PvP Corvette PvP questions

Hi.

I was absent for nearly a year, now I am coming back and wanted to ask few stuff about PvP.

First of all, I am using Corvette as main ship, for PvP also, since I find it comfortable, FAS and FDL requiring quite a lot of flying and aiming skills I can hardly do.

1) Is keyboard and mouse workable for PvP? I saw some FDL and FAS pilots fly near constantly with FA off while keeping aim perfectly on target which I find near impossible to do as ship sways a bit too much with FA off.

2) Corvette itself viable for PvP? Money is no issue, so rebuy doesn't really bother me.

3) Any worthy guardian/special weapons or modules to take a look at (Flechette launcher, Enzyme missiles, Plasma charger and etc).

4) I remember seeing that Thermal Resistant shield with 2xResAugmented and 4xHeavyDuty SBs was way to go. Did that change?

5) And finally, being a Corvette, what ships do you find manageable to fight against and what give you most trouble?
 
Hi.

I was absent for nearly a year, now I am coming back and wanted to ask few stuff about PvP.

First of all, I am using Corvette as main ship, for PvP also, since I find it comfortable, FAS and FDL requiring quite a lot of flying and aiming skills I can hardly do.

1) Is keyboard and mouse workable for PvP? I saw some FDL and FAS pilots fly near constantly with FA off while keeping aim perfectly on target which I find near impossible to do as ship sways a bit too much with FA off.

2) Corvette itself viable for PvP? Money is no issue, so rebuy doesn't really bother me.

3) Any worthy guardian/special weapons or modules to take a look at (Flechette launcher, Enzyme missiles, Plasma charger and etc).

4) I remember seeing that Thermal Resistant shield with 2xResAugmented and 4xHeavyDuty SBs was way to go. Did that change?

5) And finally, being a Corvette, what ships do you find manageable to fight against and what give you most trouble?

1. KBM works fine for PvP
2. Vette is viable, but not considered the best PvP ship. Yes you will need that rebuy as you learn
3. I dont think so. The guardian weps are designed for goids. Some gankers user fletchettes, but those are useless if the target has some MRP.
4. 3+3, but yes Bi-weaves are one way to go, prismatics the other way if you want to shield tank.
5. Other big ships are optimal opponents. Small/Med ships give you the most trouble. You're ok if its 1v1, but that's almost never the case.

I'm still working out how best to handle gankers with the vette. 2 huge fixed weps + Med gimbals + small turrets seems to be the way to go. Everything needs to be armored, plus some MRP and have a plan for when your shields go down. I have plenty of funds for rebuy but would rather avoid that if possible.

Morbad is the Vette PvP king, i'm sure he'll chime in.
 
I agree with that, except I put rails in the smalls, not turrets.

I think a lot of people use the relative mouse setting for FAOff combat.
Seems many of the best do in fact.

Re Guardian stuff, the FSD booster is really handy for moving your ship around.
The MRPs are a hair tougher if you can spare some power.

I just unlocked the shield boosters but it seems to me that SCBs are a better choice in most cases.
The normal SLFs outclass the Guardian ones.

I suspect you left before 3.0 dropped then?
If so, updating certain engineered modules will almost certainly make a large difference; PD, thrusters, FSD in particular.
It's way easier to do now.
 
Thanks for input. I actually did some engineering in 3.0, but left Elite shortly after.

I also turned Relative mouse setting on for both X and Y axis now, and trying it out. So far it kinda feels weird unless you are using FA off. Speaking of which, FA off gets way easier with this setting enabled :)
 
Hard to beat a mouse for speed and precision, and KBM is fine, but if you've only got two analog control axes, you are definitely going to want to make sure you practice your keyboard thruster control. The Corvette is agile enough that you'll be at a major disadvantage if you neglect vertical and lateral thrust.

Optimal weapon and shield setup will depend heavily on what opponents you expect to fight. Against larger ships you can afford to take more efficient weapons (PAs or MCs), but against smaller and more agile vessels, I favor fixed hitscan stuff for primary damage dealers. You'll probably want feedback rails somewhere to negate SCBs (I'd recommend using the small hardpoints for this, but the mediums will work if you are mostly concerned with larger ships).

Shield can either be sacrificial or regenerative. Against a high intensity attack with few or no pauses in the action, and no ability to create an opening, the former (where you use a standard or prismatic generator and push for the highest shield strength practical) will have the edge. If you are facing hit and run attackers, or a few weaker/faster opponents than can be beaten back, who will try to use their own shield regeneration, a bi-weave setup can be extremely effective as it puts pressure on the opponent to stick around (they know they aren't going to out regen a class 7 bi-weave, unless they have a bi-weave Cutter). Another area bi-weaves are useful for are reverberating cascade attacks; it's often possible, when faced with a handful of smaller ships equipped with mines or torpedoes, to repair the shield gen and regenerate shields, before they can cripple a well build vette.

SCBs are difficult to use on a ship as large as the vette as it's very hard to dodge feedback rails. If you are fighting one big ship, you need to be able to break out of their cone of fire (which is one of the reasons neglecting thruster control won't go over well) for several seconds. Against small ships, it's almost impossible to do this without distracting an opponent with an SLF, or focusing your attention on it long enough for it to break off. If you are fighting several ships that all have feedback rails (something that is fairly common if you find yourself alone or the target of focus against a PvP wing), you can pretty much forget about getting off an unsupressed SCB charge. In the end, I do find them useful enough to carry two A7 SCBs; mine are fast charge and I carry extra heatsinks so I can have at least one sink for every single SCB charge, as trying to double bank against opponents that have feedback rails usually means the second bank is wasted. However, there are definitely situations where I'd have been better served by fewer heatsinks and more shield boosters. In the end, it's a collection of trade offs you'll have to consider before coming to your own conclusions.

If you decide to build a setup tough enough to hang around for a bit after shields go down (which is pretty much mandatory if you take the hybrid route, of course), you'll want to make sure the PP and FSD are armored/shielded (unless you like exploding). I recommend a single D4 or D5 MRP plus a smallish B rated AFMU to repair it during combat, but if this proves too clunky for you, you can omit the AFMU and take more MRPs. Obviously, for a PvP setup, you'll want to fill pretty much any other module slot with HRPs (all heavy duty deep plated). I favor reactive bulkheads, but there are good arguments for both HD or thermal resist mods; the former is better against plasma, missiles, and collisions, while the latter increases protection against rails (resistances apply to module damage, even externals), which are one of the few thermic damage weapons with an APV high enough to do full damage to a vette.

I haven't personally used Guardian MRPs yet, but they seem difficult to leverage effectively, unless you have sufficient surplus power to keep them activated between PP malfunctions. Might be a good option for a non-hybrid setup.

Also, always carry a fighter bay. Preferably a class 6, but you can get away with a 5 if you really like SCBs, or a 7 if you really don't. People tend to underestimate fighters, but they are well worth the module space in a ship this big. There is no single best SLF, but the fixed beam GU-97 has a distinct edge over any other in the hands of NPC crew against other SLFs, and counter SLF work is a prime task for the SLF. The MC Condor is a great pursuit craft, and I've shot down several CMDRs who had thought they were safe from my Corvette when I switched to a Condor that could keep up with them and do damage at 4km. For multi-crew use, the fixed beam Taipan is the most potent in the hands of a CMDR...same firepower as the GU-97, more than double the durability, and a very high boost speed. NPC crew suck with the Taipan though...an expert NPC in a GU-97 will shoot down an Elite NPC in a Taipan as often as not.
 
Thanks man, that's very interesting read about Vette pvp.

Mind me asking some questions?

I got the following build, mostly centered around dual C4 plasma:
- Dual C4 Plasma (G5 Efficient, Plasma Slug). With Plasma Slug I can shoot these infinitely, but this is a bit more of PvE use rather than PvP one.
- C3 fixed Beam (G5 Long Range, no special). Mostly for having something to shoot back at those people who like to retreat past 3km shooting range to regen, and just having something to poke them at max range.
- C2s and C1s are filled with Burst Laser turrets (G5 Rapidfire, smalls are Scramble Spectrum and Emmissive).

Shield-wise: 50% kinetic, 58% thermal and 64% explosive resists. Overall 2950 shield strength with 7A normal shield and 4xHeavyDuty SBs and 2xResAug ones. Rest 2 utilities are filled with Heat Sinks.

Armor is 2.5k with 0% thermal, 0% kinetic and around -25% explosive resists.

I just can't imagine having an armored PP and FSD, since all other mods eat energy quite a lot, and increased FSD range seemed like a must have for Vette with it's low jump range. I guess with new Guardian FSD Booster it is now possible? Because I don't see how it can be armored and not jump like around 10 LY in any other way.

Fighter Bay - sure. Got plenty of space for it, but usually don't carry an NPC since they eat a lot of income and are questionable in fight (for me at least). For PvP might try them.

Speaking of SCB mods, would you recommend RapidCharge then? If I decide not to use any SCBs whatsoever to maximize shield strength, what should I fill size 7 internals with? And what is approximate shield strength if you go with max shield/no SCB idea? I guess Guardian Shield Reinforcements would be a good choice.

And finally, do you have Youtube channel? I'd love to see your fights and maybe learn a thing or two there.
 
- Dual C4 Plasma (G5 Efficient, Plasma Slug). With Plasma Slug I can shoot these infinitely, but this is a bit more of PvE use rather than PvP one.
- C3 fixed Beam (G5 Long Range, no special). Mostly for having something to shoot back at those people who like to retreat past 3km shooting range to regen, and just having something to poke them at max range.
- C2s and C1s are filled with Burst Laser turrets (G5 Rapidfire, smalls are Scramble Spectrum and Emmissive).

Plasma slug solves the ammo consumption issue, but TLB and dispersal field are generally more useful.

Rapid fire isn't a great mod for burst lasers and scramble spectrum is damage dependent (with regard to time it takes to induce a malfunction) so that would be best placed on something a bit more potent.

No downside to thermal vent, so that's what I'd put on your beam.

I would find room for a feedback rail somewhere.

Shield-wise: 50% kinetic, 58% thermal and 64% explosive resists. Overall 2950 shield strength with 7A normal shield and 4xHeavyDuty SBs and 2xResAug ones. Rest 2 utilities are filled with Heat Sinks.

Resists are good, though it may be worthwhile to get more raw shield strength as plasma is extremely common in PvP encounters.

Armor is 2.5k with 0% thermal, 0% kinetic and around -25% explosive resists.

This is on the soft side, even for a shield focused setup, and that negative explosive resistance will make weapons, drives, and utilities very vulnerable to missiles...especially since you have no PDTs.

As a comparison, my standard hybrid vet setup has roughly 50% hull resists and more than 6k integrity. If I were to switch to an upfront/sacrificial shield setup, it would have almost 8k hull.

I just can't imagine having an armored PP and FSD, since all other mods eat energy quite a lot, and increased FSD range seemed like a must have for Vette with it's low jump range. I guess with new Guardian FSD Booster it is now possible? Because I don't see how it can be armored and not jump like around 10 LY in any other way.

I swap FSDs between an A6 increased range mass manager and a B6 shielded double-braced module. The latter does indeed give the ship just over a 10ly jump range, but that's all I need to escape...and escape is a lot more likely when your FSD (which is placed almost in the geometric center of a vette, making it one of the most frequently hit internals) has ~500 integrity. I wouldn't put a guardian FSD booster, or any other non-combat module really, on a ship that I was deliberately looking to fight other CMDRs with...on a mutli-use setup that I expected to be able to defend itself, sure, but not purpose built warship.

Power can be tricky with an armored PP and some setups won't be viable with one, but if you need an OC PP it means that if shields even start to look like they are going to fail, that you need to leave.

Fighter Bay - sure. Got plenty of space for it, but usually don't carry an NPC since they eat a lot of income and are questionable in fight (for me at least). For PvP might try them.

If you are worried about money, you can always hire and fire the Expert ranks so they don't eat any income other than the sign-on fee.

Speaking of SCB mods, would you recommend RapidCharge then? If I decide not to use any SCBs whatsoever to maximize shield strength, what should I fill size 7 internals with? And what is approximate shield strength if you go with max shield/no SCB idea? I guess Guardian Shield Reinforcements would be a good choice.

For PvP, rapid charge is really the only way to go, unless you know you won't be facing feedback rails.

If you want to omit SCBs entirely, you can take a class 7 fighter hangar and then use HRPs for any unused slots. Front loading shielding, while maintaining passable resistances will get you about 5k MJ with a standard shield gen and just over 6k with a prismatic shield.

I've seen guardian shield reinforcements used to very good effect on Anaconda, but I haven't tried them myself. On paper they do provide some interesting options for a shield focused vette, but the benefits won't be as dramatic as with smaller vessels.

And finally, do you have Youtube channel? I'd love to see your fights and maybe learn a thing or two there.

I do, it's a bit of a mess though: https://www.youtube.com/channel/UCHuzw6XqJfXtS4pahxGAicQ
 
Plasma slug solves the ammo consumption issue, but TLB and dispersal field are generally more useful.

Rapid fire isn't a great mod for burst lasers and scramble spectrum is damage dependent (with regard to time it takes to induce a malfunction) so that would be best placed on something a bit more potent.

No downside to thermal vent, so that's what I'd put on your beam.

I would find room for a feedback rail somewhere.
I used to run TLB C4 PAs, but after getting out of PvP and focusing more on PvE I swapped to slugs. I sure will return to TLBs then.
But I am not sure about dispersal field. Way back I was testing those with other Corvette dude, and they seemed to have absolutely no effect on our sensors whatsoever. Was it fixed? I only know FD removed damage penalty when using those specials, but no idea how dispersal field is supposed to work, and if it even does.
Also, didn't know Thermal Vent dmg penalty was removed as well. I am so lagging behind current Engineering...
Speaking of weapons for PvP, what would be good weapon to fit into C2s and C1s, if C4s will be equipped with Plasma and C3 with Feedback Railgun?

I have to say that the sacrifices and min-maxing for pure PvP build are pretty damn discouraging. I kinda hoped that hybrid PvE/PvP build would do the trick to an extent. Filling all internals with HRPs and MRPs, having around 10Ly jump range are quite costly comfort-wise.

Thanks again for info. Lastly, if you got your build on Coriolis, wouldn't you mind giving a link to it?
 
Dispersal field works like a single target chaff with a five second cooldown and no ability to counter via deselecting target. Any non-fixed weapon will wobble on a ship that has been hit with dispersal.

With a rail in the large and PAs on the huge, you can use the smalls for corrosive and emissive turrets, and the mediums for anything that seems suitable against the targets you're fighting...seekers or gimbaled incendiary MCs could be an option...or force shell cannon.

I don't have a corriolis or edsy link for my build at the moment.
 
Oops, I meant the Dazzle Shell, sorry. It was Dazzle Shell that was tested and made us wonder what's it's use. Dispersal yeah, was using it before too. I guess I will just go with meta OC gimbal incendiary multis in C2s.

And thanks for all your answers, CMDR Morbad, it was very useful!
 
Dazzle is mostly only useful in wings; when a buddy needs to disengage, you dazzle the ship(s)pursuing so they loose target lock. It's almost completely useless 1v1 as shooting someone causes you to resolve...might reduce the gimbal tracking arc, but I'd have to test it again to be sure.
 
Dispersal field works like a single target chaff with a five second cooldown and no ability to counter via deselecting target. Any non-fixed weapon will wobble on a ship that has been hit with dispersal.

With a rail in the large and PAs on the huge, you can use the smalls for corrosive and emissive turrets, and the mediums for anything that seems suitable against the targets you're fighting...seekers or gimbaled incendiary MCs could be an option...or force shell cannon.

I don't have a corriolis or edsy link for my build at the moment.

Whats the deal with force shell? Got steam rolled in a conda (me) vs vette pvp fight. Didn't expect to win as my conda was a hull tank pve build, but it had actually served me well in some 2.4 pvp fights against PvP FDLs/Clippers, and I was curious to see how it held up in pvp with 3.0 engineering. Got thoroughly slapped about. CMDR in question sent me his build via pics on psn chat, and he had 2 medium rapid fire force shell cannons in his vette, which he was quite adamant I should look into getting for myself. Problem is his English wasn't quite clear, and my German is non existent, so I wasn't sure why. I tried testing out some C4 long range force shells on my own vette against NPCs, but other than landed shots giving ships a slight nudge, I don't get what the fuss is about.
 
Whats the deal with force shell? Got steam rolled in a conda (me) vs vette pvp fight. Didn't expect to win as my conda was a hull tank pve build, but it had actually served me well in some 2.4 pvp fights against PvP FDLs/Clippers, and I was curious to see how it held up in pvp with 3.0 engineering. Got thoroughly slapped about. CMDR in question sent me his build via pics on psn chat, and he had 2 medium rapid fire force shell cannons in his vette, which he was quite adamant I should look into getting for myself. Problem is his English wasn't quite clear, and my German is non existent, so I wasn't sure why. I tried testing out some C4 long range force shells on my own vette against NPCs, but other than landed shots giving ships a slight nudge, I don't get what the fuss is about.

Force shell can be quite effective against fixed hitscan weapons users, fixed high-alpha projectile users, and anyone currently flying FA off in general.

I doubt they made the difference in the fight you were in, unless you were in a PA/rail conda and stayed FA off the whole time. The vette generally has a modest advantage in a 1v1 vs. an Anaconda with a similar loadout, and more PvP oriented loadout or more experience could easily make all the difference.
 
Force shell can be quite effective against fixed hitscan weapons users, fixed high-alpha projectile users, and anyone currently flying FA off in general.

I doubt they made the difference in the fight you were in, unless you were in a PA/rail conda and stayed FA off the whole time. The vette generally has a modest advantage in a 1v1 vs. an Anaconda with a similar loadout, and more PvP oriented loadout or more experience could easily make all the difference.

Nah, my conda was just rocking its standard pve 3 large multi cannons, everything else LR burst lasers load out. Which way back in 2.4 was enough to score kills against pvp FDLs & clippers in 1v1 fights, and only just lose against pvp plasma'n'rail vettes , but these days its just good for high waking.

From what I recall, the main problem I had in the fight against the vette were drag frags. Plus this guy was just an all-round better pilot. Dont pvp much but the last time I was getting hit with drag frags was when I got jumped by a wing of players in medium and small ships, and while the drag frags were annoying as hell, they weren't outmaneuvering me half as well as the bloke in the vette did a week or two later.
 
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