Ship Builds & Load Outs I want a Multi Purpose Corvette

Bitler

Banned
gun suggestions,

#1rails and multicannons 4 rails med/small and 2 huge multi cannons, i cant think of anything to put on the large tho

#2pa's not enough bang for the buck and i refuse to be allied to the alliance to upgrade the PAs beyond level 2

#3 2huge MCs and the rest beams works too good, i use that build for every ship i ever owned & its getting its boring

#4 frag cannon builds are a joke, only usefully when fighting noobs, not NPCs or real pvpers

#5 i find all rapid pulse builds to be boring, "just click and hold primary fire for long periods of time"

#6 all mining lasers,


i want a fun, usable corvette build were i actually have to use my pips to work the thing!, i cant think of anything other builds help
 
Having a "multi-purpose" ship does not mean your ship is a pocketknife with a bunch of different blades that can be snapped out as needed. "Multi-purpose" means that a ship can be outfitted for a job and then, when that job is finished the ship can be re-fitted to do another job. Think of it more like a knife with a single blade that can be changed out for another blade as the job requires. Don't fall into the trap of trying to make your ship do too many jobs at once, this introduces compromises in the outfitting of your ship that will negatively impact its ability to do any single job very well. Some ships, like the Vulture or Eagles cannot do much else but combat.

That being said, there are certain "exceptions" for instance, some ships outfitted for combat can also do some bounty hunting. A ship fitted for cargo can also haul passengers but usually you will want to outfit your ship to do a specific job and then refit for different jobs as necessary. o7
 

Bitler

Banned
Having a "multi-purpose" ship does not mean your ship is a pocketknife with a bunch of different blades that can be snapped out as needed. "Multi-purpose" means that a ship can be outfitted for a job and then, when that job is finished the ship can be re-fitted to do another job. Think of it more like a knife with a single blade that can be changed out for another blade as the job requires. Don't fall into the trap of trying to make your ship do too many jobs at once, this introduces compromises in the outfitting of your ship that will negatively impact its ability to do any single job very well. Some ships, like the Vulture or Eagles cannot do much else but combat.

That being said, there are certain "exceptions" for instance, some ships outfitted for combat can also do some bounty hunting. A ship fitted for cargo can also haul passengers but usually you will want to outfit your ship to do a specific job and then refit for different jobs as necessary. o7

i just wanted to know some good weapons load outs
 
I want my corvette to have a cork screw and a nail file like any self respecting Swiss Army knife.
 
Having a "multi-purpose" ship does not mean your ship is a pocketknife with a bunch of different blades that can be snapped out as needed. "Multi-purpose" means that a ship can be outfitted for a job and then, when that job is finished the ship can be re-fitted to do another job.

I beg to differ. My Python is basically at all times ready for bounty hunting, transport and salvage jobs, and exploration. SRV included. And the same goes for my Cutter. :)
 
I want my corvette to have a cork screw and a nail file like any self respecting Swiss Army knife.

So just put a missile launcher, torpedoes, mine launcher, beams, multi cannons, PA, frag cannons and rail guns on it...can do everything....just not well ...like a Swiss Army knife.😊
 
I beg to differ. My Python is basically at all times ready for bounty hunting, transport and salvage jobs, and exploration. SRV included. And the same goes for my Cutter. :)
^^^

This.

My Python is my mission running ship. It has a 1st passenger cabin, two cargo holds, a collector limpet controller, SRV bay, FSD interdictor, ADS scanner, and its armed to the teeth. It can bounty hunt, assassinate, carry VIPs, deliver beer, and gather salvage pretty darn quickly.

I'd probably substitute the interdictor with a refinery, and slip in a mining laser, but if for some strange reason I go insane and try mining again, I want a dedicates mining ship. :p
 
I beg to differ. My Python is basically at all times ready for bounty hunting, transport and salvage jobs, and exploration. SRV included. And the same goes for my Cutter. :)

Exactly. A true multi-purpose ship can do multiple things well without refitting.
 
This is actually a veiled request to buff guns other than multicannons.

Wait no, it's a request to nerf multicannons!
Strike this man down!
 
I beg to differ. My Python is basically at all times ready for bounty hunting, transport and salvage jobs, and exploration. SRV included. And the same goes for my Cutter. :)

Right, and the major reason that multipurpose isn't practical on a Corvette is the abysmal jump range. 23-24LY multipurpose build-range would be fine imo.
 
I enjoy threads about Corvettes, positive or negative, just weird that way.

I change load out depending on the mission. I have all the modules ready at home base. If I'm doing BH, my Corvette is max combat load out, flying in Open means be ready, if I want to run passengers, I can swap out and do them and so on.

All my ships have heavy weapons, shields and module protection, so they can deal w/ any NPC menace or bug out.

Someone said that the jump range keeps the Corvette from being multipurpose, true.

I get 17+ in full combat rig, if it could be 25, it would be a very welcome change.

BTW, 2 rails, 1 plasma (in the three), 2 turreted MC, 2 gimballed MC's in the huge is what I run.
 
I never said you could not fit a ship to do a bunch of different jobs. Read my post and you will see that I said that outfitting a ship to do a bunch of different jobs introduces compromises that affect its ability to do a single job VERY well. You can also see, if you bother to read the entire post that there are notable exceptions, like combat ships doing well at bounty hunting. Fact is though, ships outfitted for exploration or mining are going to have a tough time in combat. A really tough time in PvP combat and combat optimized ships will have difficulty mining, etc.

I beg to differ. My Python is basically at all times ready for bounty hunting, transport and salvage jobs, and exploration. SRV included. And the same goes for my Cutter. :)

Spend a lot of time in the PvP HAZRES with those ships, do you? [arrrr]
 
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i want a fun, usable corvette build were i actually have to use my pips to work the thing!, i cant think of anything other builds help

Wait, you WANT to have to deal with pip management? In that case the best Corvette build is probably going to be based on two class 4 efficient beam lasers combined with multicannons or whatever else you feel like backing them up with, ideally either kinetic or explosive weapons since the beams provide all the thermal damage you'll need. My Corvette currently has two class 4 efficient beams, a large overcharged corrosive multi, two medium overcharged multi turrets and two small missile launchers. It's the most adaptable build I could find that uses main weapons that don't require ammunition. The beams can melt most ships and even cut through ship hulls without relying on the secondary weapons and anything too small or fast that is hard to keep the beams on target against can be dealt with using the turreted multis or missiles. It does, however, require active pip management as the efficient beams will gradually drain the capacitor but if that isn't an issue for you it's a nice balanced loadout.
 
I beg to differ. My Python is basically at all times ready for bounty hunting, transport and salvage jobs, and exploration. SRV included. And the same goes for my Cutter. :)

+rep! I have to same two highly engineered multi-purpose ships. The rest of my ships are single purpose. The only thing these two ships would definitely not be good at is PvP.

I can't imagine a successful multi-purpose Corvette though. The Jump range is too low for me to take (even when engineered) for one thing.
 
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Craith

Volunteer Moderator
Does putting corrosive on a LARGE MC buy you anything more than if you put it on a medium MC? I've always thought that you put the corrosive on a smaller MC.

It doesn't add anything, but if it's the only MC ...

I run 2 huge fixed efficient healing beams, 1 large gimballed overcharged corrosive multicannon, 2 medium efficient healing beam turrets and 2 small long range healing pulse turrets - nobody in my wing dies on my watch, I can stay on target with the beams while the turrets keep the shields up. The huge healing beams recharge a Cutter shield in no time.
 
Does putting corrosive on a LARGE MC buy you anything more than if you put it on a medium MC? I've always thought that you put the corrosive on a smaller MC.

In most cases there isn't any direct advantage to having more than one corrosive mod if you have good weapon convergence, but in practice there is an advantage to having more than one multi with the corrosive mod if you want to ensure 100% uptime for the corrosive effect even when your target moves through different fire arcs of multiple weapons. On the Corvette in particular the medium hardpoints don't have particularly good convergence, meaning that you will want corrosive mods on both so that at least one turret will be applying the corrosive debuff against a smaller target as they maneuver around your ship. The large hardpoint don't necessarily need a corrosive mod if I'm using the medium turrets but I will often use the large corrosive multi combined with the beam turrets against larger targets without firing the turrets. This way I can benefit from the corrosive mod without having to fire the turrets and can save my turret ammo for smaller ships. It's also useful to have a non-turret weapon with a corrosive mod if the target is using chaff because I can still fire gimbal weapons directly forward by deselecting the target but the turrets will be basically useless to upkeep the corrosive effect while chaff is being used.

I use a similar setup on my Python with two large efficient beams, one large corrosive multi and two medium corrosive multi turrets and I've found it's very useful to have the advantage of multiple weapons that have the corrosive mod to ensure that the debuff is constantly being applied as long as I have at least one of my multis firing on the target.

There is also the potential that FD will rework the corrosive effect in the future becuase the devs have stated that they want to change how it works so that there is a reason to have more than one corrosive mod, but that is just a possibility without any actual confirmed plans from FD.
 
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