Elite Dangerous

Elite Dangerous

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Advanced Combat (Weakspots)
By Devilish Dave
Are you just jousting your opponent?
Taking turns to shoot each other whenever you have them in your line of sight?
Do you know your own ship's vulnerable spots?
How about your enemy's?

This guide discusses combat at a more advanced level.
To utilize the information in this guide, it might be helpful, to become familiar with flying without Flight Assist turned on.
   
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Introduction


Where you shoot an enemy ship does matter due to subsystem targeting and ship geometry. Hitting critical modules (e.g., power plant, thrusters) can disable or destroy a ship faster than reducing hull integrity to 0%.

Ship design affects vulnerabilities, such as exposed canopies or thrusters, and defensive strategies depend on positioning and build.

I will do my best to explain everything that is needed to become an outstanding pilot during combat.
Why Weakspots Matter
  • Subsystem Targeting: Modules like the power plant (destruction causes explosion), thrusters (disables mobility), FSD (prevents escape), or canopy (causes depressurization) can be targeted via the subsystems menu. These are more efficient than hull damage.
  • Armor and Hardness: Ships have a hardness value (e.g., Sidewinder: 20, Corvette: 70). Weapons with lower piercing than hardness deal reduced damage (e.g., a 20-piercing pulse laser does ~30% damage to an Anaconda’s 65 hardness).
  • Ship Geometry: Exposed modules (e.g., Chieftain’s thrusters, Viper’s canopy) are easier to hit from specific angles, varying by ship.
  • Damage Types: Thermal (lasers) excels vs. shields, kinetic (multicannons) vs. hulls/modules, explosive (missiles) vs. external modules.
  • Chaff: Disrupts gimballed/turreted weapons, making fixed weapons or precise aiming critical.
General Strategy
  • Attack: Use the subsystems menu to target power plants or thrusters. High-piercing weapons (e.g., railguns, plasma accelerators) are ideal for modules.
  • Positioning: Stay behind or above/below enemies to avoid their weapons and hit vulnerable modules (e.g., rear thrusters).
  • Defense: Protect weak points (canopy, thrusters) by keeping them out of enemy' line of sight using lateral/vertical thrusters or flight assist off (FA-off).
  • Build: Engineer weapons for piercing (Focused) and hulls for resistance (Heavy Duty) to counter vulnerabilities.
Ship-Specific Combat Table
Below is a table of all 42 playable ships. It details vulnerable areas and defensive strategies based on module placement and ship design.

Ship
Vulnerable Side/Area
Defensive Side/Strategy
Adder
Canopy (front): Exposed canopy is easy to breach. Low hardness (25).
Maneuverability: Use decent pitch/roll to avoid frontal hits. Keep enemies behind or below.
Alliance Challenger
Thrusters (rear): Exposed thrusters are prime targets. Canopy (front) also vulnerable. Hardness (50).
Hull Tank: High hull integrity; use reinforcements and Heavy Duty engineering. Stay above enemies.
Alliance Chieftain
Thrusters and Canopy (rear/front): Exposed thrusters and canopy are weak points. Hardness (55).
Agility: High maneuverability; use vertical thrusters to stay out of enemy's line of sight.
Alliance Crusader
Thrusters (rear): Exposed like other Alliance ships. Moderate hardness (50).
SLF: Deploy ship-launched fighter to distract. Use hull reinforcements and kite enemies.
Anaconda
Thrusters (rear): Large rear profile exposes thrusters. High hardness (65).
Firepower: Use 8 hardpoints to face-tank. Keep distance to avoid module targeting.
Asp Explorer
Canopy and Wings (front/sides): Exposed canopy; wide profile exposes modules. Hardness (45).
Jump Range: Use long range to escape. Equip shields and avoid close combat.
Asp Scout
Canopy (front): Exposed canopy; weaker hull than Asp Explorer. Hardness (40).
Agility: Moderate maneuverability; keep enemies behind to protect canopy.
Beluga Liner
Large Profile (sides): Massive size exposes modules. Hardness (60).
Shields: Equip prismatic shields and boosters. Stay at range or near allies.
Cobra Mk III
Canopy and Hull (front/sides): Exposed canopy; weak hull without reinforcements. Hardness (35).
Versatility: Use speed and agility to kite. Equip bi-weave shields for regen.
Cobra Mk IV
Canopy (front): Similar to Mk III but slower, making canopy easier to hit. Hardness (35).
Firepower: Use extra hardpoints to engage frontally. Avoid broadside exposure.
Cobra Mk V
Canopy (front): Exposed canopy; moderate hull. Hardness (35).
Speed and Versatility: High speed (294 m/s base); use agility and three medium hardpoints to stay behind enemies.
Corsair
Canopy and Sides (front/sides): Moderate canopy exposure; large profile exposes modules. Hardness (50).
Multi-Role: Use 6 hardpoints (3 medium, 3 large) and high speed (288 m/s base) to kite or engage frontally. Equip strong shields.
Diamondback Explorer
Canopy (front): Small but exposed canopy. Hardness (40).
Maneuverability: Good pitch/roll; stay mobile to avoid frontal hits.
Diamondback Scout
Canopy and Thrusters (front/rear): Exposed modules; fragile hull. Hardness (35).
Speed: High speed (330 m/s base); kite enemies and keep them behind.
Dolphin
Canopy (front): Exposed canopy; weak hull for combat. Hardness (40).
Shields: Equip strong shields and escape with decent speed.
Eagle Mk II
Canopy and Thrusters (front/rear): Fragile canopy and thrusters. Low hardness (28).
Agility: High pitch/roll; use FA-off to dodge and stay above enemies.
Federal Assault Ship
Canopy (front): Exposed canopy; moderate hull. Hardness (60).
Maneuverability: Use high agility to keep enemies in front. Equip hull reinforcements.
Federal Corvette
Canopy and Sides (front/sides): Large canopy; broad sides expose modules. Hardness (70).
Firepower: Use two huge hardpoints and 8 utility slots for shields. Face enemies head-on.
Federal Dropship
Sides: Large profile exposes modules; slow turn rate. Hardness (60).
Hull Tank: Equip military hull and reinforcements. Stay near allies.
Federal Gunship
Sides and Thrusters (rear): Large profile; exposed thrusters. Hardness (60).
SLF: Use fighter to distract. Equip strong shields and engage frontally.
Fer-de-Lance
Hull (sides): Squishy hull without engineering; medium size is targetable. Hardness (60).
Frontal Assault: Use huge hardpoint and agility to keep enemies in front.
Hauler
Canopy (front): Very exposed canopy; fragile hull. Low hardness (20).
Escape: Use small size and decent speed to flee. Avoid combat.
Imperial Clipper
Wings and Thrusters (sides/rear): Large wings expose modules; thrusters vulnerable. Hardness (50).
Speed: High speed (370 m/s base); kite enemies and avoid broadside hits.
Imperial Courier
Canopy (front): Small but exposed canopy. Hardness (35).
Agility and Shields: High maneuverability and strong shields; stay mobile.
Imperial Cutter
Large Profile (sides): Massive size exposes modules; slow turns. Hardness (70).
Shields: Use prismatic shields and 8 utility slots. Stay at range.
Imperial Eagle
Canopy and Thrusters (front/rear): Exposed modules; fragile hull. Hardness (30).
Speed: High speed (400 m/s base); kite and stay behind enemies.
Keelback
Canopy and Thrusters (front/rear): Exposed modules; weak hull. Hardness (45).
SLF: Use fighter to distract. Equip shields and avoid close combat.
Krait Mk II
Thrusters (rear): Exposed thrusters; moderate hardness (55).
SLF and Shields: Deploy fighter; use prismatic shields and kite at range.
Krait Phantom
Canopy and Thrusters (front/rear): Exposed modules; less tanky than Mk II. Hardness (55).
Speed: Use high speed (350 m/s base) to kite. Equip bi-weave shields.
Mamba
Hull (sides): Squishy hull; large profile when turning. Hardness (60).
Speed: Fastest ship (380 m/s base); kite enemies with huge hardpoint.
Mandalay
Canopy and Wings (front/sides): Exposed canopy; wide profile for an explorer. Hardness (45).
Jump Range: Use superior jump range (17.64 ly base) to escape. Equip lightweight shields.
Orca
Large Profile (sides): Big target; exposed modules. Hardness (50).
Shields: Equip strong shields and escape with good speed.
Python
Large Profile (sides): Slow turns expose modules. Hardness (65).
Shield Tank: Use bi-weave shields and stay near allies. Reverse flight to face enemies.
Python Mk II
Thrusters (rear): Exposed thrusters; combat-focused but less tanky. Hardness (65).
Firepower: Use six hardpoints (4 Class 3) and agility to engage frontally.
Sidewinder
Canopy (front/top): Highly exposed canopy. Low hardness (20).
Rear: Keep enemies behind to protect canopy. Use agility in blue zone.
Type-6 Transporter
Canopy and Hull (front/sides): Weak hull; exposed canopy. Hardness (35).
Escape: Use decent jump range and speed to flee. Avoid combat.
Ship-Specific Combat Table (...continued)
Type-7 Transporter
Large Profile (sides): Massive size; exposed modules. Hardness (45).
Shields: Equip shields and escape. Stay near allies in CZs.
Type-8 Transporter
Large Profile (sides): Large target; exposed modules. Hardness (50).
Cargo and Shields: Use high cargo capacity and shields. Stay with allies.
Type-9 Heavy
Large Profile (sides/rear): Huge size; exposed thrusters. Hardness (65).
Hull Tank: Use military hull and reinforcements. Stay with allies.
Type-10 Defender
Thrusters (rear): Exposed thrusters; large target. Hardness (75).
Hull Tank: Equip military hull and reinforcements. Engage with allies.
Viper Mk III
Canopy (front): Exposed canopy; moderate hardness (35).
Speed: High speed (320 m/s base); stay behind enemies to avoid frontal hits.
Viper Mk IV
Canopy and Hull (front/sides): Exposed canopy; tougher hull than Mk III. Hardness (35).
Durability: Use hull reinforcements and maneuver to keep enemies behind.
Vulture
Canopy (front): Exposed canopy; small but fragile if hit. Hardness (55).
Agility: Use tight turns and Class 3 hardpoints to stay above enemies.
Notes on Table
  • Vulnerabilities: Most ships are weakest at the canopy (front/top) or thrusters (rear). Target these with high-piercing weapons (e.g., railguns, plasma accelerators).
  • Defensive Strategies: Small ships rely on agility, medium/large ships on shields or hull. Position to keep weak areas (canopy, thrusters) out of enemy fire.
  • Subsystem Targeting: Prioritize power plant for kills, thrusters for immobilization, or FSD for bounties. Use subsystems menu to lock targets.
  • Engineering: Boost weapon piercing (Focused) and hull resistance (Heavy Duty) to mitigate weaknesses.
  • Combat Zones: Stay on edges, not center, to avoid aggro. Ally with larger ships to split enemy focus.
General Combat Tips
  • Use fixed weapons (e.g., railguns) for precise module targeting, especially vs. chaff users.
  • Keep throttle in the blue zone (50% speed) for max maneuverability when targeting/evading.
    • PvE: Let security forces engage first to avoid aggro.
    • PvP: Use FA-off and take advantage of unpredictable maneuvers.
  • Protect weak points with lateral/vertical thrusters and positioning to keep enemies in your line of sight.
  • Engineer for specific roles: shields (Reinforced), hulls (Reactive), or weapons (Overcharged).
Closing Statement
In order to be highly efficient during combat, one must know more than how to fly straight. Managing your PIPs is crucial for adapting to the situation.

If you are curious how the PIP system works and what difference it makes to have 2 PIPs in SYS compared to 3 PIPs in SYS, here's a guide for you:

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3492581988

Or do you have your ship and you're ready to do combat, but engineering is becoming a pain in the ....., clench those cheeks no longer and check out this guide on efficient use of blueprints:

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3489358284

I hope my guides help. Having seen so many people be upset about the lack of tutorials, I aim to touch on the details the game doesn't explicitly tell you and things for which nobody has yet made a guide.