Ship Builds & Load Outs Ships Laser ship build

I'm liking using the mamba with huge beam thermal vent and the rest burst lasers with various experimental effects.
Have the guardian power plant and distributor don't have any power issues. and doesn't get to hot to quick. Run and gun stay moving hard to chase a mamba.
 
I'll share my newbie experience with laser boats. First I got Corvette with all gimbaled beams(eff+thermal vent). It's good as for me, can do the job just a lil slower than MC build. Then I tried gimbaled pulse lasers with the long range mod. It's tempting to land a shot on 3km, but overall it fells less powerful than the beam build, especially against heavy ships. Haven't tried burst lasers, maybe it would be better to go for bursts instead of pulses. Currently I see my ideal build with all beams and 2 small long range pulses to poke enemies from a distance. Or maybe trade one small pulse to MC with corrosive.
 
I was out in my laser boat (link in a post above). In about 3 1/2 hours, I got 124 mil in bounties and 137 mil in mission rewards for some kill pirate missions that turned up on the mission board last night. That's as good as mining or passenger missions. In the whole time I was there, I never lost even one ring of shields despite taking on just about everything in sight in the Haz RES. It was actually closer to 3 hrs because I cooked and ate my dinner in stages while I left the ship collecting materials after each Anaconda.
 
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The starting point was that OP doesn't want multicannons because they run out of ammo after 30 mins.

IMHO, armour and hull reinforcements are a complete waste on shield tank Corvette, because you never get close to losing shields against NPCs, especially with SCBs. Collector limpets are more useful because you can collect the class 4 and 5 materials, which are worth more than the credits, while you're farming.

If you're in CZ and attract an entire spec ops wing, or an elite wing assassination, they can punch through your shields fast since they come with engineered weapons with experimentals. It's good to have hull and module reinforcement beef as a backup, and it'll still only be about 5% of your mass.
 
If you're in CZ and attract an entire spec ops wing, or an elite wing assassination, they can punch through your shields fast since they come with engineered weapons with experimentals. It's good to have hull and module reinforcement beef as a backup, and it'll still only be about 5% of your mass.
I've done loads of CZs with shield tank Corvettes. I've never lost my shields. I don't have to use the SCBs very often, probably because I don't attack the special ops when they're all together. I generally pick them off one at a time or fight over the other side of the field.

I'm doing pirate massacre missions at the moment. 600 mil tonight in 3 hours. I think I can increase that to over 800 mil, which is my target for tomorrow night. That includes time to pick up all the materials from the Anacondas.I never lost more than one ring of shields, so I'm going to ditch the SCBs and replace them with Guardian shield boosters.
 
I never lost more than one ring of shields, so I'm going to ditch the SCBs and replace them with Guardian shield boosters.
Small side note to your build:

4D Guardian Shield Boosters have a bit better MJ/MW (Shield Capacity Increase / Power Draw) than 5D, and 3D only marginally less than 5D (2D and 1D are worse though). Both are also much lighter per MJ and offer more total module integrity.

I'd replace the three small Cargo racks with a single 5E or 6E and swap the 5D guardian shield boosters for 4D and add one ore more 4D or 3D.
 
Just noticed, that in many builds there are turrets but not gimbaled. Are they really better on Corvette?
The huge can be gimbaled or fixed
The rest can be turrets. The sides cover a lot of space, the underbelly is also worth as a turret since its forward angle of fire is quite limited
The Corvette is pretty nimble for a big ship so I use Gimballed on everything but the under-nose C3 - which I find is irritating for convergence hence the fixed rail gun there.
Just to add to the above correct answers:

Turreted lasers have less DPS but a lower Distributor Draw per damage than gimballed, wider arc and I find them also to be much more accurate over medium to long distances (less wobble, at least with A-rated sensors).
Gimbals can be switched to Forward Fire by de-selcting the target, for turrets you have to go through the right side menu as there is still no keybind to switch turret mode
Edit: Or use a keybind to rotate between the three turret modes. With EDRefCard up again I realized that I already have one.

Situationally I therefore favor turreted lasers over gimballed, e.g. to cover the sides or underbelly, or when using long range or focused instead of efficient.
 
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Small side note to your build:

4D Guardian Shield Boosters have a bit better MJ/MW (Shield Capacity Increase / Power Draw) than 5D, and 3D only marginally less than 5D (2D and 1D are worse though). Both are also much lighter per MJ and offer more total module integrity.

I'd replace the three small Cargo racks with a single 5E or 6E and swap the 5D guardian shield boosters for 4D and add one ore more 4D or 3D.
Good point, well presented.
 
This is my lasers only PvE CZ Corvette https://s.orbis.zone/elbm I have gotten into Top 10 (not Top 10%, but Top 10) in CZ Community Goals with this so it has proven its worth. It is also tanky enough to just have cargo scoop out and scoot engineering materials with the limpets while fighting.

There is also another lasers only concept that you can try in smaller agile ships that can get close to your opponents. https://s.orbis.zone/elbp <<< that is kind of a "frag lazor" -build. So you only use the bigger lasers against large ships when you are at around 300m or so from them. I kind of experimented with it at some point, but did not go that route eventually. I know that it has worked for some people though. The smaller gimballed lasers are there to take out pesky eagles and other such ships that you do not manage to get close to.
 
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Thanks cmdr Innocentius! Your build is exactly what I looked for, works like a charm in CZ of the current event. I don't have access to the guardian tech yet and my shield boosters are not fully engineered, but offence is the best defence, as a brave man once said.
 
Glad to be of help :-D There is always skepticism about lasers only builds as the conventional wisdom has been otherwise for so long, but when built right they work wonders. Happy hunting!
 
My new main ship is a full pulse Krait Mk2 with long range mod.
I've tried a few other off-meta builds in the past but none worked as well as this one.

Basically most of my engagements go along these lines:
NPC is engaged in a dog fight with SLF while I snipe away with pulse cannons from a comfortable distance.

I previously tried this strategy with rail guns but the slight delay between shots (and ammo requirements) meant that I was missing most of my shots against smaller
more agile ships. I don't have that problem with pulse because it is a hitscan weapon.

I would add that the biggest disavantage with this build is that it takes a bit longer to take down heavily armored ships than a more standard build equipped with multicannons + corrosive effect.
 
OK, after a bit of testing and re-arrangement. I have a very excellent all laser battleship. You'd have to be a right duffer to mess up in this one:

Can anyone make the shields stronger without losing the SLF, KWS and changing the 7C biweave? I'm presently making 200 mil per hour in the Haz RES. It's going to be 260 mil/hr tonight for 3 hours.
 
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I would like to test this build but my eng. materials are gone so I need to restock them. Currently I'm thinking about the Inertial Impact experimental for huge bursts. But I have to visit Broo to do this.

btw, 200mil in the haz res, it's from pure killing or from stacking massacre missions? Currently I found YS and Inti systems but can't reach such numbers
 
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I would like to test this build but my eng. materials are gone so I need to restock them. Currently I'm thinking about the Inertial Impact experimental for huge bursts. But I have to visit Broo to do this.

btw, 200mil in the haz res, it's from pure killing or from stacking massacre missions? Currently I found YS and Inti systems but can't reach such numbers
Stick with the laser arrangement I suggest. It's important for the power drawn from the distributor. You can set 1-1-4 pips nad rarely need to change them in 3 hours of continuous fighting. Anyway, inertial impact gives 3% jitter, which makes it really tricky to get small ships at 500m and they're pretty well completely useless on any ship at any sort of distance. It's like the enemy ships are continuously chaffing.

Yes, it involves massacre missions as well. I'm getting about 40 mil per hour in bounty payouts with a KWS and level 2 powerplay, which is a bit low because I'm prioritising mission targets rather than shooting everything in sight. The kill rate is pretty consistent at about 80 per hour of which 48 are mission targets, which is as fast as the mission targets spawn. I know I can get a more kills per hour in a high RES. I'm showing someone else the ropes at the moment. He has enough to think about before having to worry about getting bounties on himself in a high RES. We'll try a high RES later.
 
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Just finished my interpretation of the blitz build for AFK TYpe 10, and had it on test from hours without any damage or lost of cargo. The Blitz just got so much damage fast when small armies of low ranks attacked.

Try this build as an alternative.


I must add thanks for a massive start from the Blitz!
 
Can anyone make the shields stronger without losing the SLF, KWS and changing the 7C biweave?
I can't see a way that would make sense or a difference.

I'd put at least a decent Armor on (Military Grade Composite or Reactive Surface Composite, with Lightweight G5 if you want low additional mass). And maybe even forego some Guardian Shield Boosters for Hull and Module Reinforcement Packages.

But for your current build make sure to keep only the Frame Shift Drive, Shield Generator, Life Support, Distributor and Fighter Hangar in the highest Power Priority 1 and put everything else on priority 2 or a higher number. The Guardian Shield Boosters can't be changed from 1.
This way the total Power Draw in priority 1 is below 40%, and the shield continues rebuilding even if the Power Plant undergoes repeated malfunctions.
The Thrusters take too much power to remain in priority 1 (even with your G5 Overcharged A8 PP and all other modules turned off!), but fortunately thrusters have no boot time and are up again after 5s.

Edit: I'd also replace the Flow Control experimental effect on the lasers with Oversized, as you get more damage for the same amount of Distributor draw and you still have power reserves.
 
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Try this build as an alternative.
Your WEP capacitor will be drained in 10s with 4 pips to it, without maximising your T10's Power Distributor (to A7 PD G5 Fast Charge with Thermal Conduits) even faster.
OP's last Corvette build's WEP lasts 28s. It also has substantially higher DPS vs shields and hull.
When all your Lasers are engineered to G5 Efficient and Oversized, then your WEP lasts for 32s, but the OPs Corvette still has significantly higher DPS, more pronounced against larger ships with harder hulls (T10s).
It helps to play with pips in coriolis.io and check the effects in the "offence" tab, and also on shield recharge, shield recovery and boost interval.
 
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I can't see a way that would make sense or a difference.

I'd put at least a decent Armor on (Military Grade Composite or Reactive Surface Composite, with Lightweight G5 if you want low additional mass). And maybe even forego some Guardian Shield Boosters for Hull and Module Reinforcement Packages.

But for your current build make sure to keep only the Frame Shift Drive, Shield Generator, Life Support, Distributor and Fighter Hangar in the highest Power Priority 1 and put everything else on priority 2 or a higher number. The Guardian Shield Boosters can't be changed from 1.
This way the total Power Draw in priority 1 is below 40%, and the shield continues rebuilding even if the Power Plant undergoes repeated malfunctions.
The Thrusters take too much power to remain in priority 1 (even with your G5 Overcharged A8 PP and all other modules turned off!), but fortunately thrusters have no boot time and are up again after 5s.

Edit: I'd also replace the Flow Control experimental effect on the lasers with Oversized, as you get more damage for the same amount of Distributor draw and you still have power reserves.
This is for PvE bounty farming. It's a shield tank. I've never lost more than one ring of shields against even the toughest wings that could be encountered. There's no reason to worry about what happens when the power plant goes down because in 4 weeks (about 100hrs of fighting), the power plant has never been anything other than 100%.

I might give the oversized effect a try, but the ship already can overheat when trying to get small ships at range, where the thermal vent can't work because of the jitter at long range. I don't think it's going to work, but I'll give it a try anyway. A lot of these sort of things work on paper, but when you try them out, you can see the problems.
 
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