Cobra Mk III

The Cobra Mk III is a multi-role ship, capable on both small scale trading and combat applications. With 4 weapon hardpoints and 2 utility mounts, you can put together a well armed and resilient ship. As it can be used in both combat and trading, you can purchase the upgrades for stronger bulkheads and a few other support upgrades.

Cost:
279,718 CR

Hardpoints:
2x Utility Mount[s]
2x Small Hardpoint[s]
2x Medium Hardpoint[s]

Internals:
3 x Size 2 Internal compartment[s]
3 x Size 3 Internal compartment[s]

Fuel Store (Default):
Fuel Capacity: 16

Internal Compartments (Default):
Shield Generator
Cargo Rack Capacity 8
Cargo Rack Capacity 8
Basic Discovery Scanner

Checked: Beta 3.03

Cobra MkIII Ship Configurations

I have found when playing the game so far, the lasers are quite energy intensive. So, I have opted for only 2 lasers with an additional 2 energy-free multicannons. Initially, I tried just 2x class 2 beams and 2x class2 pulse lasers, but even with power systems diverted to weapons, they didn’t last more than 1 second firing.

So, my build is currently:

Class 4: class 4 fixed multicannon
Class 4: class 4 fixed multicannon
Class 2: class 2 fixed beam laser
Class 2: class 2 fixed beam laser
Utility: Heat sink launcher
Utility: Point defence turret
Bulkheads: Lightweight (need upgrading!)
Support: Auto field-maintenance unit

The weapons are split into:

Primary: class 2 fixed multicannon
Primary: class 2 fixed multicannon
Secondary: class 1 fixed beam laser
Secondary: class 1 fixed beam laser

I tried mixing up the weapons in firegroups, but hat didn’t work.. Multicannon projectiles are slower to travel than beams and therefore you have a reticle provided to shoot where the target is heading. So, mixing the immediate lasers with multicannons on the same shot makes no sense. I did find though that lasers would good for hassling npc’s enough for them to fly directly at you, where you can fire both weapon types and put down some high damage.

Cobra MkIII Ship Configurations

Leave a Reply