Engineers Corvette and Engineer Mods

howdy all, new vette owner and am looking for some advice on load out and engie mods
loving the new AI, much harder. given i have to return to the station so often now, i thought it was high time that i unlocked some engies.
Current load out; A Rated everything (cash not an issue) 6x shield booster, 7A shield 2 huge pulse, 1 x large, 2xmed, 2xsml - gimballed Military hull Class 5 and 3 Hull re-enforcement Grade 5 modded FSD Grade 3 dirty drives Grade 1 Power Plant 39MJ
What do you guys recommend weapon, shield and hull wise for vette's? happy to try some new weapons as the current pulse lasers take way too long to kill big targets.
Is the vette even the best ship for HAZRES time to kill? im looking for PvE builds - Hazres type load outs for collecting engie mats, later Nav Beacons for collecting cargo mats
 
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If you don't mind reloading ever so often, multicannons are great fun. If you engineer them just a little (G1 or G2) and use the raising rep during the process to "buy" special effects, they are awesome. Put corrosive on the small ones and incendiary on the rest (you may be forced to mod your powerplant for heat efficiency, though) and you can melt through anything. Shelds, hulls, asteroids... :D
 
I dont mind multis, will try this out. I will source which engie has the multis

what do you mean by " raising rep during the process to "buy" special effects "
 
I dont mind multis, will try this out. I will source which engie has the multis

what do you mean by " raising rep during the process to "buy" special effects "

the special effect (incendiary, corrosive, that thermal thingy) can be "bought" - it costs two ranks in engineer's reputation.
So as you do the rolls, it will take you about 20-30ish G1 rolls to get the engineer to rank 3, then, when you like the roll and want to keep it, just click "adjust" and choose the effect of your liking. That will reset your reputation back to rank 1 and you can start over with another weapon.
 
Here is my build. I've yet to find any situation besides being simultaneously attacked by 6+ npc's that can put much of a scratch on it.

2x Huge gimbaled multi (overcharged grade 5 w/ incendiary rds)
2x med turreted multi (overcharged 5 w/ incendiary rds)
2x small turreted multi (extended mag 5 w/corrosive rds)
1x Large turreted frag cannon (short range blaster w/incendiary)

6x A shield booster (heavy duty 5)
2x Heat sink launcher (extra ammo mod)

All A Rated Core Internals with the following mods (except life support and sensors which are D rated)
Distributor - Weapon focused (allows use of only 1 pip into WEP for continuous fire. Charge enhanced is a waste on a vette as you don't boost often enough to need it.)
Thrusters - Dirty Drive 5 (Huge boost to the vettes performance. You can turn right along with A rated FDL's)
FSD- Increased Range 5 (Absolutely necessary or be stuck in one system forever with all the increased mass this build adds)
Power Plant - Overcharged 5
Military Hull - Heavy Duty 5

size 7 Prismatic Shield Generator (Reinforced Shields 5) you will be hard pressed to lose 1 ring off these once modded boosters are added
2x 7A Shield cell bank (rapid charge mod)
6A Fuel Scoop
2G planetary vehicle hanger
4A Frame Shift Drive Interdictor (wide arc)
6D Fighter hanger
5d Hull Reinforcement (Grade 5 heavy duty)
32 ton fuel tank
16 ton cargo rack

With 5300mj Shields you will never lose lose shield power against the AI. You can even ram everything to death for quite some time.
The extra fuel tank and scoop make it so you never have to worry about going empty.
The fighter hanger and srv add versatility
The all multi and frag weapon loadout make it so you can keep pretty much all your power to shields and little for maneuvering.


The short range frag is great for those close passes. Just lift the nose a bit and let it rip.

Keep materials on hand for ammo synthesis and you only have to leave combat when you get bored.

The hull reinforcement isn't even really necessary. If your shields go down you are doing something wrong.

This is by far my favorite ship as it can handle anything except long range stuff due to a 15.5ly jump range. Unless you are very patient, then who cares?

Note: This is a metric $%^& ton of work but well worth it.:cool:
 
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Congrats on your new purchase, welcome to the Vette club - its mine so        off.

My Vette is maxed out to be an all conquering killing machine, needed to tweak quite a few times to suit my combat style and now nothing survives the Dark Phoenix assault, specially since I now also have another fighter ace in the belly of she to discharge further wrath on any other pretenders.

If money for you is no object, then fly around a bit, get to some Hazres and the likes, see what you want to achieve and then RNGineer her to the max and have fun doing so.

Good luck CMIV
 
Here is my build. I've yet to find any situation besides being simultaneously attacked by 6+ npc's that can put much of a scratch on it.

2x Huge gimbaled multi (overcharged grade 5 w/ incendiary rds)
2x med turreted multi (overcharged 5 w/ incendiary rds)
2x small turreted multi (extended mag 5 w/corrosive rds)
1x Large turreted frag cannon (short range blaster w/incendiary)

6x A shield booster (heavy duty 5)
2x Heat sink launcher (extra ammo mod)

All A Rated Core Internals with the following mods (except life support and sensors which are D rated)
Distributor - Weapon focused (allows use of only 1 pip into WEP for continuous fire. Charge enhanced is a waste on a vette as you don't boost often enough to need it.)
Thrusters - Dirty Drive 5 (Huge boost to the vettes performance. You can turn right along with A rated FDL's)
FSD- Increased Range 5 (Absolutely necessary or be stuck in one system forever with all the increased mass this build adds)
Power Plant - Overcharged 5
Military Hull - Heavy Duty 5

size 7 Prismatic Shield Generator (Reinforced Shields 5) you will be hard pressed to lose 1 ring off these once modded boosters are added
2x 7A Shield cell bank (rapid charge mod)
6A Fuel Scoop
2G planetary vehicle hanger
4A Frame Shift Drive Interdictor (wide arc)
6D Fighter hanger
5d Hull Reinforcement (Grade 5 heavy duty)
32 ton fuel tank
16 ton cargo rack

With 5300mj Shields you will never lose lose shield power against the AI. You can even ram everything to death for quite some time.
The extra fuel tank and scoop make it so you never have to worry about going empty.
The fighter hanger and srv add versatility
The all multi and frag weapon loadout make it so you can keep pretty much all your power to shields and little for maneuvering.


The short range frag is great for those close passes. Just lift the nose a bit and let it rip.

Keep materials on hand for ammo synthesis and you only have to leave combat when you get bored.

The hull reinforcement isn't even really necessary. If your shields go down you are doing something wrong.

This is by far my favorite ship as it can handle anything except long range stuff due to a 15.5ly jump range. Unless you are very patient, then who cares?

Note: This is a metric $%^& ton of work but well worth it.:cool:

wow that is some commitment getting all these mods!
Love the MC hard points... been thinking of something similar for my conda..

Think this will work nicely?

1x Huge gimbaled multi -incendiary rds
2x Large gimbaled multi -incendiary rds
2x med turreted multi - incendiary
2x small turreted multi - corrosive
1x Large turreted frag cannon (short range blaster w/incendiary)

Not looked at the Heatsink mods yet... how much extra capacity to they add?
 
Mine is similiar to the above it was easier to mod the corvette then get it. And I like how the engineers forced me to play the game differently.

All A rated Core with level 5 mods.
FSD for range
Power plant is 46.22 MW
Power Dis for High Charge
Thrusters 353 KMH
Sensors A rated and Life Support D.

Utility 6 x level 4/5 Shield Boosters 2 x Resistance Augmented, 4 ex Overcharge. 2 point defences.

Weapons All Level 5 MC with Incendiary and Corrosive.

Shield 7A with Mod 3300 total shields
SCB 7A with a level 1 mod that gives me 1 extra ammo.

I Leave CZs only to rearm, I can a last a long time if I magic bullet building rocks.
 
My build is a "do a little bit of everything" build

2 huge long range cannons (G) with high yield shell. Wreaks havoc on internals but I'm thinking about swapping them for 2 hugg gimballed MCs with OC incendiary purely for the anti-shield DPS
1 large sturdy beam (F) with thermal vent
2 pack hound racks one with drag munition, one with emissive
For PVE I use 2 railguns with sturdy plasma shell, for PVP I use 1 railgun with high cap feedback cascade and one long range corrosive frag cannon turret

I bind the beam and rails together, they destroy shields nicely. Also very useful in PVE where the AI pilot just destroys everything with them.

7C reinforced biweave shields
2 resistance augmented boosters
2 heavy duty boosters
4 heatsinks
2 7B SCBs

6A fuel scoop
6D fighter hangar
5C fuel tank
5E cargo rack
4G SRV bay
4A interdictor
Adv disco scanner because that ship makes a lot of jumps and the occasional assassination.

Everything is A-rated except for the life support and sensors. In the future I'll go lightweight life support, increased ammo capacity heatsinks, throw out one of them and replace with ECM. Maybe grade 1 overcharge on the PP and A rate the sensors too. I use lightweight alloys because I need that jump range for the ship to be of any practical use. I'll mod those alloys for resistance once I unlock the armor lady engineer.
 
Hi guys,

Just starting the engineer process for my Vette FNS Iron Mike and before dropping G5 mods on it I have a couple of questions about heat management.

If I mod G5 overcharged PP and G5 dirty drives would I still have much head room in terms of heat for thermal weapons and/or incendinary round MCs?

Or is it better to run clean drives if using thermal weapons? I'm guessing I'd still need G5 overcharged PP as I'll be running a G5 shield (either thermal or reinforced) along with several G5 boosters.
 
I have 8A powerplant with G1 overcharged 16% bonus with something like 2% added heat. Lots of rolls, but its a single easy material. With that I power 7A shields, thermal resist G5 and 5 boosters, 2 heavy duty and 3 resist, all G5. Dirty drive G5 with max added heat, crappy roll. I run 2 huge G5 overcharge incendiary multi-cannons and 1 medium, then a medium overcharged corrosive, all gimballed. Then 2 small burst turrets, and a large pulse long range with scramble spectrum. I also power two 7A SCBs at the same time. Only thing that I don't have power for with weapons deployed is my fuel scoop. And no problems with heat, can just touch 100 firing everything for a long time. Not boosting though, I have to ease off the trigger if I boost. Anyways, very easy to manage, don't have to pay a lot attention, just everynow and then get a warning and you ease up the trigger or put some pips a different way.

I am considering switching to mostly pulse lasers now though for a change.
 
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I have 8A powerplant with G1 overcharged 16% bonus with something like 2% added heat. Lots of rolls, but its a single easy material. With that I power 7A shields, thermal resist G5 and 5 boosters, 2 heavy duty and 3 resist, all G5. Dirty drive G5 with max added heat, crappy roll. I run 2 huge G5 overcharge incendiary multi-cannons and 1 medium, then a medium overcharged corrosive, all gimballed. Then 2 small burst turrets, and a large pulse long range with scramble spectrum. I also power two 7A SCBs at the same time. Only thing that I don't have power for with weapons deployed is my fuel scoop. And no problems with heat, can just touch 100 firing everything for a long time. Not boosting though, I have to ease off the trigger if I boost. Anyways, very easy to manage, don't have to pay a lot attention, just everynow and then get a warning and you ease up the trigger or put some pips a different way.

I am considering switching to mostly pulse lasers now though for a change.

Okay thanks so G5 overcharged PP would be overkill if running huge MCs, huge PAs suck a bit more power. It seems FDev have implemented a system where we still need to make choices and not just mod everything to the max.

I might start with modding the PP G1 through G3 as the mats are pretty easy to find and incrementally increase the heat until it's at a manageable level.
 
Anyone running 2 huge multicannons and the rest pulse? Tempted by gimbaled pulse huge and small, and turreted mediums; all rapid fire grade 5. Worth buying special effects? Thought is lasers only for most ships and the multis just for the big boys. Save ammo!
 
been working hard on the multi cannon build recommended by DarthRavadge

so far i have quite a few Grade 4-5 shield boosters
3500mj shield, off to get prismatic next
still using pulse - about to switch to multis and get todd to work on them

so much left to do...
i might go and upgrade the hull to grade 5 and stick military in there
first i will do some other bits as that will weigh me down.

having a blast but still need more power from my weapons...
 
Anyone running 2 huge multicannons and the rest pulse? Tempted by gimbaled pulse huge and small, and turreted mediums; all rapid fire grade 5. Worth buying special effects? Thought is lasers only for most ships and the multis just for the big boys. Save ammo!

I did, but I have more fun using Huge Beams and rest Pulses with scramble spectrum. Don't ever need to reload, don't overheat (run 7A G3 OC PP with a the heat efficiency of stock A) and got a real decent roll on my PD meaning even with the huge beams, the WEP decent charge regen and capacity and all Pulses are efficient
 
I am tempted by gimbaled rapid fire smalls and large, and turreted mediums with overcharge. But worried they will pull too much power.
 
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