple of seconds of hesitation, it took a few % off the hull and the shield down to 50-60%. They kept tickling the shield as I ran, but after a little while it started recovering, I guess because of the distance.
Escaping a supercruise interdiction on the way to the station went without incident. This was an outpost, so little opportunity to get hot inside the oven and use heatsinks.
Once I got the gear up and scanner on, the fighting seemed to be mostly on one side of the station, so it made sense to boost in the other direction. No encounters until jumping out again when I got hyper-dicted and got to try the ECM for real the first time apart from practice just before jumping in. Missile missed. After that with G4 dirty drag drives and the speed cycling between 48x and 55x m/s as far as I remember, I couldn't seem to shake them. It became a stalemate at around 6.35km distance, gaining a little when boosting, losing a little when the boost wore off.
The heat indicator was at 20% while boosting at 4pips to engines. I optimistically switched off the idle auto pilot to reduce the power/signature a little. The decisive factor seemed to be dropping my first non-accidental heatsink. That seemed to make them lose tracking and stop pursuing. (Shields might also have done it?)
---
Didn't want to overthink before trying - but now - what might be improved if I get time to try again?
- Drop the autopilot.
- It seems the speed is marginal in some cases, so perhaps G5 drag drives or/and G5 power distributor (although charge enhanced ideally - I just happened to have an engine focused one around).
- A low emission power plant - looks like a G3/thermal spread will still pull things.
- Heavy duty/deep plating?
- Low power shields?
- AMFU?
- Repair or decontamination limpets? I guess they cannot keep up at full speed.
- Caustic sink?
SCO frame shift drive for a little extra range (I just had the old one in store).
~S~ CMDR's, I've not fought Thargoids in many years, and would like to try my hand at it again. I've engineered two ships for the role - a Vulture and a Krait Mk II. The Vulture is strictly for scouts, while the Krait Mk II is everything else. Here's where they stand currently:
Krait Mk II
https://edsy.org/s/vTPEkw7
Vulture
https://edsy.org/s/vIgWj23
Is there anything for these builds I should change? Thank you in advance, CMDR's! ~S~
I know that the T-10 doesn't necessarily excel at much, or really do anything decently in the first place, but I was wanting to slap all gimballed multi-cannons on it for some haz-res fun (either that or as many packhounds as I can stuff on it).
Here's my question. Searching it up, people seem torn between packing all incendiary vs autoloading everything (with a small corrosive either way, naturally).
What's the best engineering for a handful of multi-cannons in this situation? Does it lean one way or another, or would mixing incendiary and auto-loading be the better bet?
I appreciate the help in advance, looking forward to this build.
I currently have a Challenger that I have been using for PVE killing here. With the new attack on the Sol system I am looking to rebuild the ship as a Goid killing machine. I've seen a lot of mention of using a Krait Mk.2 but I don't have the materials to engineer it properly where as the Challenger is basically fully engineered.
I've heard guardian guass is the way to go, but I am not the best with a fixed hardpoint so I think enhanced AX multi's might be better
I've played with burst lasers and multis since I bought my first viper Mk III many years ago and I want to change it up. I've just acquired access to Mbooni and I'd like to build some sort of "alien hybrid" ship using the salvation and guardian weapons for general PVE.
I really like the Plasma chargers, from their awful noise to the big glowing impacts, but I don't really know what other weapons would compliment them best.
I know this isn't necessarily optimal but it's what I want to do so any advice on this and the build at large is appreciated (if you think any other guardian modules can be made to work I'm all ears).
Given what's just occurred today I might immediately convert one to a full AX ship and head for home but for now I just need a general purpose bounty hunter.
I don't have any pp modules but I'm willing to work towards them in the long run with a placeholder and I'll happily go grab any engineering needed as I've been meaning to get them all done anyway.
My attempts so far:
Hi! This is my trusty bounty (res) Chieftain. Has I also have a vette, I'm wanting to repurpose the chief to something different.
Maybe rails or Pas for power play stuff or even assassination missions.
Any suggestions? 🤔
https://edsy.org/s/vtTFpGG Thoughts? I’d like to use it for soloing Medium CZs. Notes: I picked lightweight TV beam as a compromise between dumping heat and PD efficiency to keep the rails firing as often as possible.
As the question goes, what's your build strategy? It's more of a build philosophy question.
For example, I currently have a a single Python hull that I keep swapping parts to switch between a Mining and Trading build. It's annoying but it's inexpensive to do. Would I be better off having a dedicated ship for each role?
Another example is I keep swapping engineered parts on ships to cut down on grind. Would it be better to simply bite the bullet and dedicate engineered components for certain hulls?
Seems like a silly question but I think my method really hasn't saved me any effort.
Greetings cmdrs,
Im working on a pve build for my brand new python mk2, and id like to kick in some cannons for modules sniping and for the joy of using them... So i put two large cannons, a large multi on the central hard point and two multis on the medium hard points. I also placed a large beam laser on the underbelly. With this configuration i should be able to cover all the combat situations. The beam for stripping the shields, the multis for chopping hulls on nible ships and the large cannons for sniping modules and generally to have a chance to keep the damage on when chaffs are deployed. My concerns are about spreading too much the damage potential on different weapons... In your experience, are a large and two medium multis enough to shred enemies efficiently? For modules sniping i think two large cannons should do the trick...
I Wish also to receive some opinions on the weapons engineering...
Heres my current build
o7
So having previously sought advice on an armed trader type-8, I have come to the realisation the type-8 is the perfect ship for powerplay 2.0 - good jump range, cargo and internals to be able to run deliveries, collect escape pods and survive hostile encounters. I also figured that with powerplay 2.0, privateering/piracy is at last a viable playstyle.
So with a few minor amendments to the build largely suggested by u/perrinaybarra23, I think I've got my main powerplay ship: An Gráinne Ní Mháille
I'm not sure if I should swap the prismo for a biweave and I really wish the T8 had one size 3 internal so I wasn't wasting a size 4 on the ops limpet controller but alas.
Also undecided on the burst lasers as a stand in until I get cytoscramblers, I've never really used them before and unsure if they're up to the task.
Been flying fdl for over a year, engineered the shit out of it, want to build another medium ship for pve, what should i try? (Send your builds if you want)
Pd: im on console
Hi, I've been playing ED for a bit now but have stayed away from combat for the most part. I have plenty of funds now from mining and hauling and would like to invest into my first combat ship.
I'm planning to do combat missions and some bounty hunting, so both 1v1 and 1vX, depending if it's a fairly low activity region or a combat zone with many enemies.
I've watched a few videos and it looks like tons of fun, I just don't know where to start.
Which ships are recommended and what do I have to focus on module wise? I'm not really sure what weapons are good, other than thermal vs shields and kinetic vs hull. I know gimballed is nice to have until aim gets better.
I'm aware of the multitude of defensive modules, but not sure which ships would profit more from shield vs hull tank, and which other reinforcements are most efficient, considering zero engineering (apart from core modules).
Really glad for any advice, build suggestions, general tips!
After a few days outfitting, engineering and combat testing around compromised nav beacons, this build for the Mandalay is rather good for bounty hunting. It doesn't have staying power in a CZ, but for hit and run missions or hanging out around CNB it's well enough. The biggest restriction is the class 5 power distributor. But other than that is flies well and kills more or less fast.
Let me start by stating the obvious: this ship is just fantastic! It is agile: in SC it one-ups the Clipper, outside of SC it's not far behind the FdL or the PM2. It runs extremely cold: you can fuel scoop and charge the FSD without getting the heat up over 64% (someone did SCO to Hutton Orbital without hitting over 51%). It can land anywhere: its footprint is roughly similar to the DBX, the smallest footprint in a medium ship. And it looks absolutely stunning: well, see for yourself (also: the ship kits are soooo worth it, which is not always the case).
For exploration, I have found this build to be in the sweet spot for long jump range, strong engines and high boost speeds (for high-g worlds and gankers), high shield strength (for bumping into rocks but also gankers), and extra safety with AFMU and repair limpets. It gets you to over 82 LY without being a paper build and that alone is amazing: https://s.orbis.zone/qBNH
For combat, I've stuck to an assassination build, with frags and rails, fast in, fast out, and using the Mandalay's agility to stick close to your target: https://s.orbis.zone/qBNJ
EDIT: seem my other post on a bounty hunter build, that is much more definite than this one.
All in all, a fantastic new addition, probably my favorite this year. Fly dangerous, CMDRs!