Ships Build Concept: PvE Federal Corvette Carrier For CZs

I won't lie, I seldom dabble in big ships and its been an age since I've actually picked up my sticks for this game.

I'm looking at potential builds, and wanted some input/a potential discussion with the following build, and in particular, are shieldless builds in a CZ viable in the current build of the game:


Note: Intention for use is Multi-crew, 2 players in the SLFs
 
As SPA_Rioku wrote, Prismatic 7A + boosters will help a lot. Besides, you have ample power to spare. You have also not brought any module reinforcements, so if you went into battle with a Corvette like that, your modules would get sniped. Besides, with shields, you won't need 8 point-defense cannons to shoot down incoming missiles, two would do it for top and bottom cover.
 
One of the major benefits of the Corvette is the massive shield capabilities, so you are working against its design with something shieldless.

Using my high CZ Corvette (https://s.orbis.zone/qzsD) you can see what you're doing with a shieldless build is swapping out 12,000 mj of potential shields for a gain of a little over 3000 hull. Not saying that you shouldn't do it, but it's not something I'd use if I was completing massacre missions. Maybe one if you're just messing about for giggles.
 
As SPA_Rioku wrote, Prismatic 7A + boosters will help a lot. Besides, you have ample power to spare. You have also not brought any module reinforcements, so if you went into battle with a Corvette like that, your modules would get sniped. Besides, with shields, you won't need 8 point-defense cannons to shoot down incoming missiles, two would do it for top and bottom cover.
I was thinking the putting B-rated modules into those slots would mitigate that issue, and the excessive PD was more knowing that in a CZ, the AI is going to missile spam me into oblivion as a shieldless build, with everything built sturdy to reduce the splash damage issues.
 
A shieldless setup can certainly work against NPCs, but a biweave setup will last forever against NPCs in any CZ.


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.
 
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A shieldless setup can certainly work against NPCs, but a biweave setup will last forever against NPCs in any CZ.


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.
Cheers for that. Been an age since I've properly played (I've mostly been PvE-ing and hauling in an Adder), so thanks for the catchup on the meta.
 
The vette I use for czs dispatches em real quick. Uses focused PAs with plasma slug so no ammo issues.
Thermally venting beams for keeping the ships temp cooled.
Corrosive belly gun for the debuff.
Only synth needed is for the belly gun.
I can do about 10 czs before running back to the carrier for fuel. Did think of a fuel scoop but not all stars are scoopable.
It's good practice using those PAs hehe.
And they pack a punch!
The vessels resistances are about where they should be. Anything after 50% resistance has a diminishing return.
Note the cargo scoop is disabled.
And the fsd is offline during weps deployment.
It's not a fab build but a fun one.

 
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