New ship: Gutamaya Corsair

What was that based on? Genuine question. If there was some misleading marketing, I'd understand that causing complaint.
I was gonna answer but other people gave far better answers than I was going to give so.Im just going go acknowledge the fact that I was witnessed and sleep like the cockpit cat I am
Just curious has anyone actually seen 600, I only ever see 599, I want that 1 m/s! It's mental thing!

I'd take a bit more agility over a bit more speed if I had to chose.
You have to fully engineer the drives G5 DD. I was doing upgrades on an old pair and was left with a sliver of a percent and was stuck in 599 unless I got that extra little bit.
 
I'm quite amazed that I'm seeing a lot of chat here and reddit about how the Corsair doesn't pitch or yaw as quickly as other ships. As though this is some deal breaker.

I've twice blacked out trying to turn it. To be fair, I can't recreate that. But it did happen. But let's, for one moment, consider that it needs to be more agile than it is.

It does this:

1. It's faster than the Krait MkII. Faster than basically any ship short of small, very specific ships like the Imperial Courier.
2. It's got much, much stronger shields than the Krait MkII. I actually took my shields from my Krait and put them onto my Corsair and gained... something like 800 base strength. In all ways, it's better in this regard. It's not even a contest here, which surprised me.
3. I think it has much, much stronger hull. I say this because my military, fully upgraded armour on my Krait has something like 1.1k hull strength and my Corsair... with lightweight... and no upgrades to its armour have... 950 or so... I'll confirm when I actually finish upgrading it, but my guess is I can absolutely destroy my Krait's armour strength once fully upgraded.
4. It has better internals. Due to this, it can do everything the Krait MkII can do except deploy a fighter ship. Which it makes up for with the additional medium hard point. And, while we're talking about hard points...
5. Has, by a very, very wide margin, some of the best weapon convergence of many ships I can think of... Insanely good. To the point I have absolutely dropped gimble for it, except for the third, underbelly medium. Whilst I think it's no Python MKII beater, it absolutely is super fun for combat and doesn't slouch at all in any regard of this feature. I've immediately adopted fixed weaponry because of this, it's just trivial to use against PVE.

Do we really need this to be more agile than a Corvette? I see that said a lot. And I get that to a certain degree, because one is a large ship. I'm just not feeling it, because my Corvette a) doesn't hit 595ms/s and b) doesn't change vector even nearly as quickly as this ship. It turns faster than I expect from a heavy ship. And I think that's ok. I also don't expect a multirole ship to... beat every other ship at every other thing it can do. Which the Corsair would do if they made it more agile than it already is. To be clear, it is not sluggish in any regard.

Like, I'm all for making this ship better. I paid money for it on two accounts. If you wanna buff it even more, go for it, guys! I'll take that if you lot insist. But does it really need it? It's not even "straight line fast" like most ships that can hit these speeds. It turns... fast. Maybe pitch and yaw aren't going to break your neck but it reacts to its new vector about as fast as a small ship does. I point it where I want to go and it... just agrees with me.

And you lot want more?

It just feels like most people are taking its only, very slight, downside, comparing it to some other entirely not multirole ships, then saying this is disappointing because it doesn't emulate that... If I had read all these comments before trying it myself, I'd have expected some Clipper/Cutter-esque performance. I'd have been entirely surprised.

I'll shut up now, though. If you can all somehow persuade FD to make this awesome ship stronger, I'll not stand in your way.
Physics and common sense aside, everyone is entitled to their opinions. This doesn't mean I have to listen to, or agree with them though. You do you....
 
Physics and common sense aside, everyone is entitled to their opinions. This doesn't mean I have to listen to, or agree with them though. You do you....
Problem is, there are loads of people out there happy to jump on the band wagon and accept and spread hearsay as gospel. And poof - it becomes fact that, in this case, Frontier said the Corsair was as fast as a Clipper. This is how misinformation and fake news spreads. Or how people come to the conclusion that a witch is made out of wood.
 
I have seen this as one of the major complaints.


I can't really comment on that because I have yet to fly it. How is the drifting and the vertical assisted turning of the Corsair?
Drift is minimal if at all. “On rails” is a good description because you’re moving like a ride at Disney World…exactly where the track takes you and where the ship is pointing. Using vertical thrusters helps its turn rate a great deal and is strongly recommended.
 
Drift is minimal if at all. “On rails” is a good description because you’re moving like a ride at Disney World…exactly where the track takes you and where the ship is pointing.
Awesome. I am really looking forward to get my first Corsair, hopefully on the weekend. Again, I never really flew a Clipper. Is that comparable between the Clipper and the Corsair?
Using vertical thrusters helps its turn rate a great deal and is strongly recommended.
Of course, that is so baked into my muscle memory already :D.
 
I have seen this as one of the major complaints.


I can't really comment on that because I have yet to fly it. How is the drifting and the vertical assisted turning of the Corsair?
No drift, significant assist. With proper application of the [R] key, I was consistently out-cornering NPC Cobra IIIs, DBS, ASP-S (not a big deal but something it didn't seem it should be able to do)...so much that I was questioning whether they had been quietly debuffed. It does fight better than it looks like it will on paper. On assisted turns, I really don't know how it will be side-by-side against the Clipper. It does have that hidden gift. It's missing some oomph, though.

It's really nice to fly in Supercruise as well. It might displace the Courier as my preferred yachting-around ship.
 
I really don't know how it will be side-by-side against the Clipper.
The Clipper does turn well but you need on point boost timing or you're going to be flying backwards half the time because of the huge amount of drift. Weak vert/lat thrusters mean you're almost totally reliant on pitch, roll and yaw for turning- to the point that I remember players who favour vert and lat thrusters for manoeuvring compare the Clipper to the Mamba. It's fun though, so long as you accept you're piloting a wrecking ball.

Shields are better on the Corsair with more space for banks on top and you can get similar levels of hull health.
 
I figure it’s at least in part due to the ship inheriting the Courier’s thermal properties, but has anyone else noticed that the Corsair gets overwhelmed with heat quickly beyond a certain point?

Fuel scooping isn’t a problem, but firing multiple high heat weapons makes heat go off the rails. I’m guessing it’s “good max heat radiation but bad heat capacity”.
 
I have seen this as one of the major complaints.


I can't really comment on that because I have yet to fly it. How is the drifting and the vertical assisted turning of the Corsair?
As I've posted several times, there is almost no drift on the Corsair. When you turn this ship, it turns on a dime (at it's pitch rate). The vertical thrust is extremely strong, and using that while pitching, allows you to get excellent maneuverability and drop in and/or stay on an enemy's tail. Far better than any ship I've flown. Others might do better with the Python MK 2 or Cobra, but due to my control setup, I usually overshoot or keep bumping into the enemy ships. Regardless, if you utilize that vertical thrust, the maneuverability is very good. That, and the fact that the pitch rate doesn't change at all through engineering up until you add the drag drive modifier (on top of the G5 dirty), makes the ship look bad on paper (or possibly bugged). Once you fly it, and realize how to handle it differently, it's very good.

You'll have a lot of fun slaloming through the asteroid fields. The lack of drift made precision flying a hoot.

The only other issue is the firing arcs for the weapons, assuming your not using fixed weapons. I can't think of another ship that has this issue that was intended for combat (even as just a multirole). Obviously the Orca has worse arcs, but it's a passenger ship...
 
I figure it’s at least in part to the ship inheriting the Courier’s thermal properties, but has anyone else noticed that the Corsair gets overwhelmed with heat quickly beyond a certain point?

Fuel scooping isn’t a problem, but firing multiple high heat weapons makes heat go off the rails. I’m guessing it’s “good max heat radiation but bad heat capacity”.
I'd agree. A salvo of PAs on mine puts the heat up to about 130/140% from resting, but I've never seen it go above 200%, so it must come back down quickly.

It's certainly very easy to keep it in the thermal conduit sweet spot above 150% without it running away like the quad hammer FdL build I tried once.
 
I figure it’s at least in part due to the ship inheriting the Courier’s thermal properties, but has anyone else noticed that the Corsair gets overwhelmed with heat quickly beyond a certain point?

Fuel scooping isn’t a problem, but firing multiple high heat weapons makes heat go off the rails. I’m guessing it’s “good max heat radiation but bad heat capacity”.
It's weird. Proximity to stars doesn't seem to bother it, but weapons fire cooks it really quickly.
 
I figure it’s at least in part due to the ship inheriting the Courier’s thermal properties, but has anyone else noticed that the Corsair gets overwhelmed with heat quickly beyond a certain point?

Fuel scooping isn’t a problem, but firing multiple high heat weapons makes heat go off the rails. I’m guessing it’s “good max heat radiation but bad heat capacity”.
I've noticed the same thing but thought it was just me. That's why I had to abandon my 3 C3 Pulse laser with G5 Rapid Fire build for Beams with G5 Efficient Thermal Vent.
 
I've noticed the same thing but thought it was just me. That's why I had to abandon my 3 C3 Pulse laser with G5 Rapid Fire build for Beams with G5 Efficient Thermal Vent.

With FDEV you have to wonder if that’s actually the result of a well thought out design or just pure laziness of copying the courier and adjusting it from there without putting thought into all of the variables. Considering the mass lock factor though, it leaves a lot to be desired.
 
I've noticed the same thing but thought it was just me. That's why I had to abandon my 3 C3 Pulse laser with G5 Rapid Fire build for Beams with G5 Efficient Thermal Vent.
It’s also changed my approach. I was going to run with 3 SR PAs and two pacifiers all fired together. First volley took me from 30 to 86% heat.

I partly know why that’s happening. WEP energy and heat impact from weapons is calculated consecutively in Inara hardpoint order. The top mediums are below the side larges in the order. So, it was deducting WEP energy from the 3 larges before it got to the two medium SR PAs, which then toastified the ship. Removing the pacifiers from the trigger helped to a point, but it’s still a fine line.

Pre-chilling with a vent beam also helps at least make the first volley more reasonable.
 
Hey, sorry to bring this up again.
I definitely do trust your experience, but would like to understand.

So, the mod shard deals either 50% thermal dmg to human ships, or 50% to Thargoid ships.
The mod plasma charger deals 50% absolute to human, or 50% to Thargoids.
Not sure about shards, but plasma charger its rather "difficult" weapon to understood, as not everything is obvious at first glance.
Now there is the catch... the AX part of dmg, its actually hidden from stats (in-game)...

I tested it myself with one of my friend a good while ago, the absolute "part" is correct, the dmg dealt to human ships, since c2 mod plasma when fully charged have exacly 78,2 dmg, as target (friendly cmdr) shields was exacly at 100 MJ, and they didnt had anything in SYS. Single hit, single c2 pre-engineered plasma charger, fired at 900m, left them with exacly 21% shields after eating single shot.

Now then, if the dmg would be split 50/50 (AX/absolute), given the listed stats, the dmg should be at 39,1... so my friend shields would be at like 60% or so, after single shot.



So, comparing a 6x shard vs 6x plasma build, that is:
Mod plasma chargers: 8.3 (base dmg) x 17 (multiplicator when fully charged) x 6 (number of hardpoints used) x 0.5 = 423 dmg (absolute).
2 seconds to fully charge and shoot.
vs
Mod shard: 6.77 (dmg per pellet) x 12 (number of pellets per shot) x 5 (shots per salvo) x 6 (number of hardpoints used) x 0.5 = 1218.5 dmg (thermal).
~3.5 seconds to fire the full salvo of 5 shots at 243.7 dmg per shot.
One thing that elite teached me long time ago... numbers on paper does not do justice, compared to what is in game. Also only numbers in game, are ones being correct.
There is many variables to consider, just than plain numbers.
For fully chargerd 6 plasmas, the dmg is at 469,2, not 423. This alone makes it obvious, that Edsy or other sites, seems does have wrong data about this weapon, the AX part of dmg is not right.

The AX "part" of dmg is about 45% greater than listed 4.6... wich seems true, Thargoids seems eat way more dmg from it than its listed in game.
Regardless, what AX dmg truly is, it does not change the fact, that for PVP, the dmg is (confirmed) 4.6.



Against a human ship with 50% resistance to thermal (shield or/and hull), the shards would deal 609.25 dmg, 121.85 per shot.
For shield dmg, the amount of pip on target shields greatly influences the result incoming dmg, skilled cmdrs are more likely to keep that 4 pip at SYS when it really matters, thats why they sometimes feels "toughter" than numbers would suggest.

As for hull, its very unlikely to have all pellets hit the target (if not big ship and not point blank range) due of spread.

Both have a shot speed of around 6000 m/s.

Falloff of plasma starts at 1000m. No spread.
Falloff of shard starts at 1500m. Some spread, but fine against big ship from this distance.
Both have armor penetration around 100, so no damage reduction against any human ships (hardest like Cutter are at 75).
Shards have even less depth of penetraiton that chargers, and resists hits it really hard. High MJ or high Hull ships with good resists, are more likely to outtank any shard users, and outdps it with basically most of weapon combinations, hence its no one uses it outside of AX.

Why wouldn't the shard be valid for PvP?
All I can think of is the difficulty to land the 5 shots of a salvo..?
Mod Shards aint are good to use vs human ships for this and some few other reasons. Its possible to defend with it, but forget killing cmdrs with it, or PVE against non-AX.
Its being outclassed by majority of non-AX setups, if meant to use outside of AX.


Shards dont have charge up mechanics, and are extremely hot for usage, basically requires more than few heat sinks to be even be usable... for PVP, ships without boosters usually are ones to lose first. Anything smaller than big ship, its going to rather tricky to land all pellets for it. And since its thermal, resistances affects it and combined with 4 pips to SYS, while eating shards to shields, its not going to do anything significant in terms of dmg.. And heard about "funny hull" bulids? Those have like 80% + thermal resists on hull, so shards are next to useless against such.... (btw, if you see PVP cmdrs without shields in open - its very likely they have it)

On other hand, plasma chargers deals 100% absolute dmg, its one of most efficent ammo based weapon, are nowhere as hot (it can be used without heat sinks), can be pre-charged, and that allows to attack an targets without letting defences too thin... you can pre-charge your weapons, let the WEP refill, and you are free to allocate those pips from WEP elsewhere in distro. With practice, you can attack with "pre-charged" with 3-3-0 or 4-2-0 settings, wich if done correctly, ensure that attack can be done with "full guard". This gives it edge in fights against PA or frag users, where dmg is usually dealt when both ships passes each other at close range, and chargers cannot be avoided in close range to mid range.
 
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