Engineers Can a PVP build still earn decent credits in PVE?

Without watching the vid I assumed your conclusion was yes with lots of caveats.

Watched the vid, it was just 5 minutes of res activity in an OP ship. Yes, a PvP ship does well in a fight against NPCs, using the police to soften them up, so does any ship including a stock E-rated sidewinder.

Can you usefully trade, mine, explore & fend off PvP attacks (not just high wake)? That's a question worth posing.

Not can my OP PvP tank kill NPCs, of course it can.
 
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Without watching the vid I assumed your conclusion was yes with lots of caveats.

Watched the vid, it was just 5 minutes of res activity in an OP ship. Yes, a PvP ship does well in a fight against NPCs, using the police to soften them up, so does any ship including a stock E-rated sidewinder.

Can you usefully trade, mine, explore & fend off PvP attacks (not just high wake)? That's a question worth posing.

Not can my OP PvP tank kill NPCs, of course it can.

"OP ship"?

In PVP, maybe. In PVE, this is laughing stock.

Losing your shields, taking hull and module damage and using cops to soften up your targets (which basically limits you to HiRES)? Good PVE ship never loses its shields.

Also, where's KWS on that thing? Any decent PVE bounty hunter uses one.
 
"OP ship"?

In PVP, maybe. In PVE, this is laughing stock.

Losing your shields, taking hull and module damage and using cops to soften up your targets (which basically limits you to HiRES)? Good PVE ship never loses its shields.

Also, where's KWS on that thing? Any decent PVE bounty hunter uses one.

It's a pvp build. There's no room for a KWS scanner, or fuel scoop, or SRV, or interdictor.

It was a test to see if a pvp build, built for one engagement, could handle a pve scenario.

As you can see, there's no need for turrets, or scanners, or even gimballed weapons. The pvp build with hardly any shields did just fine. Really well infact.
 
It's a pvp build. There's no room for a KWS scanner, or fuel scoop, or SRV, or interdictor.

It was a test to see if a pvp build, built for one engagement, could handle a pve scenario.

As you can see, there's no need for turrets, or scanners, or even gimballed weapons. The pvp build with hardly any shields did just fine. Really well infact.

It is obvious that any PVP build can fight NPCs.

How well it does that is another question. Losing 16% hull and damaging almost every module in one engagement might be "really well" from PVP point of view, but for PVEer it means bad build. Really bad build which barely can hold its ground in HiRES, not to mention CNB, HazRES or Unauthorized Installation. The only use for it is Assassination missions - which is basically a duel between you and NPC.
 
Rename the thread to "Killstealing from police demonstration".

Also I'd like to see you in HazRES mowing down wings of pirates for an hour with that build.
 
watching the video, and enjoying the flying and the skill using fixed .... but my first thought was: it takes painfully long to take down that conda :D

seriously, while it looks like a time nicely spent, that build couldn't compete in a CG, but not everything is about that kind of competition ... i once made the top 15% in a BHing CG in an eagle, and again the top 25% in a sidey, which were nearby as effective as your pvp build in a high res.
 
Can't watch the video (at work), but I'm assuming it's a resounding yes.. a PvP ship will wipe the floor with a PvE ship if the two were ever to meet in combat.

The only downside being PvP leans toward ammo based weapons (cannon/MCs/PAs), so sustained combat can be an issue vs PvE builds that favour laser weapons.

Taking my own PvP leaning build into a hazres I can go through 15-20 ships before my multicannons run low, but those 15-20 ships won't knock more than 10% off my shields.

Taking part in a bounty hunting CG a couple of months ago I was in the top 10% without breaking a sweat, making approx 76mil in bountys over 4 days. That was split up into trips of 10-15mins hunting making around 6million per trip.
 
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Can't watch the video (at work), but I'm assuming it's a resounding yes.. a PvP ship will wipe the floor with a PvE ship if the two were ever to meet in combat.

The only downside being PvP leans toward ammo based weapons (cannon/MCs/PAs), so sustained combat can be an issue vs PvE builds that favour laser weapons.

Taking my own PvP leaning build into a hazres I can go through 15-20 ships before my multicannons run low, but those 15-20 ships won't knock more than 10% off my shields.

Taking part in a bounty hunting CG a couple of months ago I was in the top 10% without breaking a sweat, making approx 76mil in bountys over 4 days. That was split up into trips of 10-15mins hunting making around 6million per trip.

Mixed laser\MC builds are quite useful in PVE, probably even more than pure laser builds. While the latter can stay in RES almost indefinitely (they eventually will require a refuel), mixed builds have Corrosive ammo (especially useful on C4 MCs, since you can fire single "debuff" shots) and better kinetic damage (i.e. anti-hull).
However, mixed builds are generally limited to big-3, on which you can put both C4 MC and several efficient\focused\long-range lasers.
 
Rename the thread to "Killstealing from police demonstration".

Also I'd like to see you in HazRES mowing down wings of pirates for an hour with that build.

I'm not saying it's the best for PVE, but it's very competitive.

For more than if a PVE ship were to attempt PVP.

Maybe that should be my next video... :)

It is obvious that any PVP build can fight NPCs.

How well it does that is another question. Losing 16% hull and damaging almost every module in one engagement might be "really well" from PVP point of view, but for PVEer it means bad build. Really bad build which barely can hold its ground in HiRES, not to mention CNB, HazRES or Unauthorized Installation. The only use for it is Assassination missions - which is basically a duel between you and NPC.

The video says otherwise. Sure it's not optimal. But it's decent.
 
I'm not saying it's the best for PVE, but it's very competitive.

For more than if a PVE ship were to attempt PVP.

Maybe that should be my next video... :)

i would love to see that :)

even if there are some commanders flying worse than the AI.

generally, a pve ship will survive any (or most? my experience is: any) of those encounters, but won't even make a dent till highwake.

but generally, while i enjoyed the flying in the video a lot, it more underlines the problem for me how different pvp and pve ships are. basically, an engineered pve ship of similar llevel gets down those condas in 15-30 seconds from first shot, while it took you ~50 seconds. both numbers a laughable, and are down to the level of engineering, as i have tested with my gunship - my NPC crew can take out other NPC without a problem several ranks above its own combat rank 1 v 1.

to get more of a challenge, you have to downgrade pve, in which case you'd end with a ship which wouldn't survive a pvp encounter with an only slightly competent pvp ship commander.
 
Good PVE ship never loses its shields
good pve ship still cant engage with npc flying, for example, fgs full of phasing sequence pulses or stuff alike, just saying.
i mean, biohazard15 statement (being quite true) just proves how undone and weak npcs are, unable to utilize available in game weapons to even such extent that pve player would consider having a decent hull/module reinforcement, because there would be a slight chance to blow up without losing a single shield ring. we have capable weapons, unfortunately npcs dont use them enough, if at all..
 
good pve ship still cant engage with npc flying, for example, fgs full of phasing sequence pulses or stuff alike, just saying.
i mean, biohazard15 statement (being quite true) just proves how undone and weak npcs are, unable to utilize available in game weapons to even such extent that pve player would consider having a decent hull/module reinforcement, because there would be a slight chance to blow up without losing a single shield ring. we have capable weapons, unfortunately npcs dont use them enough, if at all..

My Vette has 4000 hull with 45%+ resists and two 5D MRPs, based on reactive surface composite.
I never needed all this, but hey, it's a) just in case and b) because I can afford it.
 
My Vette has 4000 hull with 45%+ resists and two 5D MRPs, based on reactive surface composite.
I never needed all this, but hey, it's a) just in case and b) because I can afford it.

And I guarantee you that if you were to come up against my pvp Vette, all those hull points wouldn't save you. Only a high-wake would.
 
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My Vette has 4000 hull with 45%+ resists and two 5D MRPs, based on reactive surface composite.
I never needed all this, but hey, it's a) just in case and b) because I can afford it.
its just makes me sad, that hull/module defence is the last thing to consider (heh, and even then as moneysink) when building effective pve pewpew ship.
if npcs would do significant damage to our hulls/modules despite the shields it would look quite normal if player hulltanks npcs.. maybe fed ships (not everyone can afford a vette) would even find their use more often in pve exactly for this reason and not just because they are pretty..
 
its just makes me sad, that hull/module defence is the last thing to consider (heh, and even then as moneysink) when building effective pve pewpew ship.
if npcs would do significant damage to our hulls/modules despite the shields it would look quite normal if player hulltanks npcs.. maybe fed ships (not everyone can afford a vette) would even find their use more often in pve exactly for this reason and not just because they are pretty..

I know, I'd like FD to lower the inflated shields we see these days and maybe then hull will be more of a thing. I like fighting without shields, seeing the sparks fly and the feeling of panic as modules start to perish.
 
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