Ships Corsair build advice

Hi guys; I haven't played for a very long time so I went and splashed out on the Corsair Stellar. Love this ship as I think it can suit my purpose for how I like to play the game. Now I do have an Imperial Cutter and I will eventually turn that into a combat beast. I have a build that I like. However right now the Corsair fits My needs I think. I like to roam and do the following but not in any specific order. I like to
  • do some exploration
  • do some fighting
  • do some trading
  • ocassionally do some farming for mats

so I looked at the ship and came up with this

Here's the build I forgot you could do this


Weapons I think 3 gimballed beams and keep autocannons
Utility - shield booster, heat sink, point defence and 0a frame shift wave analyser
Optional internals I went with
6c bi-weave shield - class 6 cargo rack - 2h planetary vehicle - 5h guardian shift drive booster - 5a fuel scoop - 5d and 4d hull module re-enforcements, adv dock, supercruise asst detailed surface scanner and planet approach.


The questions I have are as follows
1 - The beam weapons what class should I get and what kine of mod is best for this
2 - I haven't modded any of the components so far. Any suggestions would be greatly appreciated
3 multicannons are they the best or what should I shoot for in terms of class, type and mod


Any other suggestions would be most appreciated. Thanks
 
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If you are going to use the ship for combat, I highly recommend using a heavier hull than the lightweight one, as that will increase its resistance to damage. Military grade composite should do fine. And engineer it for "heavy duty" and "deep plating" if you have unlocked one of the engineers for that. With 7A thrusters the ship won't become slower even with the higher weight.

Most definitely use an SCO FSD, not the normal one. And most definitely engineer it for "increased range" and "mass manager". (Alternatively, you might want to get the pre-engineered SCO drive.)

You also want to engineer the hull reinforcement package for "heavy duty" and "deep plating" (if you have unlocked an engineer for that).

It's probably just my OCD on these things, but putting a class-2 SRV hangar in a class-6 slot feels like such a waste... Just dump the supercruise assist and put the SRV hangar in its place. Use the class-6 slot for something a lot more useful.

If you are going to farm materials, I highly recommend using a collector limpet controller. A class-3 one ought to suffice for that purpose. It makes life so much easier (particularly now that the HGEs have dozens of units of material.) You could just replace the autodocking computer with the limpet controller. Docking and undocking manually is more fun anyway (I'm not just saying that, it genuinely is.)
 
Thanks for your reply, Oops missed that one I have a military grade composite but nothing is modded except the drive and the powerplant. I have some of the engineers unlocked will take a gander, I used the smaller hangar to save weight tbh. Unfortunately I have a problem with my hands, now and then it goes in it's own direction. Hard to explain so those 2 modules are a must. I have tried without and I become very dangerous to myself ha ha. but Yea I do get your point.
 
  1. Switch to 1 Large and 2 Medium pulse, and 2 Large and 1 Medium multi-cannon. To see why try the Offence tab in a Coriolis: I have it taking 1 second longer to strip the shield of an NPC combat spec Anaconda, but 14 seconds less to destroy the hull. The underlying rule is that smaller kinetic weapons suffer more from hull hardness, so it's more important for larger weapons to be kinetic. You could also do all 3 Large as MC and the 3 Medium as pulses – on paper this is 6 seconds faster still against an NPC Anaconda.
  2. You need a stronger shield!
  3. If you're going to use a Size 6 slot for a vehicle hangar, you might as well use a bigger vehicle hangar so you can carry both Scarabs and Scorpions.
  4. Are you really likely to use the wake scanner?
 
  1. Switch to 1 Large and 2 Medium pulse, and 2 Large and 1 Medium multi-cannon. To see why try the Offence tab in a Coriolis: I have it taking 1 second longer to strip the shield of an NPC combat spec Anaconda, but 14 seconds less to destroy the hull. The underlying rule is that smaller kinetic weapons suffer more from hull hardness, so it's more important for larger weapons to be kinetic. You could also do all 3 Large as MC and the 3 Medium as pulses – on paper this is 6 seconds faster still against an NPC Anaconda.
  2. You need a stronger shield!
  3. If you're going to use a Size 6 slot for a vehicle hangar, you might as well use a bigger vehicle hangar so you can carry both Scarabs and Scorpions.
  4. Are you really likely to use the wake scanner?
Right now I am using it :)
 
One piece of advice for using beams in combat is engineer your power distributor for weapon focused super conduits for longer discharge time before over heating.
 
Lasers are 25% more effective against shields. One variant for small weapons is to use sturdy to raise penetration....
 
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