IMPORTANT Basic Ship Guide For New Pilots

Discussion in 'Elite: Dangerous' started by MagnusEffect, Oct 16, 2019.

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  1. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    REMEMBER: Always save enough cash to cover both upgrades AND insurance before purchasing a new ship.

    Starter Ships


    Eagle - The Eagle is really only decent at one thing: combat. Still, don't expect too much from it. While it is by far the most maneuverable ship on this list, its poor firepower and shields makes it only suitable for players just getting started in their combat career. If you like it, consider upgrading to a Viper Mk III or Imperial Eagle later (the latter requires sufficient reputation with the Empire).

    Hauler – The Hauler is not particularly good at anything, however, it does serve well as a starter ship for players specifically interested in trading (hence the name). It is also very good as a personal "taxicab" between far away systems thanks to its above average jump range and super-low cost. When you need to get somewhere fast, cheap, and can't use one of your better ships, the Hauler is your best choice. If you like it, consider upgrading to a Type-6 later.

    Adder - The Adder is the cheapest multirole ship you can afford. It is also the first ship you can buy capable of multi-crew gameplay (ie. more than one player operating functions on a ship). While it's not particularly good at anything compared to other ships on this list, it is a great ship for new players that want to try a little bit of everything Elite Dangerous has to offer. It's a great ship for learning all the mechanics of the game. If you like it, consider upgrading to a Cobra Mk III later.


    Noteworthy Ships For Less Than $7 Million

    Imperial Eagle - This is basically an upgraded Eagle that is available to pilots who are on friendly terms with the Empire. It generally shares improved characteristics of the standard Eagle. While many considered it inferior to the Viper Mk III, if you prefer better maneuverability over speed and firepower, it will suit you well. Like all faction-specific ships, you must have sufficient reputation with its parent faction to purchase.

    Viper MkIII – With a top speed that is matched only by the far more expensive Mamba, the Viper is a dedicated "Boom n' Zoom" fighter if there ever was one. Cheap to field in large numbers, a group of Vipers can take down much larger prey if hit and run tactics are used effectively. Fragile, but not to be underestimated in the hands of a skilled pilot.

    Cobra MkIII – The venerable Cobra III is the first "good" multirole ship you will be able to afford. It doesn't excell at anything, but is good at everything... which is great when you have a lot of different objectives to complete and switching ships or loadouts is inconvenient. It has weaker shielding than the Viper, but additional hull reinforcement and shield bank usage can mostly overcome this issue.

    Viper & Cobra MkIV's – Both of these ships are basically bigger, slower versions of their older siblings. What you get in return for the added mass is additional module slots and slightly better shielding, but not much else. This makes both MkIV's generally better suited as multi-role ships, although they can still perform well in a combat support role (ie. interdicting, scanning, etc). These are more of a "sidegrade" than a pure upgrade from the Mk III's. If focusing on combat, stick with the faster MkIII's until you can afford an Asp or Vulture.

    Type-6 Transporter – The first dedicated cargo transport you can buy, it is a great way to earn money early on if you like trading and transport. However, it is mostly useless in a fight. Because there is always the danger of being interdicted by random hostiles, be sure to invest in addequate defenses and better thrusters ASAP; these will better help you survive long enough to escape.

    Diamondback Explorer – The best dedicated explorer ship in Elite; enjoys a massive jump range that can only be rivaled by a few (very expensive) ships. Can carry everything you need (including a rover) to explore the great beyond. At less than $2 Million to purchase, it is an absolute bargain and a great choice for long distance "grocery" runs. It can also be turned into an effective stealth attack ship and/or smuggler by utilizing silent running, low thermal upgrades, and heat sinks.
    Keelback – The Keelback is basically a Type-6 that can defend itself. Noteably, it is the first ship you can afford that can equip a fighter (don't forget to launch it)! This increase in self-defense comes at the cost of significant cargo space, however, so if you don't want/need the extra protection, the Type-6 is still better at hauling cargo until you can afford something bigger.

    Vulture – An excellent dogfighter (ie. Turn-fighting) for the price. Does roughly half the DPS of a Mamba or FDL, but costs only 1/10th of either to purchase! Even when fully upgraded, it is only 1/4th the cost of a Mamba or FDL. This is the dogfighter of choice until you can afford something better. It is rather slow, but it's a small target to hit and shielding is excellent for its size.
    Asp Explorer – Does more DPS than the Vulture at the cost of being a much bigger target and having weaker effective shielding. More expensive than the Vulture too, but faster and with a huge jump range (almost as good as the Diamondback). If you want a great "jack-of-all-trades" ship, but have less than $25 million to work with, this is a good option. While certainly one of the best multirole ships for the price, it is not the best for dedicated combat. It is still very good in a support role, however.
     
    Last edited: Jan 26, 2021
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  2. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    Noteworthy Advanced Ships

    Imperial Clipper – The Clipper is somewhat similar to the Mamba in terms of handling, but is better as a multirole ship than a dedicated fighter. It is almost as fast as the Mamba, but it does overall less DPS and has shields that aren't much better than the Federal Gunship. Where the Clipper shines is in having a much better jump range and more room for cargo and rovers. Like all multirole ships on this list, it is an expensive choice to use as a dedicated combat ship. As with all large ships, the Clipper can't dock at smaller stations. Like all faction-specific ships, you must have sufficient reputation with its parent faction to purchase.
    Federal Gunship – A middle-tier ship that can carry a fighter, it can do significantly more DPS (with fighter deployed) than the Clipper, FDL, or Mamba at the cost of significantly weaker shielding and the 2nd slowest cruising speed in the game. Also, its poor jump range requires that it be stationed close to its mission target. Its weaker shielding can be partially compensated by liberal use of hull reinforcement upgrades, but be prepared to rely on shield banks often. While its total cost for upgrades is roughly similar to the FDL and Mamba, its starting cost is significantly cheaper than either. Like all faction-specific ships, you must have sufficient reputation with its parent faction to purchase.
    Alliance Challenger - The Challenger is for people that like the general idea of the Federal Gunship, but want something that is not locked behind gaining sufficient reputation for its parent faction. There are some trade-offs, however. For starters, it has one smaller weapon hardpoint and a smaller power distributor, which makes it less suited for general combat (although it does fine in a support role). This might make it sound inferior, but there are some benefits as well: it's cheaper to purchase and fully upgrade, is significantly faster, and has better jump range. Between the Gunship and Challenger, the latter is somewhat better suited for general purpose use.

    Fer-de-Lance (FDL) – Arguably the best “dogfighter” in Elite. Almost identical to Mamba in terms of DPS when using similar weapons; but turns faster and has better shielding. Notably, the FDL's hardpoints can accommodate almost any loadout and are particularly well placed for using railguns (which can boost DPS to rival Anacondas!). While not nearly as fast as the Mamba, the FDL can still outrun most ships. A poor choice for anything other than combat, but in its intended role it is an extremely efficient killer.
    Mamba – The best “Boom n' Zoom” fighter in Elite; this is basically a Viper on steroids. Almost identical to the FDL in terms of DPS; trades some maneuvering and some shielding for much faster top speed than the FDL. Particularly effective when grouped with other Mambas for hit and run tactics. Avoid “turn-fighting” slower, stronger ships for best results. A poor choice for anything other than combat, but in its intended role it is an extremely efficient killer.
    Krait MkII – An excellent multirole ship that can also carry a fighter, it can do significantly more DPS (with fighter deployed) than the Mamba. Slightly faster and almost identical maneuverability compared to the Python, it comes at the cost of some shielding, so be ready to use your shield bank charges often when in combat. In many ways, the Krait can be viewed as a "baby Anaconda", able to perform many of the same jobs to a lesser degree, but also small enough it can dock anywhere. However, while slightly cheaper than the Python to fully upgrade, it is still an expensive choice as a dedicated combat ship.
    Python – Only slightly more DPS than the Mamba, but at the cost of weaker shields (better than the Krait), slower top speed and maneuverability. To offset its shielding, it has ample room for shield banks and hull reinforcement as necessary. It's better as a multirole ship than a dedicated combat ship, able to do many jobs well without changing its loadout. It's also a better option over the Krait if you don't want or can't use a fighter. However, it is also far more expensive to fully upgrade than any previous ship on this list.
    Type-9 Heavy – A very popular heavy transport ship, almost nothing can move more cargo en masse than a Type-9. If "space trucker" is your favorite pastime, this is your best option until you can afford an Imperial Cutter. It is recommended to use docking assist modules with this slow, fat ship until you get some experience with it. It can take a good beating, but should be discouraged from combat use. For additional protection, consider carrying a fighter hangar; these can be used as a disposable distraction against hostiles until you can escape (they are cheap to replace and your can safely abandon them since your crew member pilots it remotely). If heavy combat is expected, consider the Type-10 Defender as an alternative, but know that it sacrifices some potential cargo room for better defenses. As with all large ships, the Type-9 and Type-10 cannot dock at smaller stations.
    "The Big Three"

    Anaconda – The Anaconda excels in almost any role. Although not the slowest ship in space, its lack of speed is its only true shortcoming. It is easily the strongest ship in Elite until you gain access to the Corvette or Cutter, but can still rival them both. It also enjoys a superior jump range compared to the other two which makes it better suited for long distance trips. Has second strongest armor and third strongest shields in Elite. Undoubtedly one of the best multirole ships in Elite. Can carry fighters and/or rovers with room to spare. Can't dock at smaller stations.
    Federal Corvette – The Corvette is a true warship; similar to the Anaconda in terms of handling, but more purpose-built for combat and far less suited for trade or exploration. Hardpoint positions are better optimized to maximize firepower. The Corvette's defenses are roughly on par with the Anaconda, but trades a little armor for stronger shields (a net positive). Compared to the Imperial Cutter, the Corvette is considered the more efficient killer since it has a little better damage output and is only slightly more expensive than the Anaconda. Can't dock at smaller stations. Like all faction-specific ships, you must have sufficient reputation with its parent faction to purchase.
    Imperial Cutter – Lavishly expensive to fully upgrade for combat, the Cutter is much more suited as a multirole ship or as a dedicated trader. It presents a much larger profile and is less maneuverable than both the Corvette and Anaconda, but its absurdly strong shields and high top speed greatly help to keep it out of trouble. These qualities make it a favorite among experienced miners and traders. The Cutter uses the same sized power distributer as a Python, which means it can sometimes struggle to keep up with Corvettes in terms of raw damage output, however, its firepower is still sufficient for most situations. Can't dock at smaller stations. Like all faction-specific ships, you must have sufficient reputation with its parent faction to purchase.
     
    Last edited: Jan 22, 2021
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