Most efficient over corvette build for (high) conflict zones, in solo play?

So let’s hear your build thoughts, I am currently on Xbox, I play on pc as well, and I’m wondering people’s thoughts on the most efficient build for a federal corvette, in high conflict zones, I’ve tried many over the years and am wondering if there’s anything I’ve ever overlooked.
 
It all depends on you definition of efficiency : Time-to-kill or Profitability? If Profitability, forget about max DPS. Instead, make sure to outfit an engineered long range small pulse laser turret so that you get credit for targets that you hit but not kill. And include a hangar that supports two fighter bays so that you can send the fighter to hit softened targets at a distance. If Time-To-Kill, the mentioned build is OK, but it doesn't look good at taking down engineered shields quickly. Although plasma causes shield damage, it isn't as fast as lasers. Others have likely posted efficient corvette builds - search the forum.
 
I haven't played since the Odyssey DLC (waiting for the debugging to die down) but Corvettes have been my main ships for a very long time.

For NPC combat of any type, I've used thermal-weighted Prismatics and filled the utility slots with boosters, again with thermal in mind. As to weapons, rails (Imp Hammers with varying effects) on the 2s and regular types on the 1s, MCs on the 3 and 4s (with varying effects).

You can also tank the ship by filling the internals with hull reinforcements and module protection. Mix up the effects to suit your style.

Once you've dialed it in, you have a pretty much an easy button for NPCs.

Don't use fighters in CZs, they tend to get chewed up quickly in those conditions. Better to find engaged allied ships and target their victims.

The only drawback is to be aware of heat build up when banging away with the rails, you may incur some damage but it will be negligible.

I've found that for some time now, "bullet sponging" NPCs dull the effects of different weapon configurations, they all take similar time to kill.
 
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Something like this should do you if you're looking to blow stuff up.


Weapons are always a matter of taste, so beam lasers instead of the PAs or maybe a couple of huge MCs if you want. Unfortunately it's sometimes a case of seeing what suits you. The thing to play with is making sure you balance shield and hull damage however I tend to just stick with the PAs since they do make short work of CZ ships (20 minutes to knock down a high CZ with all objectives complete). Just watch the heat if you go with that thermal conduit means

As mentioned a fighter bay is generally more a liability as those getting blown up count as a kill for the other side. However an imperial fixed beam fighter in the hands of an elite NPC will do some serious damage, especially since they are accurate enough to instruct to sub-target power plants. Don't bother with any you pick up straight from a station though, unless you're ranking them up in a Haz RES first.

Really it comes down to packing your ship with plenty of defences and finding weapons that work for you. I love PAs due to the sheer damage output especially with short range engineering but you might prefer something else.
 
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