Sell me a "big three" ship

Nice one Ziljan, bookmarked. Would be interested to know how the heat efficiency compares across all 4 ships, the T-10 seems to run on liquid nitrogen, also has the lightest sensors,meaning you can G5 long range with hardly any mass penalty.

Lightest sensor is a +/-. Yes it can save a LOT of mass on a long-range mod, but larger mass sensors also detect farther objects which can be useful in a variety of situations including increased stealth detection range (which is important for auto-attack emissive munitions turrets). Max for T10 is 11.7lkm. Max for Conda/Vette is 13.4km. I believe higher mass also confers ramming benefits, so a 320-480T sensor array could be a secret advantage in the PVP meta. Haven't done a full heat analysis yet, but so far yes, the T10 does seem to be even better than the Conda, kinda needs it for combat build fuel scooping though which is super sloooooow. I use heavy sprung pedals for roll too, so long trips in a T10 are a good workout!
 
Did a quick check in coriolis, with 2M 3L 2H gimballed stock MCs the Vette reaches 128.6 raw DPS, slightly better only than the T10, but it would gain the highest relative penetration and effective DPS vs hardness 70. Please, FD make it happen, make the Vette the ship it should be.
 
...the Vette's firepower is even worse than I thought, all things considered. It should be the most powerful warship, it definitely needs it's small and medium hardpoints increased in size by one, as it should have been from the beginning.

Would certainly be a fair correction to increase the size 1 hardpoints to a size 2. An alternate fair correction would be to increase the jump range and just call it what it is combat-wise: a defense-focused, low DPS, multi-role ship.

Did a quick check in coriolis, with 2M 3L 2H gimballed stock MCs the Vette reaches 128.6 raw DPS, slightly better only than the T10, but it would gain the highest relative penetration and effective DPS vs hardness 70. Please, FD make it happen, make the Vette the ship it should be.

You must have put in fixed MCs. Full Gimbal MCs on a Vette can't top 104 unless they're engineered. And a Vette can only use fixed effectively in the C4 and C1 slots. Unless he's shooting at the broad side of a T10.

If you put fixed MCs in all of the slots on the ships where they converge well enough to work, the relative DPS breaks down like this:


ANACONDATYPE 10CUTTERCORVETTE
RAW DPS145.7133.6128.4117.3
AVERAGE PENETRATION43.541.246.344
PENETRATION VS HARD=70102.685.389.387.7
 
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You must have put in fixed MCs. Full Gimbal MCs on a Vette can't top 104 unless they're engineered. And a Vette can only use fixed effectively in the C4 and C1 slots. Unless he's shooting at the broad side of a T10.

No, you can manually overwrite the URL in Coriolis to simulate impossible layouts. The 128.6 DPS were with stock gimbal MCs, 2 huge, 3 large and 2 medium.
 
No, you can manually overwrite the URL in Coriolis to simulate impossible layouts. The 128.6 DPS were with stock gimbal MCs, 2 huge, 3 large and 2 medium.


Ahh, whoops sorry I misunderstood (a bit late here [noob]). Thanks for the correction. You were pointing out the potential after a corrective buff! ). Indeed, that would put it in the number 1 slot for raw DPS just above the T10, and also in the number 1 spot for DPS vs hull hardness 70. Still wouldn't be able to kill a Cutter, but would finally have a reason for having the worst jump range in the game ;)

CORVETTE
CLASSDPSPenetrationDPS vs
Hard: 70
C4286822.63
C4286822.63
C318.95414.58
C318.95414.58
C318.95414.58
C212.6376.66
C212.6376.66

TOTAL

128.5

-

102.33
 
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Yep, and thank you for showing the actual numbers. Maybe that will tone down the voices that say "too OP" to a Vette hardpoint buff.
 
The Anny is still my most used ship as it just does everything more efficiently. My latest Lightweight build (stats below) makes hunting down and collecting materials so easy. FDL's are good for combat but you can't fill them with limpets and a docking computer (yeah i'm lazy but it really takes the pain out of planetary landings). Asp jumps well but can't be used to take out other Annaconda's for those precious Proto-Light Alloys. I'd say at least treat yourself to the Annaconda even if it's just for Engineering and at any rate if you stick a load of overcharged high yield cannons on it and a huge efficient beam lazer it's wicked fun.

Jump Range 49 LY
Bi-weave shield 1122 MJ, Resistances 55, 59, 68
Hull 2225, Resistances 38, 43, 34
DPS 101.4
Speed 370
Cargo 64
Limpet controllers 2

https://eddp.co/u/ZTJMnFfy
 
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Type 10 has the best cockpit and the best DPS vs small ships. It also has the best heavy combat fitted jump range, and the worst overall hardpoint convergence.

The Anaconda has the 2nd best raw DPS, the best DPS vs large ships, the best light combat build jump range, and the tightest overall hardpoint convergence.

The Corvette has the 2nd best shields, and sightly less drift than the Conda, and the lowest total DPS of the three, but looks really cool with the two C4s up top. It also has the best pitch rate (slightly better than than the Conda) which is useful for turning to face small ships (iff you suck at FA Off).

The Cutter has the biggest shields, the fastest boost speed by far, the highest Mass Lock Factor, decent jump range, the most cargo capacity, and the best zero pip heavy build pitch rate of the big four. However it does have the same C7 power distributor as the T10 which is a minor handicap until it's engineered, even so it has the best survivability stats vs other alpha ships in the game.

AnacondaT10CutterCorvette
max useful explo. spec
jump range
69 LY39 LY41 LY34 LY
max combat jump range24 LY26 LY24 LY17 LY
Jumps to Pleiades22212232
max hull armor8.5007.7007.6008.000
hull hardness65757070
max shields6200 MJ5100 MJ10000 MJ 8000 MJ
0-4-2 pip pitch rate39 deg/s28 deg/s28 deg/s41 deg/s
4-0-2 pip pitch rate17 deg/s9 deg/s22 deg/s20 deg/s
Top Speed275 m/s253 m/s306 m/s291 m/s
Boost Speed367 m/s315 m/s490 m/s379 m/s
relative DPS (all stock
gimbal MCs)
119 DPS127 DPS111 DPS104 DPS
relative basic armor
penetration
43.541.246.344.0
relative effective DPS
vs hull hardness:70
84.0 DPS82.6 DPS78.4 DPS77.4 DPS
Number of Hardpoints8977
Relative Weapon Convergence
(smaller area is better)**
1824
Mass Lock Factor23262724

Apart from the max jump range listed in the first line, all above stats are comparing the builds in the heavy combat configuration with maximum hull and reinforced Shield Boosters.

Repped for that comparative analysis :)

The T-10 needs a pitch-rate buff, for sure.
 
If anything I'd say get an Anaconda freighter build, use it as a storage barge for all your engineered stuff, make it a project to slowly do up. The Anaconda is great for long range community goal haulage.

How do I switch ships but leave the engineering items in storage on the old one? So leave all the engineer type items in cargo and switch to a ship with no cargo racks? Otherwise the cargo transfers to the new ship as I recall. I never thought of this!

Do you mean just the cargo type of stuff? I know the data anomalies go with me to each ship I switch to. Can those be left on the old ship somehow too?
 
I can not believe that after seven pages no one has mentioned the truth.

If you have not got a BIG one, then no girl is ever going to want to be with you....Do you want to fly solo forever????

[heart]
 
My 2nd account has only 3 ships, all medium sized and I'm elite in Trade and Exploration( almost, a couple days away from selling my last bit of data, on 90% Pioneer at moment )
FDL - Combat - but it bores me so I don't bother and I'm still Novice.
Python - trading and passenger missions
Asp Ex - Exploration.

My primary account I've got a lot of different ships, including an Anaconda which I hate flying, it's like flying a brick, but in Combat it's like it's made of China!
I also have a T-9 and T-10 but I'll probably stick to the T-9 for large trade CG's now it's got a little more cargo space than the T-10 ( when Beyond Chapter One goes live ).

I've never really seen a point in grinding the rank for the Cutter or the Corvette. I did a bit of dull grinding for the FGS, that was enough to convince me not to bother trying for a Corvette.

Module Storage is getting an increase too, so that old reason is probably going away - not that I ever had enough modules in storage to even find out what the old limit was!
 
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As the owner of at least one of every ship...

The Anaconda is a good all-round, large, multi-purpose ship. It's pretty much a giant-sized python.

The Cutter.. it looks really nice, sounds really nice, handles like a block of soap on ice, but packs a lot of firepower.

The Type-10... now this thing is a cow of a different color. Very similar to the type-9, but with a whole lot more firepower and slightly better handling.

RBS are fun to fly - That's Really Big Ships - they have special handling needs, with one exception that people always forget about - the Beluga.

If you're considering getting into one, I'd suggest the Anaconda. If you find the handling too difficult, then the Beluga is what you're looking for, as it handles like a ship about half it's size.
 
You must have put in fixed MCs. Full Gimbal MCs on a Vette can't top 104 unless they're engineered. And a Vette can only use fixed effectively in the C4 and C1 slots. Unless he's shooting at the broad side of a T10.



I use C2 (and C1) rails in mine and have no problems hitting things, despite being a terrible pilot.

You can even do this:
[video=youtube;xSJwG6ymG2I]https://www.youtube.com/watch?v=xSJwG6ymG2I[/video]
 
Yeah....I'm liking the conda. I've resisted the urge to let it become the 'one' ship as it can do everything very well.

The handling is not too bad but against the smaller ships in CQ it's a pain and I don't use turrets, however I only need a couple of seconds with them in my sights :)

Still not sure about those 2 small hard points though...I've now tried seeker missiles, gimballed MCs and railguns, none of them felt quite right but the rails we're good against another big ship and the missiles were good against small ships.
 
Watch the video again, the C2 hardpoints can only hit the widest targets when they present their widest angle. Forget hitting small targets with both fixed C2s unless they are very far away. Same with the lower C3.


He hits an Asp Scout at pretty close range with all of them, which is about half the width *and* length of the hyperbolic bar you set, the T-10.
You are moving goalposts.
They converge fine.
 
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