PvP How does one use coriolis.io to protect one’s ship against different weapons types?

There are some outfitting pros, that can see exactly what weapons types one’s build has little protection against. They’ll say “that build offers little protection against packhounds/torpedoes/etc”. How does one use coriolis.io to figure out exactly what weapons types a build has a weakness against (and subsequently modify your build to better protect your ship)?
 
Pick an opponent ship then check the Defense and Offense tabs. You can also engineer ships, save the builds and use those builds as opponent.
Lots of useful info there
 
A ship builder can reveal resistances and effective health vs. all the damage types, as well as the integrity of modules and how much MRP protection you have, etc. However, there is much more to damage and defenses than this.

The size and shape of the ship, it's acceleration, the internal/hardpoint/utility locations, and more will hint at how well it could hold up to explosive damage.
Countermeasures and their placements are important as well. Properties of weapons that one gets a feel for during play, but which aren't well documented are also important. Munition velocity, arming distance, convergence distance (packhounds), speed retention (in the case of torpedoes), maneuverability, splash radius, etc, are all important factors as well.

For example, my hybrid vulture has an armored PDT placed in one of the forward utility slots (better forward field of fire than the top utilities), a high cap heatsink launcher, two MRPs, reactive bulkheads, and a TLB PA. Combined with aggressive piloting and experience with fighting seeker/packhound users, I can make this ship hold up pretty well against such opponents, within reason. I try to keep close, to stay inside the arming distance and out of the missile lock arc as much as possible; if I find myself outside this distance, I can delay lock with a well timed heatsink (unless I'm under the emissive effect, in which case I'll save the sink) and/or TLB hit. Finally, if missiles are fired I'll maneuver to maximize the time the PDT can engage the salvo (usually by boosting laterally away from the path of the munitions and rotating to point the PDT in their direction), then pitch up and/or roll hard at the last moment (but not too hard as I don't want the thrusters exposed), since the bottom half of the ship has no external modules. As a last line of defense explosive damage is also mitigated by the high explosive resistance of the hull and the MRPs I have slotted.

A hull focused or hybrid vessel with poor explosive damage resistance, no countermeasures, fragile external modules, and no or weak MRPs could be said to be vulnerable to missiles, especially if it's also large or slow.

A shield focused ship that is large or slow that has no ECM (or PDT in the case of mines), no heatsinks, and weak shield generator integrity could also be said to be vulnerable to reverberating cascade attacks.
 
Focus on this one
Laser/Plasma/Beam - go for high termal
Multicannons/Frags/Rails - go for kinetics
Mines/Torpedos/Missiles - go for explosives
Targoid crap - go for caustic

Easy way for start is Heavy Duty + Effect that increase Heat defence as this one below has -20% on shields
Armor is lightweight so must be change to something better, then drop HRP to Optional and do some engineering.
You have to use at least one big MRP and small MRP as some players can easily snipe out drives, power plant or other important modules.

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I changed Shields to Bi-Wave as it gunship and add some engineering with effects to play with % and numbers to make it more universal
You can see now that shield are OK with Thermal and good against rockets, a bit worst with kinetic, but when shields go down your hull is better on Kinetic
That's not a some superb solution, I just quickly klick to show how I changed stock gunship to combat gunship :p in 2min
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