Engineers Can this Corvette build handle PvP against the FdL meta?

Well said. I fought a Cutter in my FdL and with 0-4-2 pips I could dodge 80-90% of Gimballed Multicannon shots while corkscrewing at a safe distance - if you can't maneuver effectively, you need gimballed hitscan weapons against fast targets.

Cheers. OP you have hitscan and non-hitscan weapons on all fixed, which I should have mentioned; this means you have to change between aiming directly at the target and ahead of it to utilise your full load out.

Fixed weapons are good, but as always....know why you are using them. For the exact same reason someone might be sneered upon for using full gimbals as a crutch. If it's the most effective tool for the job, great; if it's because you can't use fixed weapons there's a good chance you will be bringing the wrong tools for the job and get stung.

Likewise don't bring full fixed because it feels most git gudded. If a mixed loadout suits you use mixed. There's nothing wrong with going old school; for an anti-FDL loadout nothing to stop you trying fixed lazors and rails with several gimballed MCs, and seeing where it takes you.

Does blowing up the Power Plant prevent someone from low-waking? Shouldn't the FSD be the primary target?

This depends on what your intention is. If two players are going head to head and you want to clutch victory you'd want to go for PP or in some cases distributor. If a target is making a run for it they likely already have HPs retracted and even with a minced PP might retain enough power output to get away.
 
Does blowing up the Power Plant prevent someone from low-waking? Shouldn't the FSD be the primary target?

Depends on the power prioritys. Most people didn't realise the change to 40% output after destroyed powerplant.
And even than: through dirty drives and increased range fsd, many ships exceed the 40% already with those 2 modules and you can't flee if you have not both modules running.
Also chances are high for insta death when killing the powerplant, just like on npc's. But since i'm not good enough at fixed PA's for module sniping i've chosen 2 MC's on this Cobra^^
 
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Does anyone have experience using missiles? I'm tempted to try out high capacity seekers on my medium hardpoints, but I don't know what the hit rate is like. FdL pilots certainly don't use ECMs or point defense turrets, so they'd be relying purely on agility to avoid the missile stream. I'd use drag munitions on one rack and overload on another.
 
I would counter him as usual with reverbarating cascade mines in a silent running cobra

https://eddp.co/u/C1VvQfGl

Works very well against every sort of shield tanks. Since they use always an overcharged powerplant, it takes only 2 seconds to kill it when having a good firing position. To weak those things.
The Cobra is very small so it's more than difficult to hit her with frags or general fixed weapons. Positioning and straving is all!

why 2 fsdi in your linked build?

otherwise build looks neat ... it's pros above my mines sidey is that you actually can kill a target in case shields are going down (but i'm anyway not so much into killing players, the shock of a failing shieldgenerator here and than and the general terror not being able to hit a sidey is more than enough for my amusement).

Does anyone have experience using missiles? I'm tempted to try out high capacity seekers on my medium hardpoints, but I don't know what the hit rate is like. FdL pilots certainly don't use ECMs or point defense turrets, so they'd be relying purely on agility to avoid the missile stream. I'd use drag munitions on one rack and overload on another.

packhounds are you friend. problem with seekers on a corvette is, to keep a fast moving target long enough in front so the seekers get a lock. an experienced pvp'ler will see that you won't.
 
Nazdakka said:
Long range increases projectile speed, partially mitigating the whole issue with it being difficult to hit at longer ranges.

It actually did less for PAs than I thought it would though.

Interesting. According to Coriolis, Focused does the same thing, except with more Armour Piercing and different drawbacks.

I'll have to try making one to see how I like it.
 
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Does anyone have experience using missiles? I'm tempted to try out high capacity seekers on my medium hardpoints, but I don't know what the hit rate is like. FdL pilots certainly don't use ECMs or point defense turrets, so they'd be relying purely on agility to avoid the missile stream. I'd use drag munitions on one rack and overload on another.

Packhounds are useful for FAS's. Any fdl with shields will laugh at missiles unless their shields have dropped.

I don't really PvP, but why use a long range PA? According to Coriolis, the PA's damage falloff doesn't kick in until 2km, and the shot speed is slow enough that hitting the target from above that distance isn't going to happen very often.

A lot of guys use efficient, but LR are quite a bit harder to dodge. It definitely makes the weapon a lot easier to use because of the projectile speed.
 
Does blowing up the Power Plant prevent someone from low-waking? Shouldn't the FSD be the primary target?

fsd is almost always the first target if your intent is to secure the kill. But the plant has that chance of making them pop so it's bit more fun. Really depends on who you're fighting. If it's a wing that always wakes, fsd. If it's one that always fights to the death, or it's an arranged match, plant. Some like to tag the distri on FAS's, or kill biweaves on the fast regen builds. With the dropoff ranges so broken on LR rails, planting is really quite quick though.
 
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