Fitting the two C4 slots on the Vette - looking for advice on gun choices...

I quit playing during 1.4, so I'm only learning how things work these days.

Basically, I started fitting my Vette with 2 C4 PA's and stuck gimbaled multicannons in all other slots.

I overcharged the multicannons, save for the 2 small ones, those got larger ammo magazines, one of them with corrosive and the other with emissive munitions. Hoping they'll keep shooting through the fight and the effects up.


This setup worked gud, but I noticed, that:

just one of the C4 PA's was enough to take down shields in one shot, and the hull damage they did was rather poor.



Since then, I've been thinking of replacing one of the PA's with a multi cannon, frag cannon or cannon...
(and group the cannon with the other guns on MB1, leaving just the single PA on MB2)




To avoid a massive waste of engineering mats trying out everything;
I'd love to get some opinions on what gun type I should put in the second C4 slot...



Edit:
Sorry forgot to say this was for PvE, Truesilver guessed correctly :)
 
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Hi,

You don't specify the intended use but assuming it's general PvE combat, I would suggest either an overcharged multi with autoloader (as you already have corrosive and emissive covered) for a plentiful damage pool and consistent hull attrition, or a cannon with high yield shell for subsystem wreckage.

Frags come only up to c3 and the range is too limiting on a Corvette. The Pacifier at 2k range is a superb PvP alpha weapon but won't compete with the above for (what I am assuming are) your purposes.

Concerning the blueprint if you go for the cannon, personally I favour long range for double shot speed, but overcharged would again also be a strong choice.

Hope this helps,

o7
 
Have you thought of efficient beams?

This may not fit in with your power systems but I migrated to them after running the full MC build for PvE and haven't really looked back. Obviously great at dealing with shields, pretty good on hulls and of course never run out of ammo.

Gimbaled or fixed. I ended up using fixed and it's easier to hit Eagles with them than you think... and of course you don't have to hit them for very long ;)
 
I tried PAs on my Corvette and found I did not like fixed weapons on large ships. I am currently running a sort of complicated outfit on my 'vette. Basically it is two gimbal C4 MCs on top and everything else beam lasers. The MCs are in one fire group, each on its own trigger and the beams are in another group with the topside (turret) beams on one trigger and the underside (gimbal) beam on another. Putting the underside beam on a gimbal keeps the underside beam from firing unnecessarily. The beams are all efficient. I fire the topside beams when an opponent is anywhere above me and add in the underside beam whenever the target is in front of and/or a bit below. I find the C4 MCs cut through most hulls quite nicely and 4 or 5 beam lasers does the same for shields. Since the fire rate on C4 MCs is pretty slow I rapid-fire modded them and threw on corrosive shell ex-effects. For the MCs I usually fire one and after about 7 or 8 seconds add the second so at least one cannon will continue to fire even while the other is reloading. o7

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For a PVE Corvette build, where I want to stay in a CZ for as long as I want (and those 108 kill Massacre Missions pay very nicely), I've had a lot of success (and fun) with two C4 Multi's up top, and the rest Beams (all gimballed). With a bit of engineering, power is absolutely not a problem, and if you get an extra pip from someone in Multicrew, you can fire the beams pretty much all day.

I've also got 5 x shield boosters which makes the whole thing very shield tanky, and then Military bulkheads and plenty of HRP, which makes the whole thing pretty hull tanky (not that the shields ever go down). For PVE, this is about as "unkillable" as you are going to get (but I suspect there's no shortage of PVP players who could show me a rebuy screen).

Finally, I can gat an acceptable 19Ly jump range on it. I keep seeing posting here asking for the Corvette to be buffed. Crazy talk - the thing is a beast for PVE.

(Starting to tweak up an Anti-Thargoid build. Given that AX weapons cap out at Class 3, those two huge hardpoints and (for a big ship) "low" hardpoint count doesnt really help - I'm hoping we get some class 4 AX Multis soon)
 
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Have you thought of efficient beams?

This may not fit in with your power systems but I migrated to them after running the full MC build for PvE and haven't really looked back. Obviously great at dealing with shields, pretty good on hulls and of course never run out of ammo.

Gimbaled or fixed. I ended up using fixed and it's easier to hit Eagles with them than you think... and of course you don't have to hit them for very long ;)

2 issues with efficient beams:
- I haven't got the relevant engineer identified or unlocked
- Since the beams do thermal damage - which I don't need after one C4 PA shot, the whole point of switching the second C4 PA to something that does kinetic damage would be contradicted.

I like the looks of beams and on a ship that doesn't cook itself with them, they are certainly good - even great against small ships...

The one engineering decision I found hard to make for the multi-cannons was between overcharged and long range (with double the shot speed). But in practice, I don't seem to miss too many shots, as things melt at impressive speed.
 
I tried PAs on my Corvette and found I did not like fixed weapons on large ships. I am currently running a sort of complicated outfit on my 'vette. Basically it is two gimbal C4 MCs on top and everything else beam lasers. The MCs are in one fire group, each on its own trigger and the beams are in another group with the topside (turret) beams on one trigger and the underside (gimbal) beam on another. Putting the underside beam on a gimbal keeps the underside beam from firing unnecessarily. The beams are all efficient. I fire the topside beams when an opponent is anywhere above me and add in the underside beam whenever the target is in front of and/or a bit below. I find the C4 MCs cut through most hulls quite nicely and 4 or 5 beam lasers does the same for shields. Since the fire rate on C4 MCs is pretty slow I rapid-fire modded them and threw on corrosive shell ex-effects. For the MCs I usually fire one and after about 7 or 8 seconds add the second so at least one cannon will continue to fire even while the other is reloading. o7



Thanks much! Those are clever details about which to turret and which to gimbal, for one thing...

About the PA's I understand where you're coming from! I always nail the first shot if I'm attacking, but after that, its very easy to miss, even if you got yourself positioned above them, with the broadest target area possible, because a) PA shots are so damned slow... b) the ships never fly at the same speed, so your lead distance is never twice the same.

Since the first PA shot strips the shields and thereafter, the PA's aren't nearly as useful, is precisely why I'm thinking of replacing one with something gimbaled.
Essentially, I'm trading one C4 gun for an instant shield strip.

So many times, I've taken the shield with with the PAs and then finished off their entire hull with the smaller guns, cause I couldn't land another PA shot...
And even if I did, it only took a tiny chunk from the hull, not even a bar...

Mind you, I'm playing with MKB at the moment, cause I'm with a laptop on a pacific island, needing something to do in the evenings.

If I found out, that, for example a C1 torpedo launcher could do the same thing, I'd probably replace both PA's...


P.S. you got a gold paint job for that? Or is that just the lighting?
 
This may not fit in with your power systems

Shouldnt be much of a problem. I engineered my power plant with just first tier and i am able to run all my weapons with some power left over.

I am running the same build as cmdr JetsonRING

Edit: Overcharged power plant
 
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I like using long range fixed beams on the C4s on my Corvette. LOVE IT.

My reasoning is pretty simple- nothing large stands up to the Corvette regardless of loadout. Small zippy ships can be annoying, though. Especially if they are in a wing, where one will try to fly circles around you while his buddies shoot at your rump. It's so nice to just blow them out of the sky regardless of range or chaff in seconds.
 
For a PVE Corvette build, where I want to stay in a CZ for as long as I want (and those 108 kill Massacre Missions pay very nicely), I've had a lot of success (and fun) with two C4 Multi's up top, and the rest Beams (all gimballed). With a bit of engineering, power is absolutely not a problem, and if you get an extra pip from someone in Multicrew, you can fire the beams pretty much all day.

I've also got 5 x shield boosters which makes the whole thing very shield tanky, and then Military bulkheads and plenty of HRP, which makes the whole thing pretty hull tanky (not that the shields ever go down). For PVE, this is about as "unkillable" as you are going to get (but I suspect there's no shortage of PVP players who could show me a rebuy screen).

Finally, I can gat an acceptable 19Ly jump range on it. I keep seeing posting here asking for the Corvette to be buffed. Crazy talk - the thing is a beast for PVE.

(Starting to tweak up an Anti-Thargoid build. Given that AX weapons cap out at Class 3, those two huge hardpoints and (for a big ship) "low" hardpoint count doesnt really help - I'm hoping we get some class 4 AX Multis soon)

Mine isn't as heavily hull tanked, so I currently got 24 LY range with it. Shields do hold up rather nicely. I stuck 5 resistance enhanced OE SBs and 3 OA heavy duty or whatever they're called SBs. (I think I have to make another post for how to calculate the best mix of SBs, I don't know where the resistance caps are yet)
I could have used all OA SBs, but wanted to see if I could drop my Power Plant overcharge down a notch or replace it altogether. Obviously detrimental for heat, to have more overcharge than needed...

To stay in CZ's, with Multis, you synthesize the ammo? I haven't run out yet, but I've not gone out for more than 20 minutes at a time, so far.
 
I like using long range fixed beams on the C4s on my Corvette. LOVE IT.

My reasoning is pretty simple- nothing large stands up to the Corvette regardless of loadout. Small zippy ships can be annoying, though. Especially if they are in a wing, where one will try to fly circles around you while his buddies shoot at your rump. It's so nice to just blow them out of the sky regardless of range or chaff in seconds.

Haha, I like it... speaks for the corvette's maneuvering, that you can aim and hit them...
 
Hi,

You don't specify the intended use but assuming it's general PvE combat, I would suggest either an overcharged multi with autoloader (as you already have corrosive and emissive covered) for a plentiful damage pool and consistent hull attrition, or a cannon with high yield shell for subsystem wreckage.

Frags come only up to c3 and the range is too limiting on a Corvette. The Pacifier at 2k range is a superb PvP alpha weapon but won't compete with the above for (what I am assuming are) your purposes.

Concerning the blueprint if you go for the cannon, personally I favour long range for double shot speed, but overcharged would again also be a strong choice.

Hope this helps,

o7

Thank you kindly! Indeed helpful! And you guessed correctly.

I do wonder if the autoloader works better with one or the other version (overcharged/long range), or if that's identical, simply if/because the rate of fire remains the same between the two?
 
Shouldnt be much of a problem. I engineered my power plant with just first tier and i am able to run all my weapons with some power left over.

I am running the same build as cmdr JetsonRING

Edit: Overcharged power plant

Also consider the distributor, if you are going down the beam laser route you need a strong one.
 
For PvE, almost anything will do as long as you have good shields. The 2. 3 and 4 hardpoints are easy to fill, it's the 1's because of the damage, or lack of, that need help.

So the 1's get LR rails w/ feedback and penetrator mods. More rails on the 2's, same mods as the 1's, leaving the 3 w/ a MC HICAP magazine corrosive and the 4's MC's w/ HICAP mags, incendiaries.The rails cut through chaff and are accurate. Once the shields are gone, the MC's eat up hull.

My next mod is adding Imperial Hammers to the 2 rails. Could add another Imperial Hammer to the 3, giving 8 rail rounds at a time, then convert the HICAP 4 MC's to corrosive/incendiary combo.

Military armor or modified Reinforced can work for PvE. Reactive armor w/ thermal otherwise.

No heat issues, but running an 8A PP helps in that regard.

Lots of options as you can read from other CMDR's as well.

There are other things you can do but don't want to get too wordy, the info is out there, good luck.
 
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Mine isn't as heavily hull tanked, so I currently got 24 LY range with it. Shields do hold up rather nicely. I stuck 5 resistance enhanced OE SBs and 3 OA heavy duty or whatever they're called SBs. (I think I have to make another post for how to calculate the best mix of SBs, I don't know where the resistance caps are yet)
I could have used all OA SBs, but wanted to see if I could drop my Power Plant overcharge down a notch or replace it altogether. Obviously detrimental for heat, to have more overcharge than needed...

To stay in CZ's, with Multis, you synthesize the ammo? I haven't run out yet, but I've not gone out for more than 20 minutes at a time, so far.

24LY would be nice, but I've also been far and wide in mine (quite regularly do a patrol loop out to California Nebula to keep an eye on things there). Got class 6A fuel scoop, so the tanks get topped off pretty much in the time if take to re-orientate for the next jump. I've been down in Pleiades since last June, I've got very used to doing 20-30 jumps to get somewhere. Play some tunes, chat on Discord, the change of pace is good.

Yeah, I synthesize ammo if I can, otherwise just pop back to a station. I try to keep some discipline too - use the beams to strip sheilds, and then MC to shred the hull. Against small ships, just use the beams alone anyway.

As I said, tweaking for a Thargoid build. Anyone interest to explore that direction, feel free to PM or jump on my Discord (its below). Would be very interested to wing up with some other Corvette drivers and go hunting some big game.
 
For PvE, almost anything will do as long as you have good shields. The 2. 3 and 4 hardpoints are easy to fill, it's the 1's because of the damage, or lack of, that need help.

So the 1's get LR rails w/ feedback and penetrator mods. More rails on the 2's, same mods as the 1's, leaving the 3 w/ a MC HICAP magazine corrosive and the 4's MC's w/ HICAP mags, incendiaries.The rails cut through chaff and are accurate. Once the shields are gone, the MC's eat up hull.

My next mod is adding Imperial Hammers to the 2 rails. Could add another Imperial Hammer to the 3, giving 8 rail rounds at a time, then convert the HICAP 4 MC's to corrosive/incendiary combo.

Military armor or modified Reinforced can work for PvE. Reactive armor w/ thermal otherwise.

No heat issues, but running an 8A PP helps in that regard.

Lots of options as you can read from other CMDR's as well.

There are other things you can do but don't want to get too wordy, the info is out there, good luck.

Thanks for that!

Allows for more different experimental effects - I'm definitely going to try this out!
 
I see that the scope of the thread has broadened somewhat from the OP's original premise (keeping the PA on one huge hardpoint, what gimballed kinetic weapon to fit on the other) to a wider discussion of the best, or personally preferred, PvE loadouts.

In that case, the weapon that in my opinion is the absolute apex PvE choice for the two huge hardpoints on a Corvette has yet to be considered.

I'm currently marking my return to ED by writing two guides to add to my previous series. Working titles, "Min-Max Mat Gathering" and "The Best PvE Weapon in the Game".

The latter has been tested by me on both Corvette and Cutter as I ranked myself up from Deadly to Elite and my SLF pilot up from Harmless to Dangerous.

Whilst I don't totally want to scoop my own guide ... and doubtless some may have already guessed ... a strong hint might be gained from my Cutter PvP vid thread of today:


The exact variant and combo I'd recommend isn't in use there, as it's a PvP not a PvE ship ... but not far off.
 
I recently started using 2 C4 efficient gimballed beams with thermal vent, four rails with C2 super pen and C1 feedback cascade, and a C3 long range gimballed mc with corrosive shell.
I save the rail and even the mc ammo for larger/tougher ships and just cook the little ones with the beams.
That leaves my ship cool and the capacitor charged for the rails.
Fun combo!
 
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