Ships My first Corvette.

Hi Cmdrs, looking to build a Corvette from the ground up for PvE. Was wondering what suggestions you have for the different modules & hulls and stuff. On my other combat ships I use a combination of burst lasers & multicannons with G5 Efficient / Double Braced except the 1 multicannon has G5 High Capacity / Corrosive Shell & will be using this combinations on the Corvette as they work well for me. Been wondering for a while now is Corrosive shell best on the largest or smallest multicannon?
 
For lasers i only use long range. As the damage falloff of lasers is agressive. After 1 Km (falloff start for pulse/burst is 500m) they are essentially not doing much. Multicannons on the other hand keep full damage until 1.4Km so i say run LR on lasers and Overcharged/incendiary on multis. With one of the C1s being high capacity/corrosive.
 
Hi Cmdrs, looking to build a Corvette from the ground up for PvE. Was wondering what suggestions you have for the different modules & hulls and stuff. On my other combat ships I use a combination of burst lasers & multicannons with G5 Efficient / Double Braced except the 1 multicannon has G5 High Capacity / Corrosive Shell & will be using this combinations on the Corvette as they work well for me. Been wondering for a while now is Corrosive shell best on the largest or smallest multicannon?
Run corrosive on smallest
 
Hi Cmdrs, looking to build a Corvette from the ground up for PvE. Was wondering what suggestions you have for the different modules & hulls and stuff. On my other combat ships I use a combination of burst lasers & multicannons with G5 Efficient / Double Braced except the 1 multicannon has G5 High Capacity / Corrosive Shell & will be using this combinations on the Corvette as they work well for me. Been wondering for a while now is Corrosive shell best on the largest or smallest multicannon?

Corrosive shell either on one of the class 1 or on the class 3.

My current setup is class 4 beams Eff/TV, class 2 beams Eff/TV, class 1 beams LR/TV and class 3 MC HC/CS, all gimbled.

You can fight for hours without reloading. To make use of the Corrosive MC you have to point the nose up to fire a salvo.

Because of the wide arc of fire turrets on the class 1 and 2 (they can literally fire aft) may do more damage at all.
 
This one has killed about 40,000 NPCs

Leave out the fighter hanger if you want to rank-up. You don't really need the armour because you'll never lose your shields.
 
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This one has killed about 40,000 NPCs

Leave out the fighter hanger if you want to rank-up. You don't really need the armour because you'll never lose your shields.
Although the NPCs do use phase weapons (wing missions to kill) it's a shame they don't use torpedoes with reverb or mines.
 
Although the NPCs do use phase weapons (wing missions to kill) it's a shame they don't use torpedoes with reverb or mines.
Yes, they don't have them, though I can't see that it would make a massive difference. Both are fairly easy to evade.

Whhen engineers were introduced, NPCs had all sorts of interesting weapons that blew up just about every commander in sight. There were so many complaints on this forum and others that FD had to dial it back.
 
Here's mine: Mediator
Burst lasers on the huges
Multicannons on the large (corrosive) and mediums (autoloader)
Cytoscramblers on the smalls
Weird. Do you have a problem with materials for the power generator ?
Maybe it would be better to replace the shield with a double (bi) and add 2 amplifiers?
 
Here's mine: Mediator
Burst lasers on the huges
Multicannons on the large (corrosive) and mediums (autoloader)
Cytoscramblers on the smalls
Flow control only reduces the power plant usage of a module…not the distributor energy. Having that on your burst lasers and power distributor is not helping you in any significant way. Super conduits is a far better choice for the distributor.

Multicannons are efficient by nature, so putting efficient engineering on them is a redundant choice. Overcharged or Short Range are better options for pure damage MCs. High capacity is a good choice for multicannons that provide useful debuffs like corrosive so you don’t run out of the debuff.

The FSD Booster, interdictor, fuel scoop, docking computer and supercruise assist can all be made power priority 5 and shut off when the hardpoints are out, since you’ll never be using any of those while fighting. That would allow you to make your power plant armored 5/monstered or possibly even thermal spread for better protection and heat management. Kill warrant scanners are power hungry little things, so downgrading to a D grade and just using it when firing on ships from closer is likely a better use of power and time.
 
While we’re sharing…here’s mine. https://s.orbis.zone/ip7e

Corvettes are surprisingly good with fixed hitscan weapons in the huge hardpoints. The ship moves so nimbly for its size and the huges fire from a very natural aiming point, so once you get the hang of it you can reap the benefits of higher damage and lower distributor draw inherent to fixed weapons.

Corvettes are also good at making redonkulously thick biweave shields with excellent resists. The best of both worlds…as long as they never go down.
 
While we’re sharing…here’s mine. https://s.orbis.zone/ip7e

Corvettes are surprisingly good with fixed hitscan weapons in the huge hardpoints. The ship moves so nimbly for its size and the huges fire from a very natural aiming point, so once you get the hang of it you can reap the benefits of higher damage and lower distributor draw inherent to fixed weapons.

Corvettes are also good at making redonkulously thick biweave shields with excellent resists. The best of both worlds…as long as they never go down.
Thank you, but I have comments.
1. using reactive armor on large ships with lots of hull reinforcements is a waste of money.
2. where is even one rail? Better to look at the charging cans of the enemy ?
3.
Corvettes are surprisingly good with fixed hitscan weapons in the huge hardpoints.
I know what you mean. (to Morbad pardon me) but I disagree. There is a great deal of DPS coming from the low speed of the Corvette.
 
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I suggest mixing some high burst damage weapons with some sustained damage weapons. Leverage that C8 distributor. Corvette load outs are a struggle though because the C3 slot doesn't converge too well and the small slots feel flaccid and incongruous with the rest of the ship. All I can suggest is trying out a variety of things and go for some high energy weapons like rail guns, plasma or cytos. The corvette is for curbstomping npcs into extra crispy shrapnel. You want some weapons that do the video game equivalent of a Kimbo slice knockout punch.
 
Thank you, but I have comments.
1. using reactive armor on large ships with lots of hull reinforcements is a waste of money.
2. where is even one rail? Better to look at the charging cans of the enemy ?
3.

I know what you mean. (to Morbad pardon me) but I disagree. There is a great deal of DPS coming from the low speed of the Corvette.
1. Considering that money is so easy to come by these days…and that all it takes is one bad day where your shields collapse to regret not having your hull nicely built and balanced…I choose to be prepared for the worst.
2. There’s not an SCB that exists that can overcome the thermal damage that this ship puts out. Adding a rail means subtracting something useful.
3. I have a long range beam and an SLF for distance. NPCs love to close distance with you if you let them. For up close, keep it in the blue and use all of your thrusters as well as FA off in small bits to stay on target. The damage boost that comes from switching from gimbaled to fixed is large, and it rewards good piloting.
 
1. Considering that money is so easy to come by these days…and that all it takes is one bad day where your shields collapse to regret not having your hull nicely built and balanced…I choose to be prepared for the worst.
2. There’s not an SCB that exists that can overcome the thermal damage that this ship puts out. Adding a rail means subtracting something useful.
3. I have a long range beam and an SLF for distance. NPCs love to close distance with you if you let them. For up close, keep it in the blue and use all of your thrusters as well as FA off in small bits to stay on target. The damage boost that comes from switching from gimbaled to fixed is large, and it rewards good piloting.
1. I mean the penalties for adding resistance.
2. I'm talking about knocking down cans.
3. PVE only ? Its Ok.
 
1) What penalties? Corvettes are big heavy ships with a flat thruster curve. There’s very little benefit in speed and handling from not putting a hull on there…and very little detriment from stacking on mass. Losing your modules and dying to NPC dumbfires because you can’t be bothered to build your ship properly seems a bigger waste to me.
2) I have no idea what you’re talking about.
3) The OP asked about PvE Corvettes. This is a PvE Corvette.
 
1) What penalties? Corvettes are big heavy ships with a flat thruster curve. There’s very little benefit in speed and handling from not putting a hull on there…and very little detriment from stacking on mass. Losing your modules and dying to NPC dumbfires because you can’t be bothered to build your ship properly seems a bigger waste to me.
2) I have no idea what you’re talking about.
3) The OP asked about PvE Corvettes. This is a PvE Corvette.
I'm sorry, I understand you and it's important to me that you understand me.
1. There are penalties for adding resistance. That is, the more amplifiers, the lower the addition percentage.
2. 2. The enemy releases the can and charges the shield. You are forced to knock down the shield again. The rail with the feedback effect is able to destroy the shield charge. You will kill the enemy faster.
3. For PvE I make it easier. I put a big prisyatic shield, and as soon as it is depleted just overload the ship immediately the shield becomes half. This is about 4k. A kind of mnogveg shield charging.
 
I'm sorry, I understand you and it's important to me that you understand me.
1. There are penalties for adding resistance. That is, the more amplifiers, the lower the addition percentage.
2. 2. The enemy releases the can and charges the shield. You are forced to knock down the shield again. The rail with the feedback effect is able to destroy the shield charge. You will kill the enemy faster.
3. For PvE I make it easier. I put a big prisyatic shield, and as soon as it is depleted just overload the ship immediately the shield becomes half. This is about 4k. A kind of mnogveg shield charging.
Ok, this is a translation issue. I’ll try and explain.

1. The correct phrase for that would be “diminishing returns” rather than “penalties”. The word penalties would imply that you’re actually harming your ship by stacking resistances, and that’s not true. It is true that, for shields especially, the return on investment from adding tons of resists drops once you get past 50%, and then is further reduced if you can get them past 70%. That being said…you’re still getting some benefit there even if it doesn’t stack as high as it could, especially for a biweave that can regenerate a good amount of shields over time.

Hull is not totally like that, and is much much easier to stack. A heavy duty/deep plating hull reinforcement package adds both integrity and resistances to the hull. The integrity stacks additively but the resistances stack multiplicatively, and it can get downright ridiculous with the amount of highly resistant hull you can build up. Even if you leave the hull armor as lightweight (since hull armor has terrible return on investment when you look at mass vs integrity), a few HD/deep hull reinforcements can add hundreds of integrity at a minimal mass cost. That can save your ship in a pinch. A big ship like a corvette with lots of optional slots has no business skipping hull entirely. An FDL? Sure, skip the hull. There aren’t enough optional slots to do it properly there, so why bother in PvE?

2. “Cans” is not an Elite Dangerous word. You’re looking for “SCBs” or “Shield Cell Banks”. The thing about feedback rails is that the amount of SCB MJs cancelled depends on the amount of damage done by the rail or rails. You can’t install a single small feedback rail and expect to cancel a large class 7 or so SCB with even multiple shots. If I’m doing 128 DPS between my 3 fixed beams, that’s enough to out-DPS any SCB except a class 8, which is not commonly found on NPC ships. Canceling SCBs is far more useful when you’re flying a smaller ship that’s not packing two huge hardpoints and can’t out-DPS the SCB’s regeneration.

3. It’s totally fine to use either prismatics or biweaves on a corvette. It’s just a different philosophy of building shields. I like having high shield regeneration between engagements.
 
Ok, this is a translation issue. I’ll try and explain.

1. The correct phrase for that would be “diminishing returns” rather than “penalties”. The word penalties would imply that you’re actually harming your ship by stacking resistances, and that’s not true. It is true that, for shields especially, the return on investment from adding tons of resists drops once you get past 50%, and then is further reduced if you can get them past 70%. That being said…you’re still getting some benefit there even if it doesn’t stack as high as it could, especially for a biweave that can regenerate a good amount of shields over time.

Hull is not totally like that, and is much much easier to stack. A heavy duty/deep plating hull reinforcement package adds both integrity and resistances to the hull. The integrity stacks additively but the resistances stack multiplicatively, and it can get downright ridiculous with the amount of highly resistant hull you can build up. Even if you leave the hull armor as lightweight (since hull armor has terrible return on investment when you look at mass vs integrity), a few HD/deep hull reinforcements can add hundreds of integrity at a minimal mass cost. That can save your ship in a pinch. A big ship like a corvette with lots of optional slots has no business skipping hull entirely. An FDL? Sure, skip the hull. There aren’t enough optional slots to do it properly there, so why bother in PvE?

2. “Cans” is not an Elite Dangerous word. You’re looking for “SCBs” or “Shield Cell Banks”. The thing about feedback rails is that the amount of SCB MJs cancelled depends on the amount of damage done by the rail or rails. You can’t install a single small feedback rail and expect to cancel a large class 7 or so SCB with even multiple shots. If I’m doing 128 DPS between my 3 fixed beams, that’s enough to out-DPS any SCB except a class 8, which is not commonly found on NPC ships. Canceling SCBs is far more useful when you’re flying a smaller ship that’s not packing two huge hardpoints and can’t out-DPS the SCB’s regeneration.

3. It’s totally fine to use either prismatics or biweaves on a corvette. It’s just a different philosophy of building shields. I like having high shield regeneration between engagements.
Ok
1. Military vs Reactive
Different only resistance.
No diffirent in Protection volume.
2. My Corvette 2x2 long range rails.
My npc's often use SCB. And helps me finish off the npcs if they are going to jump from me.
The farther you shoot the rails, the more accurate, the computer brings the projectile to the target.
3. Ок.
 
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Hi Cmdrs, looking to build a Corvette from the ground up for PvE. Was wondering what suggestions you have for the different modules & hulls and stuff. On my other combat ships I use a combination of burst lasers & multicannons with G5 Efficient / Double Braced except the 1 multicannon has G5 High Capacity / Corrosive Shell & will be using this combinations on the Corvette as they work well for me. Been wondering for a while now is Corrosive shell best on the largest or smallest multicannon?
all you need to do is ..
reward yourself for building a Corvette ..
your reputation as a Federal Admiral is is progressing...
congradulations!
 
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