A shieldless setup can certainly work against NPCs, but a biweave setup will last forever against NPCs in any CZ.
A ship builder, outfitting and comparison tool for Elite Dangerous
coriolis.io
Notes:
- The over capacity power plant and power priorities are intentional. This setup keeps all countermeasures (they work better with power), the power distributor (so pips control isn't lost, allowing SYS to keep from being bottomed out to make sure the shields can recharge uninterrupted), FSD (so you can run away when two gank wings interrupt your high CZ adventures), thrusters (being able to move is pretty important), AFMU (so MRP repairs aren't interrupted), shield generator (self explanatory), and lowest power shield booster (because broken regen is greater and having shields pop up with a bit more than half base strength is optimal, in my experience) active through power plant malfunctions. Sensors (target lock doesn't matter much if your weapons are off) and life support (25 minutes, which makes the integrity irrelevant and power mostly so) are less critical, but can be powered at half strength. Extensive combat experience (PvP and PvE) with the A7 armored+monstered PP on hybrid Corvettes strongly suggests that the integrity is sufficient (I don't always explode, but when I do, it's almost never because of PP integrity).
- The large hardpoint is an LR regen beam if someone wants to play with the turret and regen SLFs in mid-combat and/or tag enemies from afar, but I consider the large hardpoint swing space for a variety of weapons, due to it's somewhat awkward placement on the vette.
- All the other hardpoints are what my general purpose corvette usually runs...I like having utility turrets on the flanks and the tightly grouped fixed hitscan weapons split between the two triggers.
- A B1 AFMU doesn't have a lot of repair capacity, but MRP repairs are ten times as efficient, so this dramatically increases effective MRP integrity before it has to be reloaded, if it's used properly. The only other module I typically repair in active combat is canopy.
- That heatsink launcher is a placeholder as Coriolis doesn't seem to have the tech broker heatsink launcher, which is what I'd use (as it's the same thing, but one more heatsink).
Almost forgot:
- I don't recall the exact mapping of utility slot in the outfitting list to location on the ship model, but in general you want the heatsink launcher and the lowest power booster on the bottom of the ship, the two PDTs on the wings, and the remaining boosters clustered up top. This makes sure the boosters that are eventually going to loose power anyway (or that you'd just turn off after running out of SCBs because they have a resistance penalty) take the bulk of the damage, protecting the PDTs, heatsink, and shield booster you actually want to keep around. You want to roll the ship to keep damage away from the underbelly, and the PDTs pointed at incoming munitions.