


This build uses the High Capacity blueprint to double their ammunition capacity, almost matching the firing time of the Huge Multicannon. Both are available on Small Multicannons.

Small hardpoints: Compared to the other hardpoints on a Mamba, the small hardpoints are there to apply experimental effects instead of doing damage.Engineering everything to grade 5 is not always the best solution. Higher grades have diminishing returns due to gimballed weapons’ increasing inaccuracy at range. Avoid over-engineering: The large beam lasers only have grade 1 Long Range.The Thermal Vent experimental effect decreases instead of increasing heat on a hit, eliminating heat issues. Otherwise, lasers’ damage starts to drop at 800m. Long Range means the beam lasers can hit targets up to 3.6 km away with no damage loss. Large hardpoints: The large beam lasers have Long Range with Thermal Vent.Huge hardpoint: This build’s Huge Multicannon has Overcharged (blueprint) with Oversized (experimental effect), giving a 70% damage increase.It makes it easier to hit small or fast-moving targets, frees you up to manoeuvre more freely and makes hitting modules on larger ships easier. Gimballed weapons: Perhaps obvious but gimballed weapons are the ideal trade-off between damage and accuracy.Offensively, this build relies on the tried-and-true lasers and multicannons formula: I also have a soft spot for playing less popular ships. It requires no reputation or rank unlock.

The Mamba combines the firepower of a Fer-de-Lance, the modest manoeuvrability of a Krait Mk II and an Eagle’s speed on arguably Elite’s best-looking ship. Links: Coriolis and EDSY (have your preferred one open as you read the guide for easy reference)
