I've spent hours on Forum posts found by Google to avoid making some willy-nilly fitting that doesn't work. I'd like to see if my take-away from all these arguments is not grossly mistaken in any area
I'll structure this into functional blocks... (Talking about speeds and guns and shields at the same time would be a muddle)
1) SHIELDS
1x 7C Bi-Weave Shield - G5 Thermal Resistance (+50% exp., +40% therm., +35.2 kin.)
2x OA Shield Boosters - G5 Resistance Augmented (+12% each damage type)
Total resistances should add up as follows:
- explosive 50%+12%+12%=74% | ((74%-40%)/2)+40=58% actual resistance
- thermal 40%+12%+12%=64% | ((64%-40%)/2)+40=52% actual resistance
- kinetic 35%+12%+12%=59% | ((59%-40%)/2)+40=50% actual resistance
(Last one is rounded up from 39.5 - correctness depends if I understood the math as explained)
Since anything over 40% resistance gets cut in half, people were saying Heavy Duty Shield Boosters are the better choice after 2 Resistance Augmented Shield Boosters.
Keeping one of the 8 Utility slots for KW or Point Defense, that gives me room for 5 SB's with G5 Heavy Duty Mod.
Figuring a 50% roll (good but not the max of 56%) for each, you get 2x +20% and 5x +50% raw shield strength.
I figure each gets multiplied with the base shield strength and I found no claims about diminishing return factors.
Coriolis reads this as a 2,401 MegaJoule shield. Who am I to argue...
So the end result in shielding is a 2,401 MJ shield with 58/52/50% resists.
People did say having more resists helps the effective recharge rate, which makes sense, but for how high to go vs raw shield capacity, I could not find any statements.
.
(Trying to do the same thing with a "G5 Reinforced" mod on the shield would cost you recharge rate, while the shield boosters do not, so I didn't try it that way around. Please do let me know if there are benefits to this route, unknown to me.)
Lastly, I have no clue what size SCB I should use to restore my shields without the ship catching on fire...
.
2) GUNS
You could do guns in a simple fashion - all MultiCannons (or whatever your flavor is), matching the slot size. Check if there's enough power or if it overheats and done! It'll work in PvE.
But where's the fun in that?
Unlike the shielding solution, which is entirely reliant upon the work of others, I came up with this weird setup all on my own:
- 1 huge PA G5 long range weapon (mainly for projectile speed) - has its own fire group.
(no effect - not because I'm lazy but there wasn't one without drawbacks to raw, single shot damage)
- 1 huge Multi-cannon gimbal - overcharged (no effect) - shares fire group with everything else.
- 1 large Multi-cannon gimbal - overcharged (no effect)
- 1 medium Multi-cannon gimbal or turret - G5 high capacity (effect: corrosive shells) (high capacity so it keeps corrosive debuff up longer.
- 1 medium Multi-cannon gimbal or turret - G5 high capacity (effect: emissive munitions) (high capacity so it keeps emissive debuff up longer.
- 2 small beam laser turrets - G5 Long Range (effect: thermal shock) - mainly for gnats the Vette can't outturn.
Why not two PA's in the huge slots? Because I noticed two things:
The first shot with the PA is easy to land and takes down the shields of large NPC ships in one shot. After that, the PA seems rather weak against the hull and its also hard to hit with its slow projectile speed. It *could* be quite a waste to have the PA there just for the first shot, vs a second huge Multi-cannon with Incendiary Rounds, but only if the idea of it doesn't work - to make the fight really short (i.e. target dead before its shield rebooted).
My questions here are:
Is the PA and the two small beam lasers going to cause enough heat and cap draw to cause issues?
Would the ship be better able to deal with 2 small beams without the PA? Or can the Corvette take that with ease?
.
3) Thrust and Maneuverability
Some people say A-rated thrusters only give you more speed, but you loose no maneuverability by using a D-rated thruster.
With the Vette, maybe its already the speed you don't want to loose, cause its not exactly the fastest boat in Elite.
At any rate, I'd be interested in an answer to whether that's true, that maneuverability does not degrade in a noticeable way with 7D thrusters.
.
4) Hull and Module reinforcements
- I'm planning to stick with a single hull reinforcement, because I don't expect to ever loose my shields.
- But installation of two module reinforcements seems to make sense, since those could get hit through the shields.
.
5) Fighter Hangar
I know nothing about that, but going to install one and see...
5) Utility
- I need some utility - collector limpets for engineering mats
- SRV hangar - 2G
- AFM to repair without having to withdraw
- advanced disco scanner
- 7A fuel scoop - hate slow scoops
I'll structure this into functional blocks... (Talking about speeds and guns and shields at the same time would be a muddle)
1) SHIELDS
1x 7C Bi-Weave Shield - G5 Thermal Resistance (+50% exp., +40% therm., +35.2 kin.)
2x OA Shield Boosters - G5 Resistance Augmented (+12% each damage type)
Total resistances should add up as follows:
- explosive 50%+12%+12%=74% | ((74%-40%)/2)+40=58% actual resistance
- thermal 40%+12%+12%=64% | ((64%-40%)/2)+40=52% actual resistance
- kinetic 35%+12%+12%=59% | ((59%-40%)/2)+40=50% actual resistance
(Last one is rounded up from 39.5 - correctness depends if I understood the math as explained)
Since anything over 40% resistance gets cut in half, people were saying Heavy Duty Shield Boosters are the better choice after 2 Resistance Augmented Shield Boosters.
Keeping one of the 8 Utility slots for KW or Point Defense, that gives me room for 5 SB's with G5 Heavy Duty Mod.
Figuring a 50% roll (good but not the max of 56%) for each, you get 2x +20% and 5x +50% raw shield strength.
I figure each gets multiplied with the base shield strength and I found no claims about diminishing return factors.
Coriolis reads this as a 2,401 MegaJoule shield. Who am I to argue...
So the end result in shielding is a 2,401 MJ shield with 58/52/50% resists.
People did say having more resists helps the effective recharge rate, which makes sense, but for how high to go vs raw shield capacity, I could not find any statements.
.
(Trying to do the same thing with a "G5 Reinforced" mod on the shield would cost you recharge rate, while the shield boosters do not, so I didn't try it that way around. Please do let me know if there are benefits to this route, unknown to me.)
Lastly, I have no clue what size SCB I should use to restore my shields without the ship catching on fire...
.
2) GUNS
You could do guns in a simple fashion - all MultiCannons (or whatever your flavor is), matching the slot size. Check if there's enough power or if it overheats and done! It'll work in PvE.
But where's the fun in that?
Unlike the shielding solution, which is entirely reliant upon the work of others, I came up with this weird setup all on my own:
- 1 huge PA G5 long range weapon (mainly for projectile speed) - has its own fire group.
(no effect - not because I'm lazy but there wasn't one without drawbacks to raw, single shot damage)
- 1 huge Multi-cannon gimbal - overcharged (no effect) - shares fire group with everything else.
- 1 large Multi-cannon gimbal - overcharged (no effect)
- 1 medium Multi-cannon gimbal or turret - G5 high capacity (effect: corrosive shells) (high capacity so it keeps corrosive debuff up longer.
- 1 medium Multi-cannon gimbal or turret - G5 high capacity (effect: emissive munitions) (high capacity so it keeps emissive debuff up longer.
- 2 small beam laser turrets - G5 Long Range (effect: thermal shock) - mainly for gnats the Vette can't outturn.
Why not two PA's in the huge slots? Because I noticed two things:
The first shot with the PA is easy to land and takes down the shields of large NPC ships in one shot. After that, the PA seems rather weak against the hull and its also hard to hit with its slow projectile speed. It *could* be quite a waste to have the PA there just for the first shot, vs a second huge Multi-cannon with Incendiary Rounds, but only if the idea of it doesn't work - to make the fight really short (i.e. target dead before its shield rebooted).
My questions here are:
Is the PA and the two small beam lasers going to cause enough heat and cap draw to cause issues?
Would the ship be better able to deal with 2 small beams without the PA? Or can the Corvette take that with ease?
.
3) Thrust and Maneuverability
Some people say A-rated thrusters only give you more speed, but you loose no maneuverability by using a D-rated thruster.
With the Vette, maybe its already the speed you don't want to loose, cause its not exactly the fastest boat in Elite.
At any rate, I'd be interested in an answer to whether that's true, that maneuverability does not degrade in a noticeable way with 7D thrusters.
.
4) Hull and Module reinforcements
- I'm planning to stick with a single hull reinforcement, because I don't expect to ever loose my shields.
- But installation of two module reinforcements seems to make sense, since those could get hit through the shields.
.
5) Fighter Hangar
I know nothing about that, but going to install one and see...
5) Utility
- I need some utility - collector limpets for engineering mats
- SRV hangar - 2G
- AFM to repair without having to withdraw
- advanced disco scanner
- 7A fuel scoop - hate slow scoops
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