The Complete Fighter Guide

Nicou   0   Fighter 9 April 2018

This post is also available in: Français (French)

First published on the 7th of April, 2018

This role will require some “Skill” to master: the Elite: Dangerous – Fighter. Vanquish your enemies, steal their goods or rather protect your allies? This guide is for you.

This will be useful to all fighters, bounty hunters, guardians, or else if you like to PEW PEW or DAKKA DAKKA 😉

Other guides : Explorer | Miner | Trader | Pirate



The role: Fighter

First of all, note that the tips that will follow are my own ways to play.

As a fighter, your roles can be multiple and your intentions different. Are you a mercenary making contracts in conflict / war zones or hunting bounties? An assassin looking for a dangerous fugitive? A guard, protecting traders? A pirate stealing from the weakest? A veteran fighter for your Powerplay Power?

You have to know that everything is possible. There are no key builds: only your ship’s abilities, your pilot skills and your way of playing the game.

▲ There are various combat methods:

  • Stealth – without shields and in silent mode, very light and small craft, nimble, powerful and quick weapons
    • Quick attack, try not to be hit. This gameplay is difficult and requires a suitable vessel generating little heat.
    • Ex: Diamondback Scout or Eagle MkII. Primarily for Bounty hunting and easy targets, generally used in PvP.
  • Fighter – Large Shields, maneuverable, Energy Weapons
    • A technique based on shields and a self-sufficiency in combat. No need to land for ammo between battles.
    • Ex: Python or a Vulture. Mainly for Powerplay or conflict zones.
  • Tank – Standard Shields, Heavy Vessel and Very High Armor, Mixed Weapons, Turrets
    • You’re so tough your opponent might abandon: that’s a win. Hull/modules reinforcements and a Repairing module are really important here.
    • Ex: Federal Gunship or an Anaconda. Mainly for long battles like the conflict zones.
  • Hunter – bi-weave shields, light craft, nimble, mixed weapons
    • A balanced and versatile technique.
    • Ex: Viper or Imperial Courier. Mainly for bounty hunting and assassinations.


▲ These methods are used by different pilots roles:

  • Pirates: They mainly attack the traders ships to steal their commodities and sell them to the black markets. You have to be precise to quickly recover the commodities before the police arrive. To do this, you have to attack the target’s cargo hold with your weapons or cargo hatch breaker limpets … or simply demand your target some of their resources.
  • Mercenaries: They perform combat missions to help the factions, for example in conflict zones. Mercenaries can be loyal to a faction or perform all the missions, regardless of factions.
  • Assassins: They hunt down and destroy dangerous fugitives (alone or in squads) to claim their bounties. This can be considered as a mix of mercenaries and bounty hunters. More risks, more rewards.
  • Bounty Hunters: No missions for these roles, players go directly into space, beacons, resource extraction sites, … in short all the places where possible targets could be found. They scan their targets from afar before destroying them in order to claim the bounties.
  • Guardians: What I call Guardians are the representatives of Powers. They play in Powerplay and must outfit their ships to fight over a long period. They can protect their systems of jump far to attack other Powers.



Ships and Modules

Any ship can fight and fulfill all the fighters roles… but some are more advantaged than others. Let’s see what Elite: Dangerous offers to get the most out of the ships in combat.

There is not perfect build I could provide you with, it really depends of your credits, skills, and gameplay.

Here’s how to choose and equip your ship:

  1. Count your credits assets. A battleship costs two to three times its base price for medium equipment. A full-fit outfit can go from seven to more than ten times the price of the ship alone! For example a top equipped Eagle MkII can reach 2 million credits.
  2. What will be the use of your ship: Missions? Assassination? Powerplay? Conflict Zones? Bounty Hunting in extraction zones, beacons, interdictions? Piracy? Player vs. Player?
  3. Role and use determined, choose your ship via the list below, sorted by price.
  4. Equip it according to your role. Do not be afraid to test out modules.
  5. If ever, I would be happy to help you build a suitable ship for you, tell me the above information in the comments.
Siderwinder MkI
Eagle MkII
Imperial Eagle
Viper MkIII
Cobra MkIII
Viper MkIV
Diamondback Scout
Imperial Courier
Asp Scout
Federal Dropship
Alliance Chieftain
Federal Assault
Imperial Clipper
Federal Gunship
Fer de Lance
Type 10 Defender
Federal Corvette
Imperial Cutter


Suggested modules according to roles:

In red, the mandatory modules for your roles.

  • Pirate: FSD Interdictor, Manifest Cargo Scanner, Kill Warrant Scanner, Wake Scanner, Chaff, Heatsink, limpets Collector and/or hatch breaker
  • Mercenary: Shields Boosters (if not stealth), Chaff, Heatsink (if stealth), Hull reinforcements
  • Assassin: FSD Interdictor, Kill Warrant Scanner, Shields Boosters (if not stealth), Chaff, Heatsink (if stealth), Point Defence
  • Bounty Hunter: Interdicteur de saut, Kill Warrant Scanner, Wake Scanner, Chaff, Heatsink Shields Boosters (if not stealth), Chaff, Hull reinforcements
  • Guardian: FSD Interdictor, Shields Boosters, Chaff, Heatsink, Countermeasures ECM, Fuel Scoop, Hull reinforcements

If you can’t afford a A rated module, buy a C rated one as it is balanced “Power/Mass/Power Drawing/Integrity”. The D rated modules are very light and unfortunately very fragile, while the A rated ones are sturdy, powerful and very expensive.

► Equip your ship for a given task and role! ◄

Testing your outfit



About Fighting

Offensive and defensive modules are available in game. We will discuss their uses in detail in order for you to best equip your ship according to your gameplay.

→ Learn more about the Shield Generators.
Learn more about the Damage in Elite: Dangerous

Details of damage calculations and armor penetrations



These are your hardpoints, allowing you to deal damage to your enemies. There are three categories:

  1. Fixed // Straight shots, efficient on very nimble ships, great damage
  2. Gimballed // Guided shots, help shooting sub-modules and maintaining aim, normal damage
  3. Turrets // 360° shots, reduced damage

I will not discuss about Powerplay or Guardians weapons in this guide.

▲ Thermal Weapons

  • checklist Thermal weapons don’t need ammunition or reloading time. Thermal damage.
  • badlist It consumes a lot of power from your Generator.
  • Pulse laser
    • Ammo / per clip: ø
    • Against Shields: 0 1 2 3 [4] 5 6
    • Against Hull: 0 1 2 [3] 4 5 6
    • Power Draw: 0 1 2 [3] 4 5 6
    • Heat Generation: 0 1 [2] 3 4 5 6
    • Notes: It is possible to maintain the Pulse laser during a long time as it doesn’t draw a lot of energy from your distributor. The penetration score is interesting and you get a great deal of damage against shields and hull.
  • Burst laser
    • Ammo / per clip: ø
    • Against Shields: 0 1 2 3 4 [5] 6
    • Against Hull: 0 1 2 3 [4] 5 6
    • Power Draw: 0 1 [2 3] 4 5 6
    • Heat Generation: 0 1 [2 3] 4 5 6
    • Notes: Between the Pulse and the Beam, the Burst laser is an excellent weapon to eat hull and shield if you can afford to hit with the three round burst and if you have enough power.
  • Beam laser
    • Ammo / per clip: ø
    • Against Shields: 0 1 2 3 4 5 [6]
    • Against Hull: 0 1 2 [3] 4 5 6
    • Power Draw: 0 1 [2] 3 4 5 6, depends how long you fire. You will have to maintain the beam, it will cost a lot of power.
    • Heat Generation: 0 1 2 3 [4] 5 6
    • Notes: Very powerful against shields, you can also completly melt small ships with this. It generates a lot of Heat and you will need a lot of capacity and regeneration in your power distributor. It doesn’t penetrate well, it is more to spread heat and kill shields.


▲ Balistic weapons

  • checklist The balistic weapons doesn’t draw that much power. Kinetic or Explosive damage.
  • badlist  They have limited ammunition and ammo per clip, they need to be reloaded.
  • Multicannons
    • Ammo / per clip: 2 100 / 90
    • Against Shields: 0 [1] 2 3 4 5 6
    • Against Hull: 0 1 2 3 4 [5] 6
    • Power Draw: 0 [1] 2 3 4 5 6
    • Heat Generation: 0 [1] 2 3 4 5 6
    • Notes: Efficient against the hull and great at aiming given sub-modules. It’s almost useless against shields, but it costs quite nothing from your Power generator.
  • Fragment cannon
    • Ammo / per clip: 90 / 3
    • Against Shields: 0 1 2 3 [4] 5 6
    • Against Hull: 0 1 2 3 4 [5] 6
    • Power Draw: 0 [1 2] 3 4 5 6
    • Heat Generation: 0 [1] 2 3 4 5 6
    • Notes: Really dependent from your attack angle, it can cause massive damage to multiple modules and hull. You will have to be close to your target. Very good against the hull of small and medium ships, great against shields.
  • Cannon
    • Ammo / per clip: 100 / 5
    • Against Shields: 0 [1] 2 3 4 5 6
    • Against Hull: 0 1 2 3 4 5 [6]
    • Power Draw: 0 [1 2] 3 4 5 6
    • Heat Generation: 0 [1] 2 3 4 5 6
    • Notes: Excellent penetration, it is used to snipe down given modules. The shell are slow so you need to prepare your shots.
  • Missile rack (Explosive)

    • Ammo / per clip: 16 / 8 or 24 / 12 rockets || 6 / 12 or 6 / 18 guided
    • Against Shields: 0 1 2 [3] 4 5 6
    • Against Hull: 0 1 2 3 [4] 5 6
    • Power Draw: 0 1 [2] 3 4 5 6
    • Heat Generation: 0 1 2 [3] 4 5 6
    • Notes: There are two sorts of Missiles racks: Seekers and Dumbfire for guided or rockets-style. Large explosive damage in a sphere and can damage multiple modules. Useless against shields. Be careful about Point Defence and Countermeasures, they will destroy or destabilize them.
  • Torpedo pylon (Explosive)

    • Ammo / per clip: 1 or 2 maximum
    • Against Shields: 0 1 [2] 3 4 5 6
    • Against Hull: 0 1 2 3 4 5 [6]
    • Power Draw: 0 1 [2] 3 4 5 6
    • Heat Generation: 0 1 2 [3] 4 5 6
    • Notes: Increased penetration, speed, damage. Focus a submodule like the generator, it will cause massive damage! Be careful about Point Defence and Countermeasures, they will destroy or destabilize them during a short time before it acquires lock again.
  • Mines launcher (Explosive)

    • Ammo / per clip C1 || C2 : 36 / 1 || 3 / 72
    • Against Shields: 0 [1] 2 3 4 5 6
    • Against Hull: 0 1 2 [3] 4 5 6
    • Power Draw: 0 [1] 2 3 4 5 6
    • Heat Generation: 0 [1] 2 3 4 5 6
    • Notes: This is not played a lot, it depends your gameplay if you use a very fast ship Fire & Forget to create clusters of bombs. Be careful, you can also take their damage.


▲ Hybrid weapons

  • checklist The hybrids weapons draw a LOT of power. Thermal, Kinetic and Absolute damage.
  • badlist It needs to be reloaded quite often.
  • Railgun
    • Ammo / per clip: 90 / 1
    • Against Shields: 0 1 2 3 4 [5] 6
    • Against Hull: 0 1 2 3 4 [5] 6
    • Power Draw: 0 1 [2 3] 4 5 6
    • Heat Generation: 0 1 2 [3] 4 5 6
    • Notes: Size 1 or 2 only however their damage/penetration counts as a size n+1 for the statistics. Gigantic armor penetration, you can literally penetratres through internal modules with well placed shots.
  • Plasma accelerator
    • Ammo / per clip: 100 / 5
    • Against Shields: 0 1 2 3 4 5 [6]
    • Against Hull: 0 1 2 3 4 [5] 6
    • Power Draw: 0 1 2 3 4 [5] 6
    • Heat Generation: 0 1 2 3 [4] 5 6
    • Notes: The most powerful weapon (besides new Guardians weapons), exists in size 2 and 4. Its power comes from great responsibilities its absolute damage, ignoring ships’ resistances.




Utility modules to further specialize or defend your ship.

  • Chaff launcher
    • Greatly disturbs gimballed weapons during the temporary chaff.
  • Electronic countermeasure
    • Misunderstood, they are quite easy to use actually. You can destabilize missiles and torpedoes shot against you on a given range. Everything around you is hit! Charge it, release it.
  • Heat sink
    • Used to absorb your ship’s current heat. It helps disturbing gimballed weapons and keeping your profile hidden from the radar.
  • Point defense
    • Efficient against mines, torpedoes and missiles if they aren’t in great numbers. It automatically shoots them down.


Also count as Utility modules

  • Cargo Manifest scanner
    • Used to discover the contents of a target’s cargo ship. Often used by pirates. If the target holds illegal commodities, they will be flagged as Wanted. The targets are always alerted when scanned.
  • Frame Shift wake scanner
    • Used to calculate the jump coordinates of a ship using the wakes left behind when jumping. It is used to hunt down targets. Often used by pirates.
  • Kill Warrant Scanner
    • Display all bounties on a given ship.
  • Shield Booster

    • Used to passively enhance the power of your shields for a fixed rate of energy when activated.



Outfitting Build Examples

There are various combos to achieve with your modules and hardpoints to give your ship its proper gameplay. For example:

  • [Hunter] Python Plasma Accelerator C3 x3 + Pulse Laser Gimballed C2 x2 + standard shields
    • We focus on well placed Plasma shots, the Pulses are mainly used to help keeping the DPS high. With a standard Python, it might be hard to increase its shields very high due to the Plasma Accelerator drawing a lot of power.
  • [Stealth] Diamondback Scout – Railgun C2 x2 + Railgun C1 x2 + hull (no shields)
    • Fast hunter striking with precision. However this generates a lot of heat, that is why kinetic weapons are mostly used for Stealth builds. It all depends your gameplay
  • [Fighter] Fer de Lance – Gimballed Cannons C4 x1 + Burst Laser C2 x4 + Bi-weave shields
    • Mainly focused on the gusty attack thanks to the extreme mobility of the FdL coupled with a cannon shot whenever possible.
  • [Hunter] Viper MkIII – Multicannons C2 x2 + Beam Laser C1 x2 + Bi-weave shields
    • The Viper has little energy available, even with a great Power Generator. Aligning 2 Beam Laser C1 and 2 Multicanons C2 will make it a killing machine.
  • [Tank] Gunship – Gimballed Beam Laser C3 x1 + Turreted Multicannons C2 x4 + Gimballed Burst Laser C1 x2 + hull
    • The Gunship lacks speed but excels in its own way. He is a slow but formidable killer, and you got a Fighter with you.
  • [Fighter] Vulture – Fixed Beam Laser C3 x1 + Fixed Burst Laser C3 x1 + Bi-weave shields
    • Very nimble, sturdy, self-sufficient but has a small power plant: its only weak point. Some players prefer the dual use of Pulse Laser (C3 x2)

Generally, try to pair an effective weapon against the hull and an effective weapon against the shields; for example a cannon/multicannon + a laser beam.


Different Gameplay Types

Like I explained earlier, there are different gameplay types. Let’s dive in a little bit more, shall we?

→ Don’t forget that since 2.1, you can add Special Effects to your weapons and now to your modules since 3.0. Thanks Mrs and Mr Engineers!

→ The Engineers allow you to even more customize your ship to reach the desired gameplay.

Collect the Crafting Materials

Summary of some gameplay types :

These are only four common examples, you could play as a Support regenerating your teammates’ shields, a sniper with long distance railguns, a huge battery of missiles/torpedoes/rockets/pack-hound, a versatile ship, an impaler with a great mass ramming targets, … the choice is yours, and the limit is your imagination.



By far, the most complicated of all as you will need to use Silent Running while not frying your ship and your pilot down, flying with Fly Assist Off, aiming at your target… yup, you need to master your art!

Going Silent Running will close your heat vents allowing for the heat dissipation from your ship. The sensors, scanners and gimballed/turreted weapons will loose track of you, you will go off radar. The heat from your ship will increase as time goes, and it will increase even faster if you use modules and weapons until your re-open your heat vents. Stealth players need to use multiple Heatsinks.

This stealth is ineffective if you are within 300 meters of your enemy with a small ship (Ex: Diamondback Scout). It will take 550 meters for a ship as wide as a Python. From these distances, there are two variables:

  • The attacker targeted you when you went into silent mode: After 7 seconds, he will lose your signature on the radar (300/550 meters)
  • The attacker did not target you when you went into silent mode: You become immediately invisible on the radar (300/550 meters)

Play well away from your opponents, between 500 meters and 1.5 kilometers at the most.

Switching to silent mode cancels your shields, which is why stealth hunters do not use shields. You will need to count on a good armour and a very agile ship. Exercise your FA off by maneuvering around an asteroid or a friend of yours. Use your side and vertical thrusters!

|| Example: Diamondback Explorer VS Python (beginner) ||


|| Example: Diamondback Scout VS Imperial Clipper ||

Summary of gameplay



Fighters are hunters based with excellent shields and their great firepower to get the enemies down before losing their shields or too much hull. They are quite nimble and are designed to fight for a long time without the need to reload or get ammunition on a station. Energy weapons are therefore their favourite, but mixtures can exist.

The engagement distance of your enemies is something you must know so you don’t get outturned in melee (<500m) or inefficient at long range (>2km). Lasers are more effective when they are close. From 3 km you can hit your target but from 1.5 km the damage will become much heavier on your target. Try not to get too closed as I said, especially if your enemies are small because they will surely be more agile than you and you will not have a great angle to fire at them.

Learn how to properly manage your thrusters and FA off. That’s an excellent offensive and defensive bonus. Some ships like the Fer de Lance are excellent at 50% speed in a fight most of the time, others like the Federal Assault Ships are better if they boost quite often to help with their masses. Of course… don’t overheat!

|| Example: Fer de Lance or Vulture. Powerplay or even conflict zones ||

Summary of gameplay


Raw Tank

There are not many tanks in-game as this usually requires a team to coordinate. Your role will be to be a bait, a threatening bait with no shields. You will attract the enemies, but what a chance, you’re deeply packed with resistances, hull and modules reinforcements. The enemies will have a tough time killing you or understanding that you should not be the priority target, thus losing time during the fight.

Great shields / bi-weave, are interesting, but what you are looking for is mainly in the structure of your ship. You could do both, it all depends your gameplay, for example my might Anaconda is a heavy tank with excellent shields, modules, resistances, 2 fighters, turrets, fixed, gimballed, … well yeah ok it’s a complete Anaconda. You need deep armour plates, which will reduce your maneuverability. Class A modules are therefore to be expected, especially for the power plant because if you loose your power, you’re out.

Do not be afraid to ram your target. The tanks have a very strong armor and a heavy ship absorbing damage without problem. The Federal Gunship has excellent engines which allows it to turn around very quickly if it keeps its speed within the maneuverability limit (blue zone).

Keep in mind that you will be very unwieldy at high speed and that you will not be able to run after a target. If it disengages you, you are unlikely to catch up. So take your time, walk around at a good speed and enjoy the show by shooting at will.

|| Example: Federal Gunship or Imperial Clipper. Long combats and conflict zones ||

Summary of gameplay



Hunters represent the standard attack ships. These are specialized in maneuvrability in order to out-turn their opponents and weaken them constantly.

Their strength lies in their dodging capabilities, a single mistake could be fatal. If you find yourself in front of enemy cannons, I do not give much of your skin.

You will need the thrusters to be Top tiers and a great Power plant / Distributor to continuously shoot at your enemy. bi-weave shields are useful, but if they collapse, be sure to switch to silent mode so you do not take too much damage. Stay mostly in the blind spots of your targets; ie behind or where there are no weapons.

Master Fly Assist Off so you can reverse very quickly or perform translations to keep your enemy in front of you while you move. Here are the keys to an effective hunter.

|| Example: Viper or Imperial Courier. Bounty Hunting and assassinations ||

Summary of gameplay


Power Management

The Power Plant is the core module, your ship’s heart. It provides the energy needed to power your modules. The latter has a number of “health points” represented by a percentage, in the module panel, on the right. The lower the percentage, the lower the energy it generates. The danger becomes critical at 0% life: the energy generated will be 50% of the base value. There is also a small chance your ship will explode when the Powerplant is at 0% while your foe keep damaging it. Weapons with a high penetration value are very effective in destroying internal modules; The Power Plant is one of them.

If a module fails to work, a solution is to Repair/reboot. This process completely shut off your ship in order to try a reboot on some modules experiencing issues. You will find this option in the right-hand menu, last tab, at the bottom of the list.

Even with a reboot, it is still extremely important to manage your power, so you don’t experience any loss of power.

Management tips:

  • Priority 5: Non-vital // Everything you do not need in standard flight
    • Fuel Scoop, Interdictor, Cargo if you are a fighter.
    • If your weapons are not deployed, they do not draw energy: you can therefore exceed your maximum energy available! Priority 5 modules will then deactivate if you deploy your weapons.
  • Priority 4: Non-fight-essential and shields // First defenses

    • The different Scanners, FSD if you are very fast (>450 m/s), Drones Modules, Repair System, Shields/Boosters/Cells.
    • If you have taken that much damage to the Power Plant, your shields might already be broken or even destroyed, so you do not need to supply them. Same goes to the boosters and cells.
  • Priority 3: Defensive modules // Last rampart before 50% energy

    • Chaffs, Heat Sinks, Anti-Missile Turrets, Fighter Hangar, a weapon requiring a lot of energy.
    • If you are at this point, you will probably already have used your Chaffs and Heat Sinks ammo: let’s disable them. A weapon like a Plasma Accelerator or a Beam Laser draws a lot of energy from your PP, it falls under priority 3.
  • Priority 2: Combat Essentials // Last Chance

    • Some Weapons, Power Distributor, 1 Anti-Missile Turret and 1 Chaff if you have multiple.
    • If you can get your Fighter Hangar in there, perfect! It is a big threat to your foes and are both defensive and offensive: your last chance to kill your enemies, if your hull still holds.
  • Priority 1: Essentials // Under 50% energy, fleeing

    • Your Thrusters, Life Support, Sensors and FSD if it is not priority 4. The FSD is essential here if you have a relatively slow ship (<300 m/s).
    • It’s time to flee with your high speed or by jumping to another system. Depending on your amount of energy, put as many important modules below 50%.

Pour vous mettre dans le bain, essayez de désactiver tous vos modules sauf les priorité 1. Vous devez normalement consommer la moitié de votre énergie maximum. Si oui, bravo, vous maîtrisez la gestion d’énergie de votre vaisseau ! Paufinez bien les priorités, que tout ne se désactive pas en même temps.



Tips and tricks

1) Target a subsystem when you attack. I see too many players targeting only the enemy ship. For maximum efficiency, aim for the default Power plant. If you only want to stop your enemy, you are free to choose the thrusters or the FSD for example.

2) Do you have Gimballed Weapons and your opponent uses Chaff to hide its thermal signature? Stop targeting him. Your weapons will automatically become Fixed and you will be able to continue shooting at it before resuming targeting. Note that you will need to select the subsystem again.

3) Fed up with receiving missiles at your ship? Think about equipping Point Defenses and placing them to the right and left of your ship, or below and above. If you have a big ship, a Electronic countermeasures module also does the trick.

4) The current meta favours weapons quickly draining enemy shields (railgun and plasma) and modules bringing a huge amount of Mj to your shields. When you see a blue line going from front to back on the enemy ship, that means it recharges them! You can reduce the amount of recharged shields with a Railgun mod called Feedback Cascade. We’re starting to see a enw metal focusing directly your Power plant through your shields → Equip Modules Reinforcements and a module to repair the latter.

5) During Interdictions:

→ If you are the attacker do not exceed 75% of speed. You are looking for control. Once the enemy is interdicted, no more than 50% speed and NO boost! Search your enemy calmly with full points in the engines and shields. Once the enemy is engaged, go into attack mode and re-distribute your energy for that (engines and weapons).

→ If you are the defender, go for 100% speed. You seek to escape. If you do not want to fight, you can play the mini Interdiction game and get out of here, but if you feel you will not be able to counter the interdiction by playing the mini-game, cut your engines to 0; your FSD will recharge much faster than if you loose the mini-game. Then boost and fly away. If you want to engage the fight, cut your engines directly and once out of hyper-space, look for your enemy calmly with full points in the engines and shields. Once the enemy is engaged, go into attack mode and re-distribute your energy for that (engines and weapons).

6) Always deactivate your cargo in the list of your modules to save energy and better dissipate heat; unless you are a pirate and have cargo items.

7) The weapons you will use continuously will most of the time have to be on the top of your ship; the “secondary” weapons below. Why ? Just because the weapons on the top will have more often a view of your enemy, while those underneath will cause you to lift even more the nose of your ship to shoot. The very agile ships such as the Viper or the Eagle have however their best weapons below, it’s their gameplay as they can quickly face the enemy and move as they see fit.

8) When you scan ships with scanners (cargo, bounty, …), and suddenly your target comes out of your field of view, hold the scan! Thus it will slowly decrease until your target returns to the line of sight. If you let go of the scan, it will go back to zero.

9) Learn how to manage your SYS ENG WEP energy. This represents the amount of energy you allocate to your Systems (shields strength, shields speed recharge, systems, …), your Thrusters (speed, thrust, boost, …) and your Weapons to shoot during a longer time. There is no point in putting all the points in the bars each time. You need to know the needs of your ship.

On 6 available points, I use for example a 4ENG + 2WEP on my Stealthed Diamondback Scout, a 3ENG + 3WEP on my Python or a 3SYS + 1ENG + 2WEP on my tank ship. All of these configuration change depending on if I’m under fire, if I need more speed or shields strength. Basically, if you’re fired at, your should always have 4SYS.

10) Remember that the blue zone of your speed is the area where maneuverability is the best. It manages your speed forward AND backward as well.

11) Pirates, are you looking for a black market close to you? Enter your current system and Spytec will indicate your destination.

12) You can repair your cockpit / canopy with a repair module.



Any comments or tips on this fighter’s guide? Do not hesitate to share them with us.

Thanks to the players who provided us with some pictures of their ships!


À propos de Nicou

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