Ships a question aimed at corvette captains

Hello all
Let me start by saying I am quite far from getting the Corvette and currently I have an Anaconda.

So the corvette looks very inviting, except for a few concerns I've formed over time.
First: the jump range. I quite like my anaconda's big jump range even though its not fully upgraded. Though can it be fixed by getting the a class FSD and a level 2 engineer mod?
Second: that double huge hard points look very inviting O,,,,O but switching from an anaconda I would be trading 2 large for that 1 extra huge. Is 2L = 1H? also I love my anaconda cause 2 of its large are nice spots for pulse laser turrets, lots of open area to swing round on the top deck and makes it feel like a battleship! but all that the corvette has is 2 small points on the deck?!
Third: Less hull integrity. I like my anaconda because even if my shields fail I can still take a beating plus my powerpant has a reinforcing upgrade so it can't be broken easily. But the corvette's less hull integrity worries me a little... should I just not worry and just focus on getting shield boosters and a good shield upgrade?
Due please note I can only realistically get up to level 2 engineering mods, so that 4 trillion shield corvette thing is beyond my capabilities

Thanks for any replies ^,,,,^
 
2L is approximately = 1H, yes.

The Corvette's small hardpoints are good for utility/effect rather than direct damage. Put a Cascade rail on one to stop your target from using shield cells. A Corrosive multicannon for bonus damage after shields go down. Or an Emissive multicannon to help keep your target lock when he uses a heatsink.

The medium side hardpoints can be your turret-workhorses for delivering pewpew to the ships that are too squirrelly to stay facing all the time, or are dying before you'll be able to get the class-4s onto them.

The placement of the huges on the Corvette is much better also, for any weapon type you'd use there. Because pitch is the fastest way to change direction, and most commanders pitch mainly up since that's where you have the best vision, and the stock pitch rate of the Vette is better than the Conda.... the Corvette's main guns will line up with the target much quicker.

The jump range can be improved with engineering, but if you also want to raise hull integrity, that will drag the range back down again. A Corvette loaded down with combat gear will probably only jump in the upper-teen LY at best, but this is no worse than most combat ships did before engineers. And it's much more bearable with a 6A fuel scoop. If limited range really drives you crazy, you could store nonessential modules before starting a long hike, make the jumps without the extra mass, and then transfer them when you get to your destination port.
 
Ah thanks.
I will check out that other thread but it seems the first few posts in it are a bunch of... well I don't have any words for it that aren't swear words. I guess "lol I typeded a cooment!" will do

Also Goemon... why... why did you link that
@....@
Now I am going to lose my job because I am sitting reading a long list of damage and damage penalty lists instead of marking tests
Moderator abuse!

Edit: Also thanks for the comment pulsarShark!
 
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Same post here as in the other thread:

The Corvette flies better than the Anaconda which is to say it has better turn rates and rate kills! It looks cooler: For passenger missions, if a customer/passenger has a choice between being flown around in an Anaconda or a Federation Corvette, as a passenger which would you choose? For cargo hauling, it carries (depending on fittings) a bit over 100 tons more cargo than the Annie and only about 20 tons less cargo than a T-9. Yeah, the jump range sucks, I had mine up to just over 20 LY and messed with it, now back down to 18.5 max. with level 5 increased FSD range mod.

Four trillion credit Corvette build? :D I am only up to about 700 million [wacko].
 
2 small ~ 1 medium
3 small ~ 1 large
5 small ~ 3 medium ~ 1 large + 1 medium ~ 1 huge

that's not calculating in damage penalties against medium/large ships... : https://forums.frontier.co.uk/showthread.php/246086-Official-FDev-Damage-Stats-for-Every-Weapon


Yes, however engineer special effects make it a bit more complicated and make it possible for even class 1 hardpoints to have a huge effect even on large ships. For example, a c1 cascade railgun can cancel out even the largest of SCBs, effectively removing a large amount of your opponent's shield mj from the fight. A c1 emissive laser will counter any silent running attempts at stealth. A c1 corrosive multi will negate much of the enemy's armor. A c1 drag missile will force no pips to engines regardless od being c1. Tl;dr c1 engineered weapons can now have a drastic effect on effective DPS.
 
The two medium hardpoints on the sides of the Vette are perfect for turrets. They have a very wide firing arc. I use 2x medium beams there and they shred shields, destroy smaller ships with ease.
 
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