Federal Corvette PVE hardpoint loadout

ever since engineers came i have been using all overcharged incendiary MCs with one corrosive MC, it isn't as effective as it was before so i wanted to change it up a bit to see if there are more effective builds out there. any recommendations is appreciated. [smile]
 
More effective than multicannons? I doubt that.
But since I hate reloading ammo my Corvette has a Beam Laser outfit (all modded for efficiency). Yeah "boring laz0r'vette".
 
I don't know if it's more effective, but I run mine with beams and pulses, with one corrosive multicannon in one of the small hardpoints, and two huge cannons, modded for long range (to increase projectile speed). Both have high yield experimental effects.

It never fails to make me laugh when I hit small ships with the cannon rounds. They just go splat. :D
 
ever since engineers came i have been using all overcharged incendiary MCs with one corrosive MC, it isn't as effective as it was before so i wanted to change it up a bit to see if there are more effective builds out there. any recommendations is appreciated. [smile]

Grade 5 rapid fire on class 4 MCs with auto-loader. Beam on everything else (thermal vent on class 3 for all your cooling needs). You can thank me later.
 
Recently changed up my Vette and am now running 2x long range small railguns for runners, a large and two medium G1 long range gimballed beams (math indicates it's the highest damage beam mod past 1.4km, which I fight plenty often at. G1 because gimbals can't hit crap at 3km anyway, so beyond G1 is pointless), and two huge fixed and G5 overcharged cannons.

I love the cannons. Overcharged makes them hit like three huges and it's hilarious. Way better damage vs hull than my G5 efficient plasmas, and almost the same vs shields, just from brute force. Plus they're far easier on the capacitor.

Two huge efficient gimballed beams, on the other hand, are so effective, they make the other hardpoints look like they're decorative.
 
2 x 4 efiicient pulses
all other overcharged pulses

If you like you can take a size 1 long range puls for CZ to hit the target before others kill it.

All gimbaled.
 
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One thing I'd always suggest for the 'vette, and any other big, slow(ish)-turning ship such as the Cutter or Anaconda, is to fit a pair of turreted frag-cannons somewhere, for close-encounters.

Admittedly, it's more of a PvP thing but, even with PvE, the higher-ranked NPCs will often try to make close fly-bys and a pair of turreted frag-cannons, mounted somewhere that maximise their field of fire, will seriously punish another ship which tries to get close.

I create a new fire-group which includes them and then, if I see a ship heading toward me, I can switch to it and they'll give the ship a pounding as it passes and then I can disable them again afterwards by switching back to a different FG.

On the 'vette, I've got a pair of C2 turreted FCs mounted on the lateral hardpoints toward the front of the ship and their field of fire seems to ensure they're effective even if you've got some smartass in an FGS trying to ram your exhausts and shoot you point-blank.
 
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Well it comes down to personal preference and usage.

But I currently run two huge gimballed beams, modded G5 Efficient.
All other hardpoints run overcharged multi's. (1 small corrosive)

I love the huge beams. They burn through shiedls very nicely.
Small NPC's melt before my eyes.

I used to have two huge Multi's and the rest efficient beams.
I noticed the time to kill was a bit longer, getting through shiels of big elite ships took more effort.
 
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Grade 5 rapid fire on class 4 MCs with auto-loader. Beam on everything else (thermal vent on class 3 for all your cooling needs). You can thank me later.
Why rapid fire? You just deplete your ammo insanely fast. OC provides the same DPS with almost no drawback. Heat and weap energy is not an issue for MC.
 
2 huge efficient beam,a large frag with drag,rest mc with incendiary and small corrosive on one of my vette,the other has 2 huge efficient plasma and rest are burst turrets.
 
2 Huge Gimballed Muticannon, rapid fire with incendiary rounds

1 Large Gimballed Pulse, efficient weapon

2 Medium Gimballed Pulse, both efficient

2 Small Turreted Pulse, both efficient weapon; with one having the experimental scramble spectrum

Haven't decided what other experimentals to have, but anyway, in PVE this absolutely shreds everything.

You will laugh like the Emperor as you utterly obliterate wings and willingly submit to interdictions.
 
Anything dude, It's immortal in PVE. Just play with it and use what's most fun. For me it's all fixed multis/enforcers.
 
2 huge multi cannons efficient, incendiary, gimballed.
1 large multicannon efficient, corrosive, gimballed.
4 phased bursts, longrange (5.8km), gimballed.

pips are 3.5/1/1.5 or 4/0/2, depending on situation.
pve only.
o7
 
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Overcharged huge gimballed multicannons with 1 incendiary and 1 corrosive; Corrosive makes a big difference and you want it on the huge MC because it fires relatively slowly and makes the ammo last a long time. It doesn't stack so you don't want/need two and you don't want rapid fire because that will have you returning to base for restocks or using synthesis far more often.

The C3 hardpoint works well as a fixed beam weapon - good for micro-gimballing at >2km ranges with a G1 long-range mod (to prevent falloff) or use a G5 overcharged for hammering AIs that annoy you with chaff all the time.
The C1 hardpoints I use for utility turrets - emissive and scramble spectrum pulse laser turrets. They'll do no real damage so you might as well use the efficient mod to minimise their WEP capacitor drain, and again - neither effect stacks in a meaningful way.

The C2 hardpoints feel kind of pointless and redundant on a Corvette, and they also have barely-intersecting firing arcs. Since the incendiary C4 MC is your primary shield-stripper so you might as well put efficient beams in here to cut up smaller, more agile ships like the SLFs, Eagles, Vipers, Vultures, iCouriers etc. Alternatively, if you find yourself using and enjoying the C3 fixed beam frequently, consider using C2 focused fixed pulse lasers which have increased piercing. Railguns are also fun but you run out of ammo too fast for it to be a good REZ/CZ loadout.
 
One fixed class 4 beam long range with Thermal Vent.
One gimbal class 4 multicannon overcharged with Corrosive (simply because I have no other MC on my ship).
One gimbal class 3 cannon overcharged with high yield.
Two gimballed class 2 cannons overcharged with high yield.
Two fixed class 1 pulses long range with thermal shock.

The beam and the small pulses are very effective to bring shields down quickly. The Multicannon is used in small burst for the corrosive effect and the cannons simply turn them into scrap in one or two volleys, mixed with some laser fire everything ends rather quickly.
 
My current set up is a bit different but takes FDL's out in seconds

2x huge efficient beams

1x large efficient beam (heat sinks fire with the beams and with the other core mods can fire for a long time)

2x medium rapid fire heat seekers with thermal cascade

2x small rapid fire heat seekers with thermal cascade

Like a hot knife through butter :D
 
Going with the OP's question.. whats is "Effective" ? I mainly PvE, PvP requires chasing the newest meta and I don't have the time to keep up to date on that.

For me, I like to stay 'on station' as long as possible. So I tend to use mostly lasers, with a few MC's for tougher targets. I can use the MC's when I want/need, and the lasers for the rest. It doesn't kill as quick as other builds, but I don't end up making station runs for ammo.

2 Huge gimballed Beams, efficient.
1 Large gimballed MC, with corrosive
2 Medium gimballed MC, over charged
2 turreted beams, efficient

Shields, 7A prismatics, modded for 50% resists across the board, then the rest in HD boosters. Two SCBs ( 7A and 6A, only one active at any time. No heat sinks, I eat the heat damage ). I use Prismatics, with resists and SCBs, and found them more effective. I can take a heavier beating then Normal/Bi-weaves. If I get below 50% and I'm not in combat I reboot. In combat, I have the SCBs.

Military grade Armor, with two HRPs ( just in case ).

I use the 'main' beams most of the time, and let the turrets continuously fire. I've nick-named them "sidey warmers" because their main purpose is to keep smaller more nimble ships 'warm' while I try to line them up with the huge beams. With the PP/PD mods, I actually charge the capacitor with the small beams firing. I have the MC's as the secondary group for tougher opponents, or when I want to take one down fast ( such as wings of larger ships ).

The only issue is chaff ( being an all gimbal/turret build ), but I've learned to target nav beacons or other things to get the weapons 'fixed forward' when needed.

it works well, and is rarely challenged seriously. Except that one time I brought a few mats to a comp nav beacon...
 
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