Ships Federal Corvette

Haha did I hear jump range and corvette in the same sentence.
When I initially bought mine.

The range was so low, I couldn't jump out of the system I bought it in.
I ended up using another ship to purchase a better fsd then swapped it over into corvette.

Even now fully engineered level 5 due to its mass weight its still in twenties regarding range.
I imagine full of cargo it would drop dramatically.
 
The Corvette has a very flat thruster mass curve. The bad news is that it’ll never be fast even if you strip a bunch of mass, and it’s impossible to reach the minimum thruster mass. The good news is that you can stack heavy modules onto it and it doesn’t slow down much compared to a lot of ships.
Fdev should raise its thruster class to 8 or raise its boost multiplier.
 
Completely unnecessary.
I 100% disagree. This "warship of death" gets on by a cosmic butt plug space barge due to speed and shield. What vette needs to fill its role exceptionally is higher speed (between 425 and 450 m/s in a Full G5 combat build), the 2 disabled utility mounts enabled (it already has the model for them, would bring max shield HP into the low 8K range with G5 prismo and 10 G5 boosters) and the small weapons on the nose turned to medium, and a Class 7 FSD. This would make corvette the go-to murder boat. Its literally named after a warship let it live up to its potential.
 
I 100% disagree. This "warship of death" gets on by a cosmic butt plug space barge due to speed and shield. What vette needs to fill its role exceptionally is higher speed (between 425 and 450 m/s in a Full G5 combat build), the 2 disabled utility mounts enabled (it already has the model for them, would bring max shield HP into the low 8K range with G5 prismo and 10 G5 boosters) and the small weapons on the nose turned to medium, and a Class 7 FSD. This would make corvette the go-to murder boat. Its literally named after a warship let it live up to its potential.

It doesn't need 8k shields, larger weapons, or a bigger FSD to be a well-rounded large combat vessel. It only needs that if it's to be expected to out attrition the Cutter, which is the only real combat niche the Cutter has.
 
It doesn't need 8k shields, larger weapons, or a bigger FSD to be a well-rounded large combat vessel. It only needs that if it's to be expected to out attrition the Cutter, which is the only real combat niche the Cutter has.
I agree that you don't need a weapon and shield, much less an FSD, but that's not the advantage of Cutter.
What's the point of a bunch of slots if the distributor is only 7?
And the main advantage of Cutter is its speed.
 
I agree that you don't need a weapon and shield, much less an FSD, but that's not the advantage of Cutter.
What's the point of a bunch of slots if the distributor is only 7?
And the main advantage of Cutter is its speed.

Speed and shields are exactly what gives the cutter it's combat endurance. It would be relatively impotent against a corvette if it wasn't faster, and would be significantly more vulnerable to everything that's already faster, if it didn't have the massive shielding it does.
 
Speed and shields are exactly what gives the cutter it's combat endurance. It would be relatively impotent against a corvette if it wasn't faster, and would be significantly more vulnerable to everything that's already faster, if it didn't have the massive shielding it does.
I'm sorry, but I don't agree with you. I really didn't compare the shield multiplier of these ships, but sometimes I fight Targoids and still the speed is decisive.
You can even hold the distance or catch up with a Reverse player...
In the end, it's easier to keep the distance from the Corvette.
 
I'm sorry, but I don't agree with you. I really didn't compare the shield multiplier of these ships, but sometimes I fight Targoids and still the speed is decisive.
You can even hold the distance or catch up with a Reverse player...
In the end, it's easier to keep the distance from the Corvette.

I'm not really sure where the disagreement is.
 
It doesn't need 8k shields, larger weapons, or a bigger FSD to be a well-rounded large combat vessel. It only needs that if it's to be expected to out attrition the Cutter, which is the only real combat niche the Cutter has.
Even if we buff vette speed it deserves, cutter still remain best armed hauler in game, currently it's go to big pvp combat ship, and vette is borderline useless in large fights with meta ships involved, in pve conda have better jump and firepower, vette need buff badly IMO
 
Even if we buff vette speed it deserves, cutter still remain best armed hauler in game, currently it's go to big pvp combat ship, and vette is borderline useless in large fights with meta ships involved, in pve conda have better jump and firepower, vette need buff badly IMO

I don't think there is any reasonable buff to the vette that will make it significantly useful in large wing engagements; a reasonable buff being something that doesn't exceed it's designed role, or push other vessels out of their niches. The problem here isn't the vette, it's most of the other mechanism in the game, combat and otherwise.

With regard to PvE and smaller PvP engagements, I don't really have any complaints about it's performance. And it's not an unpopular ship. If anything, too many people are using it.
 
I didn't know the Corvette had a heating problem, especially with that kind of armament.
Plasma Accelerator sure increase temperature, I'm not sure about Seeker Missiles, but for as long as your laser hasn't locked on it will also contribute to increased temperature and frankly sometimes it's a bummer to lock on target.

I did find a trick that helps a little, I keep the Kill Warrant Scanner On at all time, when I have a positive Target ID I swich from Analysis to Combat mode, it helps the laser focus.

Thermal Vent
Experimental upgrade that increases heat dissipation when successfully striking a target, at the cost of increased heat generation when missing.
 
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Plasma Accelerator sure increase temperature, I'm not sure about Seeker Missiles, but for as long as your laser hasn't locked on it will also contribute to increased temperature and frankly sometimes it's a bummer to lock on target.
I mean, your thruster, FSD have a heat reduction effect, if it is not a corriolis error.
 
I mean, your thruster, FSD have a heat reduction effect, if it is not a corriolis error.
Yes I know, I did it in purpose but most of the damage I take come from overheating, I can hear and see the warning often enough to be sure of that.

Anyway when I mention taking damage, it is mostly in the worst of assassination missions when there are a lot of targets (4 to 5) and action is hot, I'm not always careful enough and fire those Plasma Accelerator without the laser locked on, usualy 1 vs 1 during bounty hunting I have no problem, those targets are softer, easier to kill and doesn't hit as hard.

Not a very good video (I still don't know how to use the camera) and this mission wasn't too hard but you will have an idea.
Source: https://www.youtube.com/watch?v=x9LpXxsBSxc

Source: https://youtu.be/x9LpXxsBSxc
 
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@thinder One problem with heat on your ship is the overcharged power plant. Your thermal coefficient (which determines how much heat is generated per MW of power used) is high. You can change to an armored plant with either thermal spread or monstered as the experimental to set your baseline heat lower. You’ll still have to deal with heat from weapons but at least you’ll be starting from a lower point, which gives you more headway

The cargo hatch, docking computer and supercruise assist can be made power priority 5 so they shut off when hardpoints are deployed, since you won’t need them when fighting.

I’m a big fan of lo draw as the experimental on prismatic shields. 20% off of their power usage is a huge benefit. Prismatics are power hungry.

Another thing to consider would be to change some of your resistance boosters to 0E. The bonus from Resistance Augmented is the same no matter what grade the actual booster is, so you can save at least 1 MW per booster. I like Super Capacitors as the experimental since it provides the most shields per booster, but Flow Control can help with A boosters by knocking .25 MW off of their power cost.

I would also change your E rated core modules to D rated. Saves a bunch of mass and gives better performance. E rated stuff should be replaced as soon as possible.
 
@thinder One problem with heat on your ship is the overcharged power plant. Your thermal coefficient (which determines how much heat is generated per MW of power used) is high. You can change to an armored plant with either thermal spread or monstered as the experimental to set your baseline heat lower. You’ll still have to deal with heat from weapons but at least you’ll be starting from a lower point, which gives you more headway

The cargo hatch, docking computer and supercruise assist can be made power priority 5 so they shut off when hardpoints are deployed, since you won’t need them when fighting.

I’m a big fan of lo draw as the experimental on prismatic shields. 20% off of their power usage is a huge benefit. Prismatics are power hungry.

Another thing to consider would be to change some of your resistance boosters to 0E. The bonus from Resistance Augmented is the same no matter what grade the actual booster is, so you can save at least 1 MW per booster. I like Super Capacitors as the experimental since it provides the most shields per booster, but Flow Control can help with A boosters by knocking .25 MW off of their power cost.

I would also change your E rated core modules to D rated. Saves a bunch of mass and gives better performance. E rated stuff should be replaced as soon as possible.
Thanks for the tips, I might try them soon.
 
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