I find the attached setup works well with Venture:-
WEAPONS
Missiles:
Salamander MRM x2 (Combined with fast missile rack system, good refire rate)
Salamander MRM Pod x2 (Combined with fast missile rack system good refire rate)
Guns:
Phase Lance, 600 Range + 240 range from ITU + 200 from Advanced Optics = 1040 range total (optional: gunnery implants for additional +90 range)
Heavy Machine Gun x 2, 450 range +180 range from ITU +120 range from escort package = 750 range total (optional: gunnery implants for additional +67.5 range)
MODS
Built in:
+Militarised Subsystems
+Integrated Targeting Unit
Others:
Escort Package, 40% manoeuvrability, +120 point-defense weapon range, 40% damage to fighters and missiles.
ECCM package, faster and more manoeuvrable salamanders have significantly better chance at landing on target.
Shield Conversion Front, reduced flux upkeep and good all around coverage 240 degree arc.
Advanced Optics, purely for phase lance range, this one is kind of optional if you would like to swap for something else.
The heavy machine guns absolutely murder flux of anyone that puts up shields when in range. Enemy Fighters and missiles just evaporate.
Phase Lance murders smaller phase ships that decide to harass the venture thinking it an easy target. Also good at stripping armor of anything that puts down shields to armor tank your heavy gun fire.
NOTE: I have Flux regulation skill which adds 20% to flux dissipation and capacity to the values in the attached file.
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