Corsair armament advice

So I’m not great at combat, but I decided to play around with the Corsair when it comes out to get some practice. I wanted to use a combo of multi cannons (gimbaled) , pac-hounds and burst lasers (gimbaled). And advice on which of the three medium and three large hard points I should set these up in to get a balance between taking down the shield and hull damage?
 
So I’m not great at combat, but I decided to play around with the Corsair when it comes out to get some practice. I wanted to use a combo of multi cannons (gimbaled) , pac-hounds and burst lasers (gimbaled). And advice on which of the three medium and three large hard points I should set these up in to get a balance between taking down the shield and hull damage?
The pre-shoot spin rate of C3 multis is horrible, NPCs also use tons of chaff and that reduces effectiveness of all-gimballed builds... given that this new ship has some decent convergence, if that's confirmed I'd go with 3 Pacifiers (2 incendiary / 1 corrosive) + 3 Fuel LR rails, for alpha damage all frags or all PAs.
 
All frags (incl. 3 pacis) would work. Overcharged+screening shell on pacis; on the medium frags overcharged and a mix of one corrosive/2 incendiary or 1 corr./1 drag/1 whatever. Basically the "standard" PII setup.

For maximum memery, 3 large thermal vent beams and 3 packhounds.

Another unconvential, but interesting option can be 2 CG phasing multicannons + 1 medium SRB corrosive MC + 3 TV beams.

Concord cannons in medium hardpoints would be quite fun—these things are really good at taking out power plants, but need a corrosive MC to overcome the armor piercing penalty.
 
I do run 3 gimballed muticannons on my Python and I can say that yes, chaff and spin up time are a pain. That's why I have the 2 medium PAs there as well (which will go up to 3 on my Python replacement build Corsair). Personally I can live with it because I only use it for hauling so its only really NPC Anacondas that I have to deal with, meaning I can negate chaff by getting close to the big, easy to hit lumps in front of me.

It does look likely that even if you didn't feel like jumping in the deep end of an all fixed weapon build, having one trigger for some fixed weapons and some for gimbals should work fine.
 
Do we know where the Corsair's hardpoints are yet?

On my Mandalay, for example, I run a pair of C2 MCs and a pair of C2 beams and then I have turreted frags in the C1 slots, just to take potshots at anything as it flies past me, or as I'm turning to gain position.
Similar thing with my Python 2; C3 MCs, C2 beams and a C3 turreted frag in the dorsal hardpoint for the same reason.
This works pretty well and a lot of the time things go boom before I've even finished turning to get a target in my crosshairs.

If the Corsair's hardpoints are, basically, a pair of C3s, a pair of C2s and then another C2/C3 in dorsal/ventral positions then I'll probably go with a pair of beams and MCs and then a turreted frag on top and either a PA or Rail underneath.
 
Do we know where the Corsair's hardpoints are yet?

If the Corsair's hardpoints are, basically, a pair of C3s, a pair of C2s and then another C2/C3 in dorsal/ventral positions then I'll probably go with a pair of beams and MCs and then a turreted frag on top and either a PA or Rail underneath.
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Thanks for the good info. there’s a few terms I’m not familiar with…alpha damage and PII build?

Alpha damage is how much damage you can do with an initial attack.
For a combat build, it's worth making the distinction between "damage" and "alpha damage" because you might have weapons that'll provide a devastating alpha strike but then it'll take a while before your capacitor recharges and allows you to fire all those weapons together again.

A typical example might be a ship fitted with PAs and frag's or MCs.
You make an alpha strike with the PAs and then switch to frag's or MCs while the capacitor recharges and allows you to fire the PAs again.

P2 build is simply a Python 2 build.
 
Thanks for the good info. there’s a few terms I’m not familiar with…alpha damage and PII build?
Alpha Damage is the amount of damage in a single shot.

Imagine two weapons.
  • Weapon #1 does 1,000 damage and has a 10 second reload. So every 10 seconds it does 1,000 damage. Or 100 damage per second (1,000/10=100).
  • Weapon #2 does 200 damage and has a 1 second reload. So it does 200 damage per second.
Weapon #2 has less alpha damage (200 vs 1,000) but it has more DPS (damage over time).

You would pick Weapon #1 (more alpha, less DPS) if you have little time on target. Or if the alpha damage is enough to one-shot the thing you're shooting at. In order for Weapon #2 to be better you would need constant time on target to make use of the DPS advantage.
 
I tried every MC/Laser combo and they all sucked. Full Shock Cannons fry ship in seconds.
3x3B APA + 3x2B Rails are pretty fun but those belong to my Krait.

I'm sticking with 3x3C Pacifiers + 3x2B PackHounds for the moment. Hits hard and low heat.
I threw it all together with parts I had laying around.

Edit: Wrong link
 
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I tried every MC/Laser combo and they all sucked. Full Shock Cannons fry ship in seconds.
3x3B APA + 3x2B Rails are pretty fun but those belong to my Krait.

I'm sticking with 3x3C Pacifiers + 3x2B PackHounds for the moment. Hits hard and low heat.
I threw it all together with parts I had laying around.

Edit: Wrong link

3xAPAs, 2xPackHounds & Grom missiles for the piracy loadout we're using... not sure that prismo+bank is better than a bi-weave+bank for it.
 
3xAPAs, 2xPackHounds & Grom missiles for the piracy loadout we're using... not sure that prismo+bank is better than a bi-weave+bank for it.
According to my calculations, Prismatics would require much more powerplant and therefore produce more heat, making this weapon combo not ideal. It would also hinder this ships otherwise nice maneuverability. My Low Draw Bi-Weaves do great. Never drop and come back fast. I never use banks so can't comment on that. This is a PVE scenario though.
 
According to my calculations, Prismatics would require much more powerplant and therefore produce more heat, making this weapon combo not ideal. It would also hinder this ships otherwise nice maneuverability. My Low Draw Bi-Weaves do great. Never drop and come back fast. I never use banks so can't comment on that. This is a PVE scenario though.
Class 7 thrusters means you can load it for bear and not really have to care about mass. It'll fly basically the same full of HRM/ SCB as it will empty and boost just as fast either way; the optimal mass for class 7 is way higher than you can load a Corsair and it's maximum velocity appears to be capped below what Class 7 thrusters should achieve.

I have started with prismatics (the Class 7 powerplant and disto will have no issues with Class 6 prismatics) but for PVP I'd expect bi-weaves for sporty shield regen and hard hitting high-alpha hardpoints. PVE benefits more from sustain than breaking multiple Geneva Conventions imho. 'goids is different again and I'd expect the same loadout a python mk2/ krait mk 2 would use for the most part.
 
Was running 2 beams and 4 MC last night which worked nicely in a HazRes, it for some reason was significantly better then 3 and 3. Need to try out a frag and PA build
 
So I’m not great at combat, but I decided to play around with the Corsair when it comes out to get some practice. I wanted to use a combo of multi cannons (gimbaled) , pac-hounds and burst lasers (gimbaled). And advice on which of the three medium and three large hard points I should set these up in to get a balance between taking down the shield and hull damage?
My only advice would be to avoid burst lasers altogether. They could have been great with inertial shock, if they could hit anything, but their native jitter is so bad that +3% kills their chances of killing effectively. I wasted a lot of time with them, and aggroed a lot of allies in combat zones. I would recommend gimballed beams instead; the ship should have no problem powering them given the rest of your loadout.
 
A lot of good info here! So from this I’m thinking I’ll start by playing with 3 PAs and 3 frags. Or two frags and a pack hound. Is there a way to fire a third weapon type (the pack hounds) without having to switch between two firing groups?
 
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