Ships Corvette vs Conda


If you build that, you will own it in PVE and apart from being ganked by several low-life PVP'ers at the same time, you will not get beaten in 'open', if you know how to defend and run awayyyyyyyyyyyyyyy.

I have been using that build as my go-to for pew pewing for years.

There is lots of scope for tweaking to suit your style of flying/pew pewing, and you will have loads'a fun.

Forget beams and exotic ammo, with this build, you can keep out in any CZ, High Res for hours upon hours and also collect many combat missions if you so wish. Consider, however, that there is not much scope for jumping around different systems unless you make some tweaks for a fuel scoop etc.

PM me for further help/guidance.

Good luck and have fun. o7
 

If you build that, you will own it in PVE and apart from being ganked by several low-life PVP'ers at the same time, you will not get beaten in 'open', if you know how to defend and run awayyyyyyyyyyyyyyy.

I have been using that build as my go-to for pew pewing for years.

There is lots of scope for tweaking to suit your style of flying/pew pewing, and you will have loads'a fun.

Forget beams and exotic ammo, with this build, you can keep out in any CZ, High Res for hours upon hours and also collect many combat missions if you so wish. Consider, however, that there is not much scope for jumping around different systems unless you make some tweaks for a fuel scoop etc.

PM me for further help/guidance.

Good luck and have fun. o7
That ship as documented in Coriolis uses 121.5% of available power. I tried turning off non-combat modules through power priorities to make it fit the power plant, but I couldn’t get it below 100%. So, there’s something wrong with how your build is set up in Coriolis, because in the game this ship wouldn’t get off the landing pad.

Focused and Inertial Impact are kind of at cross purposes. Focused adds range and armor piercing, but II adds jitter which drastically decreases the useful range of the same weapon.

Making one of your small multicannons Corrosive would be a quantum leap in damage for you once shields are down.
 
Here is mine for what it's worth. Slightly slower, far less shield, because it's still plenty for PvE, better hull, better firepower, better jump range.
 

If you build that, you will own it in PVE and apart from being ganked by several low-life PVP'ers at the same time, you will not get beaten in 'open', if you know how to defend and run awayyyyyyyyyyyyyyy.

I have been using that build as my go-to for pew pewing for years.

There is lots of scope for tweaking to suit your style of flying/pew pewing, and you will have loads'a fun.

Forget beams and exotic ammo, with this build, you can keep out in any CZ, High Res for hours upon hours and also collect many combat missions if you so wish. Consider, however, that there is not much scope for jumping around different systems unless you make some tweaks for a fuel scoop etc.

PM me for further help/guidance.

Good luck and have fun. o7

Holy shield reinforcements Jameson!
 
Dunno but I don't own a conda, I used to use it for module storage at best . Fully engineered I couldnt get on with it for exploration or combat . It sort of doesn't turn but waits for the universe to spin round it. Corvette for combat all the way
 
in that case vette would be the choice. my builds are curently very suboptimal and fluid, because im still testing and checking various loadouts. but the one that i had most fun with and that did consistently decent damage had two huge oversized overcharged multicannons, large caustic high capacity frag, medium overcharged oversized beams and small long range penetration and feedback rails.
strip shields with beams and go for fsd and power plant with multicannons, which dont need distro so pips can go to eng/sys. when they are doing a flyby around me i pepper em with the frag. rails to catch distant targets, snipe escaping ships and fixed weapon target practice during enemys chaff. a bit of everything but very reliable and fun.
one of my current combat builds is beams only for munition-less build to do multiple czs in a row, but its kinda lacking. generally beam only builds sound fun, but dont really work that well ^^

here is my squads recommended old general combat vette

btw try flipping fa off for turns. it will change your life. especially in corvette.
@Shadowsnog A really nice setup you got there. I like the idea of a pepperspray frag for little flyby ships. Is the frag turreted, since they can fire below 500m?

Are two medium beams enough to strip the shields? Especially when you are fighting an elite?

O7 Cmdrs
 
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Sorry you didn't quite get the shield stiffeners right. Simply replacing one amplifier with a common resistance increases his shield from thermal attack by almost 800 units.

Ever since we got the individuality of module improvements removed and all builds became the same. Then the optimal shield is simply chosen according to the table.
 
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Sorry you didn't quite get the shield stiffeners right. Simply replacing one amplifier with a common resistance increases his shield from thermal attack by almost 800 units.

Ever since we got the individuality of module improvements removed and all builds became the same. Then the optimal shield is simply chosen according to the table.
Hi. Thank you for your input. I do not understand what you mean. Can you please explain exactly what I can change to improve those shields? Thanks o7
 
There's probably a language (translation tool) barrier.

Looking at the 2 builds, it suggests changing from 3 heavy duty and 2 resistance augmented shield boosters, to 3 heavy duty 1 resistance augmented and 1 thermal resistance. It is more difficult to understand why this might be better as a) the link has the same translation challenge b) it depends what weapons are used against the shield and c) not clear (at least to me) if reducing from 2 to 1 augmented reduces the benefit by 50% or more or less, i.e. are stacking benefits or diminishing returns a factor
 
There's probably a language (translation tool) barrier.

Looking at the 2 builds, it suggests changing from 3 heavy duty and 2 resistance augmented shield boosters, to 3 heavy duty 1 resistance augmented and 1 thermal resistance. It is more difficult to understand why this might be better as a) the link has the same translation challenge b) it depends what weapons are used against the shield and c) not clear (at least to me) if reducing from 2 to 1 augmented reduces the benefit by 50% or more or less, i.e. are stacking benefits or diminishing returns a factor
The thing is that not knowing what kind of damage the enemy is attacking, I assume that each type of damage will be 1/3, i.e. the power of the shield will be calculated by the lowest figure of resistance to this type of damage.

And in the case of PvE it is accepted that the shield is most exposed to thermal damage and as a rule it is the most important indicator of NPCs when attacking the shield, as the shield has an initial indicator of thermal damage in minus.

For example, all NPCs tend to fly with missiles. But they will not attack with them while you have a shield. But as soon as the shield is down, the NPCs will immediately shower you with missiles.

Here's an example of the build above:
ryath mc+lr : shield AB=3299 EX=13785 KIN=11488 THR=7335
apply the table I gave above and we get:
ryath mc+lr v1: shield AB=5585 EX=10587 KIN=8823 THR=8354
 
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This is my current PvE combat build Corvette:

Plasma Chargers are actually the pre-engineered long range / high capacity ones with 6000m/s shot speed but Coriolis (nor EDSY) seems to respect that when exporting the build from Inara!

Had an Anaconda a couple of times previously … wouldn’t dream of swapping this out for one!
 
It's like all the most boring people have spent the last decade arguing over the most boring thing to do.

Anaconda... Corvette... degrees rotation per second, thermal DPS, effective DPS... It doesn't matter. They're both boring ships for boring people.
 
Anaconda best for exploration and Passenger Missions and storing unused modules

Corvette - PvE combat

Corvette is also probably the last true muti-role ship as you can outfit it with just about everything to do almost any mission you find. Good gargo space for transport missions, add a Class 6 1c passenger cabin, fuel scoop etc. I sometimes do that just for change of pace. Wander around in my vette taking whatever mission i find...

Sometimes boring is OK
 
Anaconda Best exploration ?? Nah it's terrible its only plus is the jump range, but jump range isn't everything .
Passengers ??? Nah it's a large ship and that locks out at least 1/2 of the missions .
Even the corvette is a large ship .so suffers the landing pad issues .
 
Anaconda Best exploration ?? Nah it's terrible its only plus is the jump range, but jump range isn't everything .
Passengers ??? Nah it's a large ship and that locks out at least 1/2 of the missions .
Even the corvette is a large ship .so suffers the landing pad issues .
In context of discussion...

Anaconda v Corvette

Passengers - There are no Passenger missions that require a medium ship that I have found. Unless you want to look for missions from an outpost there's no reason not to use a large ship that can carry 54/80 passengers, with perhaps the exception of the Robigo Mines run.

For Sightseeing and Transport, even ther the Orca is probably better to use but the Anaconda can handle those just as well with it's great range and capacity.

My experience is that even Passenger Missions from outposts never takes you to a destination where you'll find a PM to a destination requiring a medium pad landing.

Not sure how you conclude that locks out 1/2 of the missions...
 
currently ive settled on these:
a funny combat vette, used mainly for flipping multiple high czs in a row without r&r, but also hitting high profile targets. just aim and unleash the power of an angry star. corrosive frag to boost hull damage.
a bit more universal model. capable of long range deployment and doing a couple of czs as well as missions. something i can send with murderous intent to do combat ops. uses beams to strip shields and lets cannons do the rest. what cannons cant reach, rails surely can.
and my 'flagship' multipurpose vette. ready for anything mission runner, but also an explorer and raxxla hunter!
these find use all the time.

i have 2 anacondas. one for laser mining, one as mc turret platform for ax support. neither flown. if there will be new exploration ship that could hopefully match the conda in jump range, then both will be decommissioned...
 
In context of discussion...

Anaconda v Corvette

Passengers - There are no Passenger missions that require a medium ship that I have found. Unless you want to look for missions from an outpost there's no reason not to use a large ship that can carry 54/80 passengers, with perhaps the exception of the Robigo Mines run.

For Sightseeing and Transport, even ther the Orca is probably better to use but the Anaconda can handle those just as well with it's great range and capacity.

My experience is that even Passenger Missions from outposts never takes you to a destination where you'll find a PM to a destination requiring a medium pad landing.

Not sure how you conclude that locks out 1/2 of the missions...
If you have a large ship you won't get missions for med / small only pads . It's a failsafe in the game. So if you have a med or small ship for passengers you can land at all places and stations. So you are limiting the available missions. To only large landing areas . We have small med and large so technically you are losing 2/3 of available missions. But it's never a straight 1/3 each so it's safer to say 1/2.
But as you say in context of the post conda or corvette I would say corvette is more viable . The condas only plus really is it's jump range.
But this of course is just my own opinion
 
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