Corvette all laser build

Hello commanders, I'm after a little advice. I've not had my Corvette terribly long and I'm loving it. Right now I'm running efficient pulse lasers on the smaller points and two huge overcharged multi-cannons on the big points. I've got weapons focused distributor and I'm wondering about an all laser build?

Right now I'm not sure what engineering to get to destroy the hulls? Especially on bigger ships? Would it be worth getting beams? Or would I not be able to fire them long enough?

Because I live in the sticks and bandwidth is a serious issue it's all PvE so I'm not worried about taking out other humans, basically eliminating the trips back to base to reload the ammo. I'm not finding many NPC's are giving my shields much problem to be honest.

Many thanks for the help in advance
 
Early on, I had long range turreted burst lasers everywhere but the huge hardpoints. There I had G5 overcharged MCs w/autoloader. Worked well, but boring.

So I switched to huge G5 efficient beams and overcharged gimbaled MCs (w/autoloader) everywhere else. I only bother to use the MCs when I encounter a NPC that is a bit more 'resistant' to my huge beams. If I get impatient that is. :)

My PD is G5 weapon enhanced with that special that adds a little extra capacity (forgot the name). When just using the beams I can fire them for a very long time, and they recharge quick enough.

EDIT: you can see my vette build if you click on the banner below
 
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For a quick kill, a MC in whatever grade/engineering but with the corrosive experimental effect is a must have. It softens the target's hull, and your beams will cut through like a hot knife in sweet butter :) You don't even need to keep firing with this MC, only a shot every few seconds is enough.
 
For PvE/PvP alike:

x2 C4F LR OS Pulse Laser
x1 C3F LR emissive Pulse Laser
x2 C2F LR FCR Rail Guns
x2 C1F LR PS Rail Guns

Use the lasers against anything, their armor pen is high enough to deal good amounts of damage vs hulls. Railguns have an armor pen of 100 and will always deal full damage to everything. The FCRs will be useful in PvP and sometimes in PvE as well. The PS/fuel rails add a good amount of extra DPS to your laser build and basically have infinite ammo while having high armor pen and approximately 60 DPS on top. You do a total of 110 DPS at all ranges without any damage falloff. The hardpoint palcement is built so only the mediums are situational, where everything else is primary.

EDIT: 170 DPS if you shoot the FCRs but be careful: their ammo cap is low.
 
For a quick kill, a MC in whatever grade/engineering but with the corrosive experimental effect is a must have. It softens the target's hull, and your beams will cut through like a hot knife in sweet butter :) You don't even need to keep firing with this MC, only a shot every few seconds is enough.

This.

I use an all gimballed efficient beam build for max CZ laziness, save the smalls, which run a high cap mc with corrosive and a turreted long range emissive pulse.

Nothing can SCB through the damage sub 2km or so. Eagles and such last maybe 5 seconds. 4 pips you have near max sustained fire and 3 pips will kill just about anything before draining.

Most importantly though, it looks awesome.
 
For PvE/PvP alike:

x2 C4F LR OS Pulse Laser
x1 C3F LR emissive Pulse Laser
x2 C2F LR FCR Rail Guns
x2 C1F LR PS Rail Guns

Use the lasers against anything, their armor pen is high enough to deal good amounts of damage vs hulls. Railguns have an armor pen of 100 and will always deal full damage to everything. The FCRs will be useful in PvP and sometimes in PvE as well. The PS/fuel rails add a good amount of extra DPS to your laser build and basically have infinite ammo while having high armor pen and approximately 60 DPS on top. You do a total of 110 DPS at all ranges without any damage falloff. The hardpoint palcement is built so only the mediums are situational, where everything else is primary.

EDIT: 170 DPS if you shoot the FCRs but be careful: their ammo cap is low.

What concerns me about this for PvP is when a cobra/viper pulls me out and I cant touch him with the fixed.
 
What concerns me about this for PvP is when a cobra/viper pulls me out and I cant touch him with the fixed.

Why not? FAoff works great with this build. The added acceleration and speed allows you to greate some distance. Couriers are annoying, though.
 
Why not? FAoff works great with this build. The added acceleration and speed allows you to greate some distance. Couriers are annoying, though.

Is that a jousting match? We've all seen the vids where the vette goes down in flames with his fixed beams firing off into space while the little guy tears him apart.
 
Gimbals on the huge beams take care of those little fighters. I have no problems with any ship. PvE of course, which the OP stated is his playstyle. Not PvP
 
So I switched to huge G5 efficient beams and overcharged gimbaled MCs (w/autoloader) everywhere else. I only bother to use the MCs when I encounter a NPC that is a bit more 'resistant' to my huge beams. If I get impatient that is. :)

My PD is G5 weapon enhanced with that special that adds a little extra capacity (forgot the name). When just using the beams I can fire them for a very long time, and they recharge quick enough.

Similar to my build (although I have a couple of overcharged pulse lasers as well). G5 efficient is more or less a must, but they’re lethal – I barely have to touch my MCs. I’ve taken out a wing of 3 dangerous/elite Anacondas (a rarity) with my Beams alone before now. Almost too powerful. :)
 
Similar to my build (although I have a couple of overcharged pulse lasers as well). G5 efficient is more or less a must, but they’re lethal – I barely have to touch my MCs. I’ve taken out a wing of 3 dangerous/elite Anacondas (a rarity) with my Beams alone before now. Almost too powerful. :)

In before the 'conda crowd comes in and starts yelling about how much better their boat is. On paper anyway. ;)

I would pay for the game again if they (FD) would replace my C1 hardpoints with C2s. Or better yet, make them C3s and move them about halfway back towards the bridge. A Corvette can never be too powerful. :D
 
Gimbals on the huge beams take care of those little fighters. I have no problems with any ship. PvE of course, which the OP stated is his playstyle. Not PvP

I never gimball the huges, just seems like a waist of DPS when Im going o be Gimballing the 2 mediums and Large Hardpoints cause they are in terrible places. Don't really need anything stronger to kill the smaller fighters, especially with an SLF.

Also Chaff is annoying
 
For PvE/PvP alike:

x2 C4F LR OS Pulse Laser
x1 C3F LR emissive Pulse Laser
x2 C2F LR FCR Rail Guns
x2 C1F LR PS Rail Guns

Use the lasers against anything, their armor pen is high enough to deal good amounts of damage vs hulls. Railguns have an armor pen of 100 and will always deal full damage to everything. The FCRs will be useful in PvP and sometimes in PvE as well. The PS/fuel rails add a good amount of extra DPS to your laser build and basically have infinite ammo while having high armor pen and approximately 60 DPS on top. You do a total of 110 DPS at all ranges without any damage falloff. The hardpoint palcement is built so only the mediums are situational, where everything else is primary.

EDIT: 170 DPS if you shoot the FCRs but be careful: their ammo cap is low.

Nah, you've got it all wrong. A solid build goes like this:

x2 C4 Long Range PA with target lock breaker / dispersal field
x1 C3 Fixed Double Shot frag cannon with drag munitions
x2 C2G overcharged multicannon - either both with Autoloader or one with Autoloader and one with Corrosive
x2 C1 Long Range railguns with feedback cascade on both

The long range PAs make the plasma projectiles go faster than a standard multicannon round, which is invaluable for hitting smaller and more agile targets and hitting larger targets from longer range with greater reliability. I've used them a great deal on my 'Vette, and I find that they're quite good at hitting small things after a great deal of practice. The drag munition frag cannon significantly decreases maneuverability of ships, and is especially useful against those which suffer badly from pip reduction (like the Fer-de-Lance) -- this works in conjunction with the plasma accelerators to make it even easier to hit targets with them. It also deals great DPS at close range. The multicannons are there to deal reliable, steady DPS without too much PD drain, which makes Autoloader invaluable for sustained DPS. The feedback cascade railguns are pretty much self-explanatory.

You could switch the gimballed multicannons out with laz0rs or something if the other player is being cheesy with chaff / dispersal field weaponry, but that comes with the downside of relatively poor convergence from the medium hardpoints.
 
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Nah, you've got it all wrong. A solid build goes like this:

x2 C4 Long Range PA with target lock breaker / dispersal field
x1 C3 Fixed Double Shot frag cannon with drag munitions
x2 C2G overcharged multicannon - either both with Autoloader or one with Autoloader and one with Corrosive
x2 C1 Long Range railguns with feedback cascade on both

The long range PAs make the plasma projectiles go faster than a standard multicannon round, which is invaluable for hitting smaller and more agile targets and hitting larger targets from longer range with greater reliability. I've used them a great deal on my 'Vette, and I find that they're quite good at hitting small things after a great deal of practice. The drag munition frag cannon significantly decreases maneuverability of ships, and is especially useful those which suffer badly from pip reduction (like the Fer-de-Lance) -- this works in conjunction with the plasma accelerators to make it even easier to hit targets with them. It also deals great DPS at close range. The multicannons are there to deal reliable, steady DPS without too much PD drain, which makes Autoloader invaluable for sustained DPS. The feedback cascade railguns are pretty much self-explanatory.

You could switch the gimballed multicannons out with laz0rs or something if the other player is being cheesy with chaff / dispersal field weaponry, but that comes with the downside of relatively poor convergence from the medium hardpoints.

I've just finished my second Corvette, which is an all laser boat.
And then you post this.
I'm gonna have to buy another...:D

And we need huge frags.[yesnod]
 
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What concerns me about this for PvP is when a cobra/viper pulls me out and I cant touch him with the fixed.

A really good pilot might be hard to hit reliably, but you've got enough shields and hull to tank a Viper or a Cobra basically forever unless they're using screening shell + rapid fire frag cannons on all hardpoints. You also have 1 - 2 (2 with a player at your side in addition to an NPC crewman) fighters, which is one of your most powerful assets against small and/or agile targets. I can't really think of a Viper / Cobra loadout that would threaten any reasonably competent PvP Corvette player, at least in a 1v1 scenario.
 
Nah, you've got it all wrong. A solid build goes like this:

x2 C4 Long Range PA with target lock breaker / dispersal field
x1 C3 Fixed Double Shot frag cannon with drag munitions
x2 C2G overcharged multicannon - either both with Autoloader or one with Autoloader and one with Corrosive
x2 C1 Long Range railguns with feedback cascade on both

The long range PAs make the plasma projectiles go faster than a standard multicannon round, which is invaluable for hitting smaller and more agile targets and hitting larger targets from longer range with greater reliability. I've used them a great deal on my 'Vette, and I find that they're quite good at hitting small things after a great deal of practice. The drag munition frag cannon significantly decreases maneuverability of ships, and is especially useful against those which suffer badly from pip reduction (like the Fer-de-Lance) -- this works in conjunction with the plasma accelerators to make it even easier to hit targets with them. It also deals great DPS at close range. The multicannons are there to deal reliable, steady DPS without too much PD drain, which makes Autoloader invaluable for sustained DPS. The feedback cascade railguns are pretty much self-explanatory.

You could switch the gimballed multicannons out with laz0rs or something if the other player is being cheesy with chaff / dispersal field weaponry, but that comes with the downside of relatively poor convergence from the medium hardpoints.

Okay cool but the question was an all laser build.
 
In my ridiculous build, I have two plasmas (efficient) two small rails (LR feedback), 2 med turrets (bust and Pulse/emissive and scramble) and a fixed Large beam with TV. Works ok but aim thinking of swapping the turrets for gimbals. Went with most absurd shielding as well. 2 K worth of biweave at 50+% resistance across the board. When I have the mats I’ll probably mod up a prismatic though and not really big fan of the plasmas.
 
I went with efficient class 4 beams with flow control on the Corvette. Firing without any loss in weapons pips It takes out any medium or smaller NPC ship without bringing other weapons to bear. For the Deadly and Elite Anacondas and Type-10s I like to get up close and personal with my engineered frag cannons. They have lots of effects that take out anything. An engineered Corvette has the maneuverability to pull this off. Think of it as 'seal clubbing' NPCs. I'm OK with that.

More important decisions in my life should I go for an Alto saxophone or the more most professionals use with the Tenor version for the higher scale to match the best singers? So many decisions in life...We only love so long.

Regards
 
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