/r/eliteoutfitters
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/r/eliteoutfitters
If this ship was released some years ago it would have helped a hell lot with this jump range, switching from a exploration ship to a combat ship constantly was really annoying.
I'm not buying the Mandalay now, I will wait until it's released for Cr, but maybe this build helps someone.
This ship looks perfect for me, always was a fan of the Mamba looks and cockpit! I have a whole fleet of ships that i'm probably just not touching anymore.
I mainly do combat and got a FC so i usually don't care about jump range anymore, but having 50ly while outfitted for combat without making sacrifices feel awesome.
Actually you can get 5k Hull with Kinetic Resistance engineering, NPCs will mainly use Kinetic against your hull so consider that, Probably not a hot build, and i will probably test another set of hardpoints in the future, PAs will probably be funny too.
If you don't have a FC or Plan to travel a lot get a better Fuel Scoop and maybe get rid of the SCBs.
Would love to see your guys builds too! o7
I have more than a few of these sitting on storage.
Looking to put some on a material gathering ship.
Can these be used to collect materials at brain trees?
Do they break the materials free ... or ... just make colored smoke?
I find myself in plenty of situations where I want to get from one side of the bubble to the other side, but don't want to necessarily want to move the ship I'm in to do it. For example, recently I wanted to head out to near Deciat to construct a new Python build, but I was on the other side of the bubble with my Type 10 Miner, and would have preferred to have left it where it was, as it was near a good mining location. I also didn't want to call any of my other ships as the transfer cost was going to be more then I care to spend. I tried briefly to use the in-game shuttle, but that only ended up with me laying my face into my hands as the AI driven shuttle repeatedly either ran into the exclusion zone around the star it jumped to (it's really bad with Brown Dwarfs), or even into the station.
So, instead, I've decided I'm just going to build my own shuttle, with the goal of it having a solid jump range (50ly fully fueled) but as cheap as possible to build and therefore cheap as possible to transfer from one station to another.
This is what I've come up with so far: https://s.orbis.zone/qAOf
It's basically just a stripped down Hauler with mostly D rated modules and an engineered Frame Shift Drive. It gives me a cost/Ly ratio of 12545 credits per Ly. I could bring that down by even more by using a cheaper full scoop, but I don't want to spend forever scooping either.
Obviously I can also increase the jump range by engineering the other modules and making as many lightweight as well.
What do people think?
What this thing would do to my combat Conda
https://s.orbis.zone/qAM7
After I learned how fun plasma accelerators can be on my Vulture ( https://s.orbis.zone/qAM2 ) I've built this Python Mk2 and it SLAYS. Melts most ships before they can even counter attack (which only counts for PVE obv, I mostly use this for HazRes). Sure it needs some more engineering but it's already soo fun
o7 Commanders! I'm a relatively new player who has been enjoying the game a great deal, budget building specialized ships for specific facets of the game because it is without question optimal to do so, however I would like to ask for help with something a bit more nuanced as I'm settling in to the grind.
I want to put together a decently rounded Cutter build. You don't have to persuade me why this is inefficient, I'm making it for casual/long term play as my main ship and specializing for dedicated things with other ships as well, but I would like some help in figuring out a good build for this Cutter.
Ideally I'd like to consider:
Things I won't be using this ship for:
And yes, with engineering recommendations factored in of course. Ideally the ship is "good enough" to do just about anything but not exceptional. Something I can work toward bit by bit in little chunks building toward as I continue progressing along my journey through the galaxy. If anyone has any words of advice for me, I'll gladly take it!
Edit: Thanks to some contributions, this is what I've managed to throw together. https://s.orbis.zone/qABs
Just trying to figure out power priorities and if I should make any adjustments to engineering.
Greetings Cmdrs,
Yesterday afternoon ive been hit by AX Fever myself. My in game bank account Is not that much fat (real life one even worse), and after buying the ship and the modules, a ten-twelve rebuys is all i'll get, but i did it. Im totally noob about ax warfare and just average at fighting npcs, so i decided to go for a scout hunting build as per presented in AXI ship builder documents, below the link.
I need a real bunch of mats to get the build done, and considered i can spend no more than 8-10 hrs per week in game, im afraid the war will end before i can gather everything i need...
And so the question to real ax fighters: there is something in this build that could be delayed/erased/done in other ways by an engineering point of view to speed up the process?
What guns would you guys put in a pve corvette? (No fixed weapons i’m trash)
https://s.orbis.zone/qAcR
Still got some engineering to do but this thing is already fun as hell
Is the effect actually worth getting or just stick with my modified shards and afsm?
This is just for funsies. I wanted to make a really heavy fast ship for ramming. Since NPCs don’t care if you bump them you can ram them to death without triggering their aggro. It’s not the easiest ship to use but it’s a lot of fun. I recommend it to anyone looking for something… else.
o7
What should i run on my FDL, 4 medium (auto loader x2 and corrosive shell) and 1 huge multicannon with incendiary rounds, or the same 4 multicannons but with a huge beam laser (overcharged thermal vent)?
Looking at making a Multicrew Krait MkII build. I've been away for some time so I've forgotten a lot.
I dont think I'd like to fully engineer it as I'm not even sure if it'll get much use and it'll just be for PvE, at least at first. Any suggestions or alternatives for the build, or different ships would be greatly appreciated!
This is what I've come up with so far. And this is the original set up I had before I came back (Don't remember what I was building it towards at the time)
My exploration Transporter Type-6
Designing the ship I'm working towards, currently have 4A thrusters equipped but I'm trying to get the power draw of the essentials under 40%. Is there a way to fit 4A thruster in this build while still being under that 40%? Or is it even worth it to be underneath that barrier? Like maybe put my shield on priority 2. Only thing that can go is the Auto Field-Maintenance Unit.
The 4A thrusters are a little overkill (I've bumped into mountains a couple of times) but it's just too much fun to speed around planet surfaces.
So in my quest to get the best possible core miner, I played with EDSY and compared various medium ships, to see which would be the fastest or most nimble. Specifically:
I couldn’t find the acceleration data, so I used max speed & boost speed as a proxy. And after some thinking & tweaking, I came up with this lovely Krait Phantom (speed=422, boost=591). It outclasses the ASP Explorer (speed=417, boost=568, slower when loaded) in every metric (speed, jump range, cargo space…), and though it has less cargo space than the equivalent Krait MKII (speed=405, boost=557) and Python (speed=388, boost=507, slightly slower when loaded), that is enough to fill one play session for me, and on top of that it jumps further than both.
So far so good. But then I saw the Orca suggested as a core miner. I didn’t quite consider it as an option because it needs a large landing pad, but I tried it out just in case. The result is quite shocking:
I thought for a moment this might be a bug in EDSY, but Coriolis seems to confirm this: the same drives makes the Orca faster than the Krait Phantom, even when they weight the same.
How is this even possible?
So the Type-8 has been out for a little while now and I've seen a lot of exploration builds and some pure cargo builds, but haven't seen many armed traders.
Anyone had any luck with a build which can hold its own when interdicted without sacrificing too much cargo capacity?
I want to go to sag a in my fer de lance, any suggestions, apart from the obvious (fsd)
Hi commanders
What do you think of my plan for my lightly engineered torpedoe Mamba, for assassination missions :
The plan is to shut shields down with cascade torpedoes, the powerplant with penetrating torpedoes and finish the job, if necessary, with my plasma accelerator.
Hi there, My first post on reddit. I spent a lot of time reading the precious posts of this awesome community on my 2nd run on ED (i played some years ago on a PS4, now i have a proper gaming PC). So, heres my on working build for the Ares, my beloved FAS.
I Just started engineering her, my next step Will be pay a visit to good ole Elvira for a first tweak on the biweave shield and the shield cell bank. The first purpose for Ares Is mission board bounty hunting, mostly dogfighting, a Little bit on planetary surfaces.
May i ask some suggestions for the next steps of eng as well as the general build configuration?
Thanx a lot cmdrs!
O7
I'm trying to create a ship with the fastest possible speed but with the tiniest hit-box so I'm going shieldless and D rating where I can. The object is to simply be really really really annoying to kill and to relearn tiny ship fighting.
What else can I do to speed things up or am I there?
Before the Python MkII, I was running a similar build with (all hail) the Chieftan which had 1 Medium Beam, then 5 cannons. The Python MkII gets more shields and dps at the cost of increased drift impacting my ability to stay in optimal firing position. Heat with the cannons and thermal vent beams is a non-issue. Large and medium ships pop in 4 to 5 volleys (or less) allowing for plenty of hazres kills stacking massacre missions.
I prefer Efficient PAs with plasma slug to stay in the fight longer. I was in the hazres early game with a no engineering Chieftan and got used to highly maneuverable ships. I like the challenger too, but it is much slower. The Krait MkII/Python are the only other ships (medium) with the hardpoints and PD to rival the dps when running PAs, but man they turn slow.
Says most of it. building a Keelback with some odd requirements.
Current build - https://s.orbis.zone/qycb
Goal, 'attempted piracy' yeah it's a joke / sleeper build. I want to be able to cold run and shoot plasma at the enemy but I just wanna cause havoc with their shields and systems if they fight.
It's a riot, just wanna get some cc and maybe a better way to build while being able to escape if I run into a 'bigger bad' lol. mainly aiming to interdict cruise liners, player or npc demand 1 cargo -- in an incompetent way to fuel the joke. I don't care if they get away, I also want to practice with the plasma accelerators as they seem fun.
Hey Y'all,
I'm trying to work out this PVE Bounty Hunter FDL and I was wondering some improvements I could make/ how I should engineer it.
Thank You!
I just purchased the FDL. I would like to make an assassination/pirate lord mission ship out of it. I am new to the combat but know I won’t want the typical multicannon/laser build. I was thinking of prismatics, guardian shield boosters, utility shield boosters, and all rail gun/imperial hammer build. Fully engineered is great. Any one have any builds or suggestions to share? Thank you!!!
Recently, I bought an Imperial Cutter and engineered the thrusters and the FSD, but I’m not sure what type of build is best for making money. I currently have 500-600 million credits to spend. Can you help me?
I have most engineers but no rank in Fed or Imp. I'm looking for something fun and easy, that can help me to beat up enemy ships when I'm tired or when I've had a couple brews and can't fly well.
I've been looking at modifying my chieftan to goof off with and am thinking of building this.
It's a no-effort change from the D2EA material collector build. I have everything but the weapons already on the ship. What would you recommend to change? What is the reasoning behind it?
Would you recommend a completely different ship? Different layout?
Thanks for you input!
Got bit by the Dakka bug lately and wanted to share the ships I built over the past week.
Krait MkII - https://edsy.org/s/v8n8DTA
This is the ship that started my fever. I built this to go after Gankers at the next Titan. I likely won’t be very successful but it should be fun! I was testing it doing normal PvE and was really enjoying it. I’ve been liking the short range mods lately. Does more damage than overcharged and puts less drain on the distributor. It’s nice not to have to worry about pips at all. 4 in engines. Two in weapons. A-murderin’ we go!
Corvette - https://edsy.org/s/vLq58S9
I really wanted maximum dakka with the two huge hardpoints so I threw this corvette together. I had all the multicannons lying around or I would have gone short range with them all as well. This thing SHREDS. Point, click, and pop. It was initially just a hull tank like the Krait but it didn’t handle hull hits quite as well which was surprising. There’s also tons of extra space of course so I threw a light shield on just to soak up some damage.
Viper MkIII - https://edsy.org/s/vDYVY1i
The Corvette inspired me to make a small, fast, ship that was maneuverable. I’ve been working on improving my FA Off skills and this is a good fit for that. Easy to use hardpoints, small, fast, and strong. I used this to kill a Dangerous Anaconda last night. It took a while but that’s because I had to fight through so many shield cell banks. Considering maybe putting some efficient PAs in the medium slots…
Just wanted to share :)
o7