Well considering I've never lost to a medium in my all fixed Vette I'd say all it takes is practice. Like I said, if you keep crutching on gimballs you're never gonna get any better.
I can't imagine losing to a single medium in my fixed vette either and as far from ideal as I find all fixed MCs on a vette for fighting mediums, such a loadout wouldn't change much other than delay the inevitable. The vette is far too durable and has too much firepower for almost any pilot in any medium to best, provided the vette is flown with a certain degree of competence that I do believe I've reached.
However, I didn't build a vette to fight only one medium at a time. I built one to put up a decent fight against wings of them...don't always win of course, but I like to be able to hang around long enough for everyone to have a bit of fun and my opponents to know they've been in a fight.
I'm not sure what you're talking about regarding gimbals. There are
no gimbaled weapons on my standard PvP vette loadout and there haven't been in about two years. However, I am considering them again, given how TLB has been changed.
Sorry, but if it's not a secret, I would like to understand the new tactics. When I fly to the Corvette and they intercept me, and if it’s just a fight, then you can assess the situation and if you don’t have enough strength to fly away.
But what to do if there are several griffers and after the evaluation of the enemy, you barely manage to fly away: (
I have no secrets as a player. Secrets are fragile things, not to be relied on. I want my core build strategies and piloting tactics to be applicable even if the opposition knows them intimately.
Anyway, regarding mines, it depends on how many ships their are and what they have, but in situations where it's only a Cobra CMDR or two, I've simply stepped up the aggression. Knowing that the shield gen will eventually collapse if the miners are competent enough, I press the attack sooner.
Against torpedoes, I now try to bait the opponent into launching them early, at a range I know I can evade them on the first pass, after which I try to shoot down, or guide enough of them into collisions with other objects (rocks, other ships, my own SLFs, etc) until there are too few remaining to pose a threat.
Past a critical threshold (in numbers, ability, or a combination of both), I just cut my losses and run. It's easy to lose one's self in the moment and before you know it find that a 2v1 is now a 5v1, but I've gotten better at leaving before I'm overwhelmed...and better at not leaving too soon.
Everything happens very quickly, and you do not have time to think and apply any tactics: (
Situational awareness, quickly assessing the opposition, and learning how to make accurate inferences based on limited information, are all tactical skills that one can develop.
Identify threats and categorize them by how quickly they can force you to disengage. Reverb torpedoes are pretty high on that list, as are cascade rails (if you have SCBs). If nothing can cripple your ship immediately, it's often wise to drive off the softest opponent rather than going after the strongest because the firepower available to most combat vessels has a much narrower spread than how long they can hang in a battle. Even a novice pilot in a shoddily built FDL can lay into a big and do very nearly as much damage as an expert, if they are ignored, but that novice pilot is not going to hold up to incoming fire nearly so well.
Anyway, you'll figure things out, it will just take some trial and error.
Yes, I use armored power, but in this case I have to use all the kinetic weapons, otherwise I will not have enough energy
It's possible to power more power hungry weapons while retaining that armored PP, but there will be some trade-offs required.
Why should my large and well-protected ship quickly run away from 2-3x Krain MK-2?
The reality is that each of those Kraits is not far off your own firepower and at least one of them is likely be able to leverage most of it unopposed. They are also much faster than a vette and thus able to dictate the engagement range, withdrawing when they need to, while their wing takes their place.
Unless there is a major skill/experience discrepancy in your favor, two medium combat vessels is a serious threat to a vette, and three almost insurmountable.