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.
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.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.
Small side note to your build:I never lost more than one ring of shields, so I'm going to ditch the SCBs and replace them with Guardian shield boosters.
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
Just to add to the above correct answers: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.
Good point, well presented.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.
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.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
I can't see a way that would make sense or a difference.Can anyone make the shields stronger without losing the SLF, KWS and changing the 7C biweave?
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.Try this build as an alternative.
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 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.