We had not one but two different community members request we run this reward, so run it we shall. Thank you for the idea TheHermit and Delmarfishy. In brief, we want to learn about your favourite ship and what you've outfitted it for.
We'll pass over to TheHermit for the rest of the details:
"Are you a bounty hunter who needs a specific set of hard points? Do you fly a transport vessel with the best fuel efficiency and cabin space? Give us a rundown of your favourite ship build! In a video or text accompanied by images, explain the pros and cons of your ship and why you like it so much."
Whether you enter with text and images or video, remember to authenticate them via social media.
Note: just a screenshot or link to the build won't be enough to win a prize; we want to learn about it too.
my favourite ship is my g5 combat corvette "vendetta".
i have 4 corvettes now each engineered slightly differently for different jobs, "vendetta' was my first fully engineered corvette for combat, built primarily for assassinations, bounty hunting, and low CZ's .
the 4a multicannon, long range to get their attention at up to 8klm, corrosive to soften the hull for extra damage when lower range weapons come into range.
the 4a beam laser, efficient weapon, this limits the range to 3klm, but uses less power and increases accuracy, (less jitter), beams eat shields very efficiently, experimental effect flow control, to reduce power draw, beams eat power as well as shields, lol
the 3a seeker missile rack, high capacity engineering, total of 84 missiles when fully rearmed, experimental effect overload munitions to convert some damage to heat, (don't want cold food do you?) this increases damage on shields, and modules
twin 2f multicannons, engineering long range, but turrets only go 4k long range, experimental effect oversize, this increases damage and generally gives them more punch
twin 1g burst lasers, engineered long range, this gives a range of 6klm, experimental effect, scrambled spectrum, this triggers random malfunctions in modules, eg: complete loss of thrusters
now the defences
4 x 0a shield boosters, engineered heavy duty, experimental effect on all is thermo block, this allows a + 10% thermal resistance on shields overall
4 x 0I point defence turrets engineered reinforced, missiles make a good light show, ;)
now the base build
military grade composite, engineered heavy duty armour, this increases overall strength and increases resistances across the board, experimental effect deep plating, this increases overall strength while reducing resistances slightly, (everything is a compromise)
8a powerplant, engineered overcharged, this increases power while reducing integrity, but lasers eat power fast, so it was necessary to go overcharged, experimental effect double braced, this restores the integrity of the module
7a thrusters, engineered dirty drive tuning, this increases speed, experimental effect drive distributors, this increases mass curve efficiency, which is turn rate, essential in a dogfight
6a frame shift drive, engineered increased fsd range, corvettes have a very low jump range so it's necessary, experimental effect double braced to improve integrity
5a life support, so you can finish the kill, or cz, and have plenty to get home
8a power distributor, engineered charge enhanced, this lessens overall capacity for faster recharge, necessary for the lasers, experimental effect cluster capacitors, this restores overall capacity
8a sensors engineered long range, this gives a range of 13.4 klm, very handy in hazres
7a prismatic shields, engineered reinforced, this increases overall strength and resistances at the cost of regen and power draw, experimental effect multi weave, this increases resistances at a cost of overall strength, so you have a harder shield with increased resistances
thanks Alex Sinclair this is my first comprehensive submission like this, redid it a few times, lol, an honor to have been a picked as an example of outstanding submission. much appreciated, 07
This build allows you to make jumps of 73 LY maximum without having equipped the Cargo Racks, otherwise it jumps a little less, it has a Maximum Jump Range of 73 LY empty and a Maximum Jump Range of 60 LY fully loaded which can be improved by adding the Dirty Drive engineering in the Thrusters in this way the ship loses mass and allows you to jump more, you can also add the Drive distributor which thanks to which you can optimize the mass of the spaceship even more allowing you to slightly increase the LY obviously you have to remove the Cargo Racks to notice the improvements. I also installed a nice 5A Frame Shift Driver (SCO) Engineered with Increase Range at maximum and experimental Mass Manager effect to reduce the mass even more.
Another feature of the build is that it is also excellent for going into Guardian structures, thanks to the Point Defense installed, the only problem with the Phantom unfortunately is that it installs them on the sides and therefore you have to land so that both point defenses capture the missiles that the sentries will launch.
in the Optional part instead I put a nice 6A Fuel Scoop so as to refuel more quickly in a few seconds you are already operational, in addition to having installed a Guardian 5H Module for FSD that increases the maximum jump of the ship by 10 LY. I also added 2 Cargo Racks they can always come in handy, then a Shield just to have a shield with engineering to reduce the mass of the Enhanced Low Power spaceship, I also mounted a Hangar with the scarab necessary for each explorer and the various modules for supercruise and auto docking.
I also added a Surface Scanner (Pre-Engineered) not the basic one you find in the Outfitting but the one from the Technology Broker (Uman) which helps you a lot in scanning the planet's surface since the probes have a much wider range than the Detailed Surface Scanner and will allow you to scan the planet with just a few Probes and always receive the target bonus , so a planet that requires 2 Probes to scan will take you 1 Probe just to map it, while a system that requires like 7 Probes even with only 3/4 Probes, the module is also already Engineered to the max with the expanded Probe Radius Scanning +40% (+100.0%).
currently my ship allows me to make jumps of 72/73 LY maximum but it can still be improved by reducing the mass by further engineering the ship, I must point out however that by doing so the ship has a hull that is not very resistant and if you make a mistake in descending into the planet and go at high speed the ship is destroyed automatically, also keep in mind the costs of Rebuying the ship which are 4 Million Credits unless you have a bonus of the ship rebuy at 100%, then being a medium-sized ship sometimes I had to wait to dock on a station because the landing pads were all occupied. it is possible however to obtain a jump of 80 LY with the Phantom but in that case the ship will have only a few modules, the mass reduced to the bone and will not have supercruise or even Auto docking , but with the disadvantage that a tiny Fuel Tank will have to be used to minimize the weight of the ship by using modules that have little weight.
The basic ship costs almost 36 Million which then will have to be added to the following costs:
28 Million for the Fuel Scoop
6.5 Million for the Guardian Frame Shift Booster 5H
6 Million for the Frame Shift Dirver (SCO) 5A
4.3 Million for the Power Plant 4A
2 Million for the remaining modules for a total of about 85 Million credits to have everything (without engineering)
rebuy cost of 4 Million. obviously you have to remove the Hardpooints which in an exploration build you don't need them
This build is ideal for those who want to do space exploration and not only even if it has less Jump Range than the Anaconda and Mandalay it still allows you to significantly reduce the jump distance and travels long distances in a short time.
Pros
Long jump distance
possibility to install many more modules than the Diamondback Explorer
Fuel supply via the appropriate stars and fast with Fuel Scoop 6A
In this period, my favorite build of all time, i actually a build for a Type 9 created for trading only.
Is several months im using this build and is perfect to be a interstellar merchant.
the internal component is upgraded by engeneer, but just to jump longer and to have more power supply, in fact with my Type 9, the U.S.S. Midgard, i love also to have Mining sessions, so i need Power!
in this build i do not have shield at all, just a couple of time pirates destroy me with all the cargo.. but it was just because i was distracted due i was whatching Star Trek on tablet meanwhile and i didn't see a pirate attack me.....
instead of these the build is solid and the ship do his job in a way perfect to be a trader and jumping about 20Ly
the hardpoint is almost useless, but i feel better with.. just to be confortable, (so i can watch star trek) i've added automated comuter docking and autocruise.
Yeh i know, is not the better build of the year... but i really love it.. and garantee you in a normal session of trading, even a 30 milion in 1 jump.. that easily become more if you doing thith powers, missions ecc...
The ship is designed to carry as many passengers as possible:
it has a cabin dedicated to VIP passengers, a first class, two business and 3 economy for a total of 92 passengers
it has no weapons or shields so as not to scare the passengers, but it has a defense system in the utility mounts that leave the possibility in case of attack to use chaff and electronic countermeasures to try to escape.
in case of emergency always in the utility there is also the heat sink launcher since during long trips the ship tends to overheat.
the ship is equipped with some scanners including a wake scanner and a detailed surface scanner that are useful when traveling to take data
for fuel there is a small but efficient fuel scoop.
and finally a collector limpet with a minimum of cargo to recover any materials or escape pod.
A fairly simple build for the medium Mamba, but it worked flawlessly during the war. A lot of armor for such a ship and AX missle racks did the job. We also cannot forget about the most important modules, i.e. Caustic Sink Launcher's and Thargoid pulse neutraliser, without which the approach to the titan would not be possible.
My favourite build is of the Krait II as I spent a lot of time engineering it and it makes for a great combat ship. I initially found the base of this outfitting from someone else on the official forum.
So, lets have a look at each section:
The 2 x multicannons are overcharged and the 3 x beam lasers are efficient. The beam lasers are handy for stripping shields and the multicannons for blasting the hull wjen they're down.
Kill Warrant Scanner has the fast scanner modification
Military Grade Composite has the Heavy Duty Armour modification, Power Plant is Armoured, Thrusters have Dirty Drive Tuning, Frame Shift Drive is lightweight, Power Distributer is system focussed so you can keep your shields up for longer.
Prismatic Shields have Thermal Resistant Shields modification, Hull reinforcement is Heavy Duty, Frame Shift Drive Interdictor has expanded FSD arc.
2 Fighters are installed in case 1 of them gets destroyed. I usually have my crew member fly the fighter as I don't trust them with my ship!
The Krait Mk 2 is a versatile pirate ship in Elite Dangerous known for its balance of speed, maneuverability, and firepower:
Combat: Equipped with 3 large and 2 medium hardpoints for weapons like beam lasers or multicannons, ideal for piracy tasks like shield stripping and hull damage.
Pirate Attachments:
Hatch Breaker Limpet Controller for cargo theft.
Frame Shift Drive Interdictor to pull ships out of supercruise.
Cargo Racks for stolen goods, possibly corrosion-resistant for Thargoid encounters.
Fighter Hangar adds combat support, enhancing piracy by providing an extra attack vector.
Utility Its internal compartments allow for diverse configurations, including mining or passenger transport if needed.
Speed and Range With good jump range, it's suitable for quick escapes or long-range piracy operations.
This ship's design makes it a favored choice for me engaging in piracy due to its adaptability and combat capabilities. Tell I get better upgrades I just flee and live to fight another day. 😂😅
So this build is not an original creation of myself, but rather something I found back in my original days of playing Elite Dangerous on Xbox when I first wanted to get into Power Play. It may be somewhat obsolete now, but at the time it was invaulable for me when I took my first steps out into the greater galactic Bubble, and as I've been learning since my return it can still be used as something of a starting point for cargo-focused builds. Besides, I like the silly name. So courtesy of Adeptus Kaze on the official game forums (the original thread still exists here), I present for your consideration: The Political Bandwagon.
It's built out of a Type-6, which isn't terribly expenstive but can still be kitted out with a good amount of cargo space. From there, the name of the game is Laziness, as you'll know if you looked at Kaze's original thread. So the first components to prioritize are the Frameshift Drive, to increase jump range and therefore minimize the number of jumps, a decent-sized fuel tank, to take away the need to figuring out where to stop to top your vessel up, and of course, the Docking Computer, to give yourself one less thing to think about (A modern version of this build probably makes use of SuperCruise Assist as well for Maximum Laziness). Next up is defense. You'll want a strong Shield Generator to keep yourself and your propagandaprecious cargo safe if (when) you get interdicted between the nav beacon and your dropoff point, as well as a basic Chaff Launcher and Point Defense system, for those times when your fellow pilots get extra spicy. The Heat Sink Launch is a different form of defense, keeping you nice and cool even when your Frameshift Jump drops you just a bit too close for comfort to your destination Star . Thrusters you can pretty safely cheap out on for this build, and for the Power Generator & Distributor you want just enough to run the rest of the build. Fill the rest of your slots with Cargo racks and you're good to go. Welcome to the campaign trail!
If you're new and getting into combat, bounty hunting, CZs, and was thinking about which ship to buy. I'd say save up a couple of millions and buy a Vulture. It's a ship where you'll be learning the basics, from to pilot in a fight, engineering, a bit of pips management, and out maneuveur your enemy (she's really good at it). My favorite weapons including double plasma accelerators, double beam lasers or 1x multi-cannon and 1x beam laser.
Pros: very fast and nimble, good shield, good armor, 2x large hardpoints which pack a punch as you can destroy even bigger ships with ease.
Cons: it's a small ship, very combat-oriented which means you mostly won't be using it for anything else outside of combat. Small ship's powerplant with large hardpoints means you'll have to engineer your powerplant at some point if you want to keep upgrading it with engineering and better weapons.
I will list out the module with possible engineering if you have them unlocked.
1. Hardpoints
1x Multi-cannon: size 3, gimballed or fixed up to your taste.
Engineering: short range blaster + corrossive shells. You can get it with Todd "The Blaster" McQuinn, up to grade 5.
1x Beam laser: size 3, gimballed
Engineering: short range blaster + thermal vent. The Dweller can get you up to grade 3.
You will be cold all the time if you can keep up at the back of your enemy. This loadout encourages to learn to orbit and outloop your opponent in combat. Melt down their shield with laser, put 4 pips on wep, then when their shield is off shoot them with both triggers. If you don't have the mats yet for further upgrade, I'd recommend getting at least one dip at the blueprints and get the experiment effects, very crucial to be efficient in combat.
2. Internal modules
Powerplant: grade A. Recommended engineering: Overcharged + Monstered. Marco Qwent can get you to grade 4.
Thrusters: grade A, Dirty tuning + drag drives. Felicity Farseer can get you to grade 3.
Armour: lightweight (default) if you don't want to spend too much credits on armour, if you have some spare credits reactive surface or mirrored can work well. Engineering: Heavy duty + Deep plating.
FSD: grade A, Increased range + deep charge
Life support: grade D, lightweight them when you have the engineer unlocked. I believe that's Bill Turner that requires being friendly with the Alliance Superpower.
Power distributor: grade A. Charge enhanced + super conduits
Sensors: grade D. Lightweight can work.
3. Optional modules
5C bi-weave shield. I've found out as the vulture has a very good hull. You can run a bi-weave, and keep yourself up without shield with your tanky hull meanwhile it's recharging. Remember to put pips on your sys when you're popped, or just keep a distance if you're taking a beating on your hull. Recommended engineering being Thermal resistance + fast charge.
1x 5D Hull Reinforcement Package (HRP). Heavy duty + deep plating if you want to engineer it, else just leave it unengineered.
1x 4D HRP
1x 2D Module Reinforcement Package (MRP). If you have the guardian variation, might as well use it if your power plant is being engineered.
3x 1D HRP
1x 1D MRP
You can fit in an FSD Interdictor if you're feeling it.
4. Utilities
4x 0E shield boosters. You can start A grading them if you've got your powerplant engineered. Engineering recommendation including 2x Heavy Duty + Super cap, 1x Resistance augmented + Super cap, 1x thermal resistance + thermo block.
That's all of it. I hope it has been comprehensive enough. I really recommend the Vulture as a starter ship for combat learning. It costs a bit more than a Viper, yes, but it's a little murder machine, the best small combat ship that we have out here.
Not very creative name but it has everything to fight Titans. The Titan Assassin is ready to defend Sol with a new style and parts I've just installed on him. Imperial Cutter is my favorite choice for combat.
It's equipped with Thargoid Pulse Neutralizer and Caustic Sink Launchers to get through Titan caustic field, Enchanced AX Missile Racks and Nanite Torpedoes to damage the Titan itself. At the top of the weaponry is a Beam Laser with a Thermal Vent experimental effect to keep my ship at low temperatures while fighting Titan to avoid being targeted by the Thargoid vessels.
As I've mentioned in another post, I love trading with my Type-9... but I do it roleplaying, and I do it the hard way; no weapons, no shields, taking up all the available cargo space... and little else.
I know there's nothing special about this configuration I'm showing; there's no engineering, no guardian modules, and no need to rack your brains trying to make the ship balanced... just as much cargo capacity as possible and try to get a ‘good’ jump capacity. I don't need a fuel scoop, because I'll be stopping and refueling at every station I visit. The lightest modules available and the best life support in case of an accident. Some passive defence and heat sinks for when I go overboard on jumps and get a bit burnt. Thats all.
But I think a lot of the beauty is in just that simplicity; anyone, with a handful of credits, can do it... and enjoy the rare commodity trade. !!!!
So my favourite configuration, for my favourite ship with my favourite ship kit, is as follows:
Learn how to stop losing to Thargoids in Elite Dangerous with a Federal Corvette! This anti-xeno build will help you defeat those pesky aliens and protect humanity. Get ready to take on the Thargoids and come out victorious! Are you fed up of being beaten by Thargoids in Elite Dangerous - Have you wondered if the Federal Corvette is for you? This AX Corvette build will cut through Thargoids like a Knife through Butter see the ship in action here :
Ship link: https://s.orbis.zone/qzsc Join this channel to get Some Early Access :
This is my favorite ship because I use this build to fight against the Thargoids. I’m currently trying to improve my ship little by little, but I’m quite satisfied with this build. However, I still want to enhance it even more. It’s my favorite for battles against Thargoids and some pirates.
You should try out a hull tank loadout and a colder powerplant, make a version to fight only at surface port where you can ditch the limpets or scoop to get more HRP. For large ship it's pretty important that you can tank a bit of their hit in exchange for extra damage you can deal. I run a full hull tank build on my Shardconda and almost never have to see a rebuy if I'm doing a surface settlement defense o7
Today I will show you my favorite ship “The Terminator”
It is a “Federal Corvette” equipped for combat especially PvE and maybe also PvP but 1 vs 1.
In PvE it is totally impenetrable. Impossible to lower the prismatic shields. And if you were to lower the shields you would find yourself facing the fully engineered “Hull Reinforcement”.
I am sending a link to the build and images of the ship.
This is the ship that I fly most of the time, ‘UES - Charon’. Charon is the ferryman of Hades, and this ship is indeed, work as a ferryman for me. I used it to travel inside the bubble. It has sufficient jump range, a small cargo capacity, some firepower to fight back hostile NPC. It is capable of completing various missions. And moreover, I really like the looking of Krair Mk2, especially those two large thrusters. I painted it black and bought ship kit for it.