Gonna get the Fed Corvette soon, any loadout tips?

I've got 2 huge fixed cannons, three fixed beams, and two rail guns. The secret is in the experimental effects. Good for both PvP and PvE.
 
Greetings,

Reading this 'loadout tips' thread of which there are hundreds (maybe thousands since 2014) I thought how about a new Corvette owner taking this advice, building a Corvette and then getting killed. So I started another thread. Not to take away from this one but I hope it helps someone.

Regards to All

I Lost my Corvette!
 
I do 2 g5 efficient huge PA's, 1 g5 efficient large beam, 2 small g1 long range railguns, and 2 turret pulse lasers for experimental effects.

This is mainly for PvE though. Corvette is not for me in PvP.
 
I run two huge overcharged burst, 2 small corrosive multicannons, and then normal MCs on the rest of the hardpoints. All gimbaled. Reinforced 7c biweaves, mixture of thermal resist and heavy duty SBs, G5 DDs...

I fire the two mediums and one large MC with the bursts, and bing in the corrosives once the shields go down. I can hang out in a high combat zone with my SLF until my ammo runs out.
 
Explain to me why you would run an A-rated FSD in a combat ship?

1. Ability to move around
2. Money

Do you understand how much large combat ship cost to move via shipyard service? For example my ~500 mil RES Vette cost ~15 mil to move from Jameson Memorial to Pleiades sector , it's around 400 ly . And my Anti-xeno cutter that is worth 800m cost 25 mil for such a trip .

Now from time to time i need to engineer some stuff and i can't put everything on my taxi , and for example i need to go with full combat fit just to check if i really need that g5 overcharged powerplant or i could live with g4 .

So easiest thing is just put Fuel scoop , A FSD and engineer it to g5 , strip down equipment that you don't need to save weight and you save time and money .

So in the end i am saving even 100 mil just because i fly my combat ship myself where i want to use it/engineer it/ park it
 
1. Ability to move around
2. Money

Both irrelevant for a combat fit. Your combat fit should be a class-B FSD because of the greater integrity. You can install a class A when you need to move it, just like you install a scoop when you need to move it. But when you get where you're going, you should take both the FSD and the scoop out. To say, "I need the class A all the time because sometimes I move the ship" is like saying, "I need the scoop all the time because sometimes I move the ship."
 
Explain to me why you would run an A-rated FSD in a combat ship?

You *might* want A-rated shield boosters, but do you understand the advantage of E-rated boosters?

explained above by another player
Both irrelevant for a combat fit. Your combat fit should be a class-B FSD because of the greater integrity. You can install a class A when you need to move it, just like you install a scoop when you need to move it. But when you get where you're going, you should take both the FSD and the scoop out. To say, "I need the class A all the time because sometimes I move the ship" is like saying, "I need the scoop all the time because sometimes I move the ship."

1. greater integrity is nothing because in PVE you never lose shield and when this happend, npc dont focus-fire your FSD, in PVP .... use other ship. Something cheaper, faster with hard punch dps [noob]
2. everything A ratted have more benefits from engineers because every blueprint add % and A ratted modules have better stats.
3. cost is irrelevant when you have money to buy Corvette.

When you have money and time to engineer it I dont see any reason to buy something else then A-ratted, maybe in some hardcore builds.
 
Both irrelevant for a combat fit. Your combat fit should be a class-B FSD because of the greater integrity. You can install a class A when you need to move it, just like you install a scoop when you need to move it. But when you get where you're going, you should take both the FSD and the scoop out. To say, "I need the class A all the time because sometimes I move the ship" is like saying, "I need the scoop all the time because sometimes I move the ship."



On small ship you might be right for example Vulture, but it is about FC .

1. you have so many optional slots that you don't have to take off your fuel scoop , even if you want to put for some reason 3 Skill Cell Banks you can do it and still keep fuel scoop . What will you put there ? Cargo racks ? HRP ? 1 is enough , just in case
2. About module integrity, if you are losing your shields in your Corvette (or any other big 3 ship) you are doing something very very wrong , its more or less your choice to let NPC break your shields so module integrity is not important.
3. you have so many optional slots and so few usefull stuff to put there that you can pack 2 MRP and don't bother about module integrity

On my pve corvette i have shield , 2 SCB , 32t cargo rack , fighter hangar, fuel scoop , planetary vehicle hangar , collector limpet controller , 2 MRP and HRP and most of this stuff is useless in combat , it is there because there is nothing useful for combat and there is no reason to waste time in hangar just taking it off and on . Only fighting against Thargoids there is use for MRP and HRP in "big 3" ship . They are there as i said before , because there is nothing useful to put in those slots
 
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o7 CMDRS,
Basically the title is self-explanatory. Any tips on a loadout, I like to dabble in Haz-Res sites while having the option to jump far (I know it's a bad jump ship. I favour tanking rather than dps. Engineering is possible, I'm relatively new to it though.

Engineering. Dirty Drive especially.

I went with two Class 4 Gimballed beams, one Class 3 Gimballed beam, 2 class 1 Burst turrets, and 2 class 2 Corrosive multi-cannon turrets. They melt right through shields of anything except a Cutter, and I can usually get the Cutter in two passes. The MC chew up hulls quickly, even on large ships (I usually run out of ammo at Haz Res though). The turreted weapons are nice for targeting NPCs that like to joust in small ships (annoying). The real damage is coming from the class 4 lasers. Large lasers are all engineered for efficient. Burst I think are engineered for rapidfire, because I thought it looked and sounded cool.

Shields I have about 2k hit points with 60% resists. I am planning on adding Prismatic shields in a few weeks. Shield and boosters are all grade 5, favoring thermal resist. The only weapons I even feel anymore are large plasma accelerators, and even then I usually kill the ship before it penetrates my first ring of shields. I would probably feel Class 4 lasers too, but I have not come across any NPC ships using them.

I do use a fighter (Beam Condors only). I have an Elite pilot, but I am training a cheaper one to replace him ( I've paid him about 94 million already, lol). The fighters are mostly useful as a distraction while I kill the main ship. I don't rely on them for damage.

I am solo, so I am only dealing with NPCs.
 
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My SLF pilot (10% shy of Deadly) typically takes out the smaller craft all by herself when I take on a wing. Now if that wing is three gunships, the SLF dies and I just go about business by myself.

She's a fun distraction though. :)
 
Well there seems to be some weird and wonderful replies on this thread re: how someone should fit out a pve corvette.

I am not hardcore but I can give you my tips from a basic level of playing that works fine for me, without all this nonsense about you need b rated FSD because x or whathave you.

so, A rate everything. Military hull. Yeah expensive but hey you dont want to have to experience that rebuy do ya - plus if you have a corvette, cash should not be a major worry - if you need to do other stuff for a bit to plug this in then do so - it's what I did anyway. Good news is not sure I ever needed to test it and cant remember sticking round long enough to lose shields, but hey nice as insurance.

G5 Dirty Drives so you can get to enemies
G5 FSD so you can actually get somewhere where enemies might be found
2 long range small beams - long range to tag folks miles away and get them to come to you for some corvette loving.
2 efficient medium beams with thermal exhaust or whathaveyou to dissipate heat (tbh heat not an issue with this build but hey I did it anyway)
2 Huge MC's with rapidfire - 1 autoloader and 1 corrosive
1 Large burst laser with the error mod on it that makes random enemy bits malfunction - pretty sure this is a poor choice, but you don't really need it with the rest of the kit so fun to have really.
1 Shield Cell (rank 6 I think I have - you take minor heat dmg and only for emergencies so basically never, but again saves a rebuy eh?)
fighter bay, srv, max fast regen shield (class 7?), shield boosters x6, point def, kill scanner (mostly useless so put another point def on probs) - engineer everything up to G5 (I never bothered with lifesupport or scanners for this). Put in oven for 10 mins and relax.

What you get is a monster PVE barge that noms anything without a sweat, with the occasional exception of an elite cutter in a CZ that spams shield regens - you'll still win but it takes a while. Rapid Fire MCs may have been nerfed since I made them but they are still fun as hell and rip ships up (boomboomboomboomboom) so I am still happy with them.

With this mix you may not get the bestest ever most efficient ship, but you will get a murder barge that can effectively romp about CZs and HazRez with impunity and much lolage will ensue.

So there you are.
 
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You are obviously going to get advice spanning every weapon in the game... But...

Even if you don't end up keeping them, you gotta at least try the 4A Beam Lasers! [yesnod] [woah]

Now that you own the only ship in the game * that can actually run two, and with an awesome side by side dual mounting, you have to experience what a matched pair of these monsters can do to any NPC enemy ship below a Python in seconds. You will look like this guy for a second or two afterwards > :eek:

You will need to do a G5 Efficient Weapons Mod on both of them though even with a well engineered PD, otherwise you will only get about 2 seconds continuous fire before even an engineered 8A PD is drained dry and Verity starts screaming about heat damage! Its kind of funny to observe how demanding the stock 4As are. Impossible to manage in both heat and power demands without the Efficient Weapons mod taken to full G5 level.

But now with the new Engineers, it will be easy to make a matched set that is very close to perfectly balanced. Once the "Efficient Weapon" mod has been applied to both, along with a G5 Charge Enhanced 8A Power Distributor you can lay down more or less continuous fire in all but the most demanding firing situations. (Hammering with an Advanced Plasma Accelerator at the same time can make your 8A PD complain a bit and you might start overheating with all those energy weapons going at once, but this rarely happens - Just space your fire properly between the two weapons systems)

These big boys are not cheap, but MAN! Do they kick some major butt! They will spoil you for any other weapon and for any other ship.

Besides the 4As, I've got an overcharged Advanced Plasma Accelerator with rapid fire/Plasma Slug mods (never run out of ammo) in the belly mount position and the rest of the hard points are filled with upgraded turreted MCs with various experimental effects such as Corrosive Shell etc.

You can also add insult to injury for your targets by adding an SLF, but with the weapons load out I have laid out here, you can take down Threat Level 4 Corvettes and Anacondas all by yourself without too much trouble. Having a fighter is just gravy, and will just save you a little time.

All this assuming that you run with a 7A Shield Gen. (Mine is G4 Enhanced, Low Power modded) and at least one 7A Shield Cell Bank. (I run with 2 and 3 modified heatsink launchers)

Hands down the most kick butt PvE ship I own. And I own pretty much everything. :)

* Edited for correction in HP load out facts.

Thanks to
Sadistic Savior for setting the record straight!
 
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Even if you don't end up keeping them, you gotta at least try the 4A Beam Lasers! One of the few ships that can actually run two, and the only ship to be able to dual mount them next to each other.

It's also the only ship that can mount 2 at all...there are no other ships that have dual class 4 hardpoints.
 
A ratted modules have better stats.

That's just factually incorrect. Sorry, but you're wrong. This isn't even a debate. What you just said right there is false.

The class-B FSD has two stats that are better than the class A: integrity and power usage.

It's cool if your reply to this is, "I personally value jump range over those two stats" - that's fine. But you didn't say that. What you said was, "a ratted [sic] modules have better stats" and that's not true.
 
It's also the only ship that can mount 2 at all...there are no other ships that have dual class 4 hardpoints.

I thought the Cutter could run two? But not in this ideal arrangement. No?

Then I stand corrected, and my apologies for posting misinfo! I hate it when that happens!

I own a Cutter actually so I should know better. My excuse is that I never use mine for combat, only high capacity long range cargo transport.

So.. That makes the Corvette even more awesome! :D

P.S. I edited my original post with accreditation to you for setting the record straight. :)

Thanks for that!
 
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That's just factually incorrect. Sorry, but you're wrong. This isn't even a debate. What you just said right there is false.

The class-B FSD has two stats that are better than the class A: integrity and power usage.

It's cool if your reply to this is, "I personally value jump range over those two stats" - that's fine. But you didn't say that. What you said was, "a ratted [sic] modules have better stats" and that's not true.
Sorry but you joking right? Sadly not, you trolling.
Integrity ,power usage on fsd on corrvete? You can laught on that in that ship.

When you think secondary stats are that bad, you forgot b-class has more tons! Btw Also unimportant on corrvete.
 
The only time to worry about integrity or power usage of internals is if you are unable to read the combat field to judge when its better to cut and run.

People that try to insist that a slower ship with a crappier jump range makes a better combat ship is trying to compensate for lack of skills.
 
The only time to worry about integrity or power usage of internals is if you are unable to read the combat field to judge when its better to cut and run.

People that try to insist that a slower ship with a crappier jump range makes a better combat ship is trying to compensate for lack of skills.

Or, conversely, a way of compensating for excessive skills.
 
Explain to me why you would run an A-rated FSD in a combat ship?

You *might* want A-rated shield boosters, but do you understand the advantage of E-rated boosters?

What are the advantages of e-rated boosters. And take a breath cmdr. Were all friends here.
 
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