elite dangerous best fighter This is a topic that many people are looking for. khurak.net is a channel providing useful information about learning, life, digital marketing and online courses …. it will help you have an overview and solid multi-faceted knowledge . Today, khurak.net would like to introduce to you Combat Ship Guide – From Sidewinder to Fer De Lance. Following along are instructions in the video below:
“Everyone vindicated jones here today. I m going to go through. Where i think of of the bishop choices for bounty hunting and what ships to think about when it time to upgrading. I love it asks what i think of the best ships for berry hunting.
And what should they should choose next for their upgrade. I ve been reluctant to make specific suggestions as a field ship choices are very personal. But what one person might feel comfortably another person might not however today. I shall share with you what i have learned after earning over a billion credits just from bounty hunting alone in practically every ship in elite dangerous.
I will also go through upgrade and site grade options and discuss some of their pros and cons. So technically this video is going to be directed mostly towards new commanders and those just coming up through their combat ranks. Now let me be clear. If i don t lynch in your favorite ship don t get your knickers in a twist.
The truth is you can bounty hunt in any ship thou old barely hunted in the top six with no weapons. And just ram targets to death. Also we ll only be covering small pad ships to medium pad ones as for new commanders. This should pretty much cover.
Everything. I might make a video about large pad. Ships should this video get enough likes first of all yes. It s true any ship can be used for bounty hunting.
However this is my list of ships that i feel a best suited for that task whether you re new to elite dangerous. And just coming out of your sidewinder or a seasoned commander. Now working on their combat rank choosing the right ship for bounty hunting can be a bit confusing. I m going to use a standard a rate combat built with pulse lasers and multi cannons as a base for comparison s i m not including call armor here as this can increase costs dramatically and the results can vary wildly this is my general go to build for new pilots who are wanted to get into bounty hunting as it is an efficient build that is not too taxing on the power distributor and allows commanders to spend around thirty minutes and a resource extraction site.
Without having to rearm all ships will have a kill warrant scanner as this is essential to maximize prophets also won t go to too much detail for it ship otherwise. This video is going to take a very long time. I ll briefly go over the pros and cons for each ship. I selected because they can get a relatively good idea of what to expect from each ship.
So if i miss anything or gloss over anything just pop. A reminder in the comment section. Below. Let s say you re a new commander.
And you have learned the basics in your sidewinder. And you re just itching to get into something with a bit more teeth. If you have 3 million credits or less you have three options for around 17 million credits you could easily purchase the eagle for a smidge more around 23 million credits you could get an imperial eagle and for approximately 35. Million credits you can slip into a viper mach.
3. Remember this includes all a rated modules you ll need for bounty hunting and i know you have a whole burning in your pocket. And you just want to get out of that side wander into something better and that eagle looks mighty tempting and while it will be an upgrade to the sidewinder. I would not recommend it as your first step.
If you can save up and get an imperial eagle or even better be patient and get a viper mach. 3. By far nevada mar. 3.
Is the best choice for new commanders. It has 2 million hard points. Two small hard points. And is fast over 410 meters per second with an a rated module and even faster with enhance performance trusters.
If you can get them the viper mach. 3. Is quite maneuverable without being too twitchy and responds well for those learning to tackle flight. Assist stuff for the first time.
The viper also has relatively good shields and can take a bit more punishment than both eagles and obviously is able to use more armor be eagle..
Only has three small head points is slower around 370 meters per second with an array of thrusters and there s quite 24 new commanders don t get me wrong. The eagle is very fun to fly and once you ve developed some solar power earning skills. It s a great choice to come back to and hone your pollen being skills. Hardly anything can outturn.
It and can still be very effective in combat. Even with just three small hard points same can be said with the imperial eagle. Although it is much faster than a standard eagle 20 meters per second and those two small hard points. At one medium hard point.
It is however often met down by its limited power distributor and low capacity shield. I can see the both eagles to be side rights choose to be purchased at a later stage to advance your combat skills. And while there is absolutely no reason not to fly them straight after the sidewinder. I personally feel you re going to be much better off in a viper as you ll need stepping stone.
If i come at three is going to be much more easy to fly thanks to its more moderate and mutual handling and others all around good protection in damage output from its weapons so for me the vitamark. 3. Gets my recommendation your next milestone could be around the 7 to 8 million credit. Mark.
Where you ll have another group of options to explore these include the imperial courier viper mark. 4. And the diamondbacks camp. The imperial courier is a great little shift with also shields good maneuverability good top speed and relatively good armor.
It is very fun to fly. But it takes a bit more skill to manage properly running out of engine boost does hamper. The courier. Quite a bit and having three million hard points with two on the far outer wings makes a courier less practical if you want to experiment with its weapons.
It s quite fast and very fun to fly if a lot of commanders love it with good reason. But be prepared to work for your kills. The viper mach. 4.
Is basically a more heavily armoured version of the mark 3 the muck 4 is a hull tankers delight with an armor rating of over 1100 when set up properly and can take a surprising amount of damage once the shields have dropped but with similar weapon loadouts 3. Slightly more sluggish. Handling and having a much slower top speed and make survival. More difficult for newer pilots to manage and can often feel like a downgrade from the mark 3.
However the mark 4. Does have a dedicated following who appreciate that when fling correctly. It s a tough little ship. They can take a good beating.
This is a great ship to get into if you re planning to fly a federal assault ship later and want to develop your hull tanking skills and finally we have the diamondback scout more commonly known as the dbs fun and nimble. Many commanders have come to love to dbs for its handling and small hull profile. It s hard to heat. And even when you do hit it it has relatively decent armor making it surprisingly tough to kill with a good pilot at the helm in the old days.
The dbs was often flying sheila s while using solid running and proved very effective in combat as it was difficult to see in heat. However times have changed and while the dps is still very fun to fly it is related in its combat effectiveness for the price. Many commanders still swear by it and i can understand why but for new commanders. I feel.
It s not the best choice. So which one would i recommend to get when you reach this level. None. That s right.
I said it done look oh no don t panic just hear me out at this stage of the game. I would recommend getting a cobra mach. 3. And do some passage of missions or cargo missions and keep the viper mach.
You will vary your gameplay a little and gain some valuable experience and money to get to the next level. The next level is where the game really shifts gear and is probably one of the most important parts of your combat career. If you absolutely must upgrade and want to try something new then i would get the imperial courier. It s a great all rounder easy to fly for the most part and will get the job done both the dbs and muck for outside brains in my opinion.
But i do recommend at some point you do take a look at them specifically the mark. 4. If you want to learn how. Thanking ok.
So you ve got the hang of combat you ve done some missions and you feel pretty darn confident in the commander s trick your current combat ship seems underpowered and you now want to take onboard dangerous prey once you ve hit the 20 million credits. This is where everything changes now listen to this very very very carefully irregardless if you re a new commander or a seasoned trader with over 1 billion credits in your account do not skip. This step you will miss out on some of the most vital aspects of your combat training. There is only one choice you are about to purchase a vulture yes you go and just get the vulture.
I could say this honestly hand on my heart. The vulture is by far the best combat ship in the game. Well small combat ship and will even give most medium ships and even large ships. A good run for the money.
Relatively. Small extremely nimble and the reasonably. Fast are just some of the vultures attributes. The vultures main draw card is obviously having two large hard points and allows you to literally bring out the big guns a water can be very limiting only having two hard points.
Even a pulse laser bill can be super effective. The vultures achilles. Heel is the power plant and ever so slot to the power distributor. You are going to be constantly squeezing every last.
Bit of power out of it but with careful management of module power in the module tab and you can afford some flexibility every just engineering. The power plant to level one overcharge is going to help a lot using power. Hungry weapons are going to drain the capacitor rather quickly. But this could be managed quite easily these days the voltage thrusters will allow you to hold your position on enemy ships.
Very effectively and allow you to make quick adjustments to compensate the best thing about the vulture is that it s so easy to fly effectively you can be a relatively mediocre pilot. But the vulture will make you feel like a combat ace. And it s this fact alone that makes a vulture. The premier choice to expand your combat.
Knowledgeable it rewards you when you ve performed complex maneuvers and encourage you to dabble a lot more in fluorisis off techniques as it wants you to win. I remember spending months in the vulture and what i ve learned in those few months. Far exceeds anything i ve learned in the following years and while. I said.
I wouldn t discuss engineering engineer. The vulture and well the voltages jumps to a whole other level. But i ll leave it at that now if you re just starting out it s going to be quite a while before you ll have enough credits for the next phase. And that s good use this time to develop your skills.
However if you are already screwed to be duck and have millions of credits burn. Don t be in a hurry to pass over the vulture take your time and build up your skill level. Once you have reached around 70 to 100 million credits. You should be ready for the next step in to medium ships.
But this is where things get a bit complicated. Realistically you have four choices. I would recommend a federal assault ship the chieftain. The fer de lance.
And the mum. Yes. I am. Well aware of other options.
But i feel these represent the top four of the medium sized ships for combat..
The federal assault sheet is often one of the first ships. Most commanders find themselves in as it is a lot cheaper to pay rate than an ftl and i think this natural progression makes a lot of sense. The fast is very easy to fly is quite fast maneuverable has good boost earning control and a relatively decent loadout one of its weaknesses. However is its shield capacity.
But this can be countered to a point with by wheels and using the fastest natural ability to haul tank the fast can take quite apparently when the shields are dropped and when loaded out correctly and its cockpit glass seems more rigid than other ships of its class. Its other weakness. I feel is splitting the large hardpoint one on top and the other on the bottom this can affect damage performance. If you do not have the ship s nose aligned directly towards the target to far above the center and the bottom hardpoint won t be able to fire too far below and the top hardpoint won t be able to fire.
Well. This doesn t seem like a big deal. I think you might easily it doesn t have the effectiveness of the fast. The chieftain is a recent addition to the shipyard and gives the fast a good run for its money.
The chieftain is also extremely easy to fly handles like a dream. And it s super fast at turning especially with flight assist off with slightly more shielding and armor than a fast it depending on its right out. It also offers more protection with only a slight decrease in top speed with good module protection and hull reinforcement protection and fast charging by waves will mean when the shields drop you can keep fighting and only take a small amount of damage before the shields come back up well depending on what you ll find it s like that is interesting having two large one medium of three small hard points. As it can still deal quite a punch.
Even though the three small lasers suffer a penalty. It s a medium large ships armor using them as primarily thermal hard points. Is offered a good way to get around this problem however loading up with more exotic weapons such as rail guns frag cannons and plasma accelerators these achieved in turning to quarters savage little animal the fer de lance is only dangerous is most widely ship combat with good reason. The ftl is incredibly well shielded and using prismatic short.
Generators can yield some very high numbers couple that with six utility slots and shield numbers can skyrocket even more however. It is lightly armored with about half the armor of both the fast and the chieftain speed is very good. But the handling can catch unwary pilots out and in certain circumstances can feel like a downgrade to the vulture. The fda requires you to learn how to fly properly.
It s not the easy ship to fly effectively and miss timing your boot cycle. In turn can be disastrous that being said once you ve learned its quirks. The ftl is a scalpel use them flowing correctly. And it will reward you use it like a chainsaw in one hand and a beer in another.
And it will punish you a lack of internal suits. And no military slots also compromises the fds combat survivability. But realistically losing your shields shouldn t really happen and if it does you always have the option to run the fdle s loadout is arguably potent and super flexible. Some commanders don t like it.
But personally i love it the class 4 slot is now very usable with the additional class for weapons and allows the ftl to be loaded out in many different configurations effectively my port locations are a mixed bag having that big class for hardpoint underneath. But the 4 class through slots are in great positions the lack of large hard points. I feel does not compromise the ftl at all however some commanders will disagree one thing a lot of commanders seem to hate about the ftl is the center part down the middle of the cockpit window personally for me it doesn t bother me both and some other commanders. It s like nails on a chalkboard.
So something to maybe keep in mind and finally we get to the mumbo. She is the dragster of the bunch fast on a straight line and can throw down. Quite a bit of firepower in a straight line. The man bat can be extremely disappointing if taken at face value.
But that s being a bit unfair after spending some time the cockpit. I m coming to understand it a lot better and they can appreciate for what it is its strongest features of course would be speed and the fact that all of your heart points are top mounted. Although a bit widely spread out that being said having one huge to large and see small heart points means it can incorporate some serious firepower. I m rating the man that makes flying more manageable.
But you ll often find yourself fighting against the slow pitch rate. Where the man that really shines is in long range sniping with a relatively stable platform and the ability to throw some serious firepower downrange. Especially coupled with long range engineered weapons. It shoots for between the fdl and the chieftain and the slightly more armored than an ftl so it s relatively quite tough.
But you might want to consider running by waves and secondly lots of hull armor modules. However and i really do need to point this out engineer. The number especially the drugs and power distributor and its whole personality changes quite dramatically. What was once a nightmare to try and brawl up close in can now when flying correctly sink its teeth into its prey.
It s something to keep in mind. If you re thinking about looking into engineering at a later stage so which one would i recommend jumping into from the vulture until recently. I would have suggested the fast. But now i think the alliance chieftain is your best choice.
I simply cannot recommend the ftl or member for new commanders coming from the vulture and not because the chieftain costs much less than a rate. Although that is a very good reason within itself the ftl and even more so the manta and not easy to fly to their full potential. That s why a lot of pilots did not like the f to them and especially. The member both ships are very unforgiving and will feel like a downgrade to the vulture.
When flying them for the first time. I remember a long time ago coming out of the vulture all excited to buy my first ftl and head out into a red site. Only to walk away from my first day of combat thinking the fdr sucked. But that s because really i was not flying the ftl anywhere near to its potential.
The chief did on the other hand is very easy to fly and more importantly. It s very fun to fly and while it s comparable to a fast. I genuinely believe that chieftain is a better choice. They don t all rem protection.
Just as easy to fly as the fast possibly even more fun to fly than the fast better hide point locations. And arguably a better loadout don t get me wrong. If you prefer the fast for some specific reason then by all means give it a go. But after spending.
Many many many hours in both shifts. The chieftain just feels like the better choice well at least for me. When you re ready to move on from the chieftain office. Then you re next to it should be the fdl.
I made the mistake of jumping straight in from the voltage to the ftl and it all ended up being a bit of a shock. I hated the ftl. I was very tempted to go back to my vulture. But i persisted as i heard the ftl was the best combat ship italy dangerous.
It took about 2 to 3 weeks in the cockpit and learning how to fly to its maximum potential did i come to understand why by far the ftl. When flying correctly is the best combat ship in elite dangerous. Even though it is habit by poor optional internal slots and light armor its ability to adapt to multiple mission types is impressive. Even with poor armor.
The ftl shields are extremely impressive run by ways for rapid charging good capacity shields run high rated for good balance or go full prismatic so some absolutely insane shield numbers. Couple that with six utility slots that can be loaded up with boosters. And it just gets even better. It should never really ever get to the point of losing shields.
And even if you did you can easily run with a good top boost speed engineer. The ftl and there is very little that they can outright challenge. Unless you re going up against an opponent with a much higher skill level as to the member. I think it s a shit that is a bit confused about what it wants to be i think there is potential there especially possibly as a thyroid hunter.
I think it s still definitely worth having a look at. But more is a further addition to your fleet as opposed to an upgrade to another ship. But for the moment. I cannot recommend the member of the ftl especially for newer pilots also the fact that it really does need some engineering to become more effective is another point taken away.
Which is a shame because there is something about it that i do like. But i m not sure exactly what that well there you go those are my suggestions for ship progression. I hope that some of you might find that useful so if there s a bit of jumping around in this video. But there was a lot to cover and i knew this was going to be a super long video you would like to see a similar video made for large ships then please thumbs up the video.
If i get enough likes i will put it on my list. You wait. This is mimic editor and signing off thanks for watching. And i shall see you out there in the big black you ” .
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