Ships Federal Corvette My new Corvette in combat

Hi Folks,

After weeks of doing missions for the Federation, weeks of trading with the Type-9 Heavy and days of searching for materials for engineering my Corvette is ready for combat:

Source: https://www.youtube.com/watch?v=aCJBOzWJxhY


What you guys think? This video was recorded on my decacore I5 at 2,5 ghz with 16 gig intern and 8 gig GeForce GTX 4060 videocard and terabyte SSD. Does this look smooth enough?
 
Recording itself is decent. A couple of tips on combat vs NPCs:
1. Put your kill warrant scanner on the same trigger group as your guns. If you want to scan without firing weapons, switch to analysis mode.
2. Don't bother firing gimballed weapons when the target is deploying chaff, you won't hit anything unless you are point blank.
3. Against small ships that tend to joust you with chaff on, switch thrust into reverse on approach to get more time on target.
Hope that helps. Good hunting CMDR o7
 
Also consider equipping a fighter bay and hiring an NPC crew to man the SLF. They can be quite effective in dealing damage when the target is focused on you, and you can in turn do more damage to the target when they are pre-occupied. Crew can also be a life-saver when you have aggro from multiple ships.
1. Crew performance improves markedly with rank. Don't expect them to last very long against high ranking targets until they are at least Expert or higher, so you will need some patience if hiring from the bottom.
2. Hiring the Harmless ranked ones and leveling them up is very effective since they take a much smaller cut of profits. You will want to hold onto these as dismissing them from their contracts will make them permanently gone and you will need to relevel another new hire. This is really the only viable way to have an Elite crew member, and I personally prefer this. Since you are planning on keeping them around indefinitely, expect to pay them a lot even when they are inactive. When going with this semi-permanent option, consider hiring and dismissing repeatedly until you get an applicant that's easy on the eyes.
3. If you care less about up-front cost (since you have money for a Corvette) and will settle for middling performance, then you can go ahead and hire the Expert ranked crew to save some time. You can hire and dismiss these at will when you no longer have need of them (i.e. before a long exploration trip) and overall may save you money in the long run if you spend a siginificant amount of time earning credits in ways other than ship-to-ship combat (or flying smaller ships that do not support fighter bays).
 
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Hey man !! Thanks for the reply. I think I'm gonna try that trick with the Kill-Warrant Scanner. I've noticed before that sometimes weapons start shooting randomly around the target and didnt know what was going on. That must be the chaff. I'm gonna try reversing thrust to prolong time that my target is in range.

About crew. A lot of interesting facts. However I once investigated the matter and as far as I know crew takes a piece of your experience. That's why at this moment I prefer to fly without. Maybe I will try it out sometimes.
 
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The combat doesn't allways go like I would want. Here I meet a Python that does a lot of damage and I have to run.
I try at one point to reverse thrust and do damage that way shooting but then I also take a lot of damage
That NPC Python is ranked Deadly, which is just 1 rank below Elite so you can expect them to be very tough. For reference, NPC ships cheat in many ways, some which are obvious and some not. Their stats and performance is not tied to their module limitations. They take absolutely zero heat damage. Their shield cell banks generate no heat at all (as you can see at 1:50 and again at 3:00 in your video) whereas player SCBs burn up your ship. For sustained bounty hunting sessions I prefer the following:

1. Fitting the largest bi-weave shield generator and engineering for thermal resistance. I then stack a couple of engineered shield boosters to get above 50% shield resistances across the board. I do have my own SCB equipped for emergencies but only use it when I'm engaged with multiple targets.
2. Having at least some fixed weapons to counter chaff. They do more damage and you will find that gimballed weapons miss quite often at range even without chaff scrambling due to their normal circling motion. To make best use of fixed weapons, you will want to learn to flash your flight-assist toggle off and on for tighter turns (especially when flying large ships). The Corvette has double class 4 weapon hardpoints right above the bridge that have excellent convergence - these are ideal candidates for fixed beams, pulses, or even plasma accelerators.
3. Zapping medium and large ships with a cancel rail when they attempt to use their SCB (small ships are easier to just overpower with DPS)
4. Avoid ramming or being rammed. This exchange is not favorable to the Corvette and you can see you lose 20% off your shields even with a low speed crash at 1:43
5. Juggling my distributor allocations ("pips") so that my capacitors are neither empty nor full - otherwise I am simply wasting the potential of my ship. You can do this by making liberal use of boost to get a favorable angle during combat. You will find that boost-turning drastically improves your on-target time without having to joust head-on, especially versus a slow turner like the Python. In your video, I noticed that you only used boost to close distance at the beginning and again when low-waking out. You can get much more out of your ship, but you have to ask for it!
6. If your shields go down, boost away from the fight and max out your SYS allocation to get them to come back sooner. Then you can get back into the fray, if you have the confidence. Don't face-tank damage with your hull unless you are about to score a kill.
 
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Here is my own Corvette setup
As you can see I have 60%+ shield resists across the board. High resists make for a good regeneration build with Bi-weaves because each point regenerated is more resilient to incoming damage. You have to take care against NPCs armed with plasma accelerators, however, and avoid patterned and preditable manuevering to avoid taking hits. There's enough damage here to face-tank even Elite NPC Anacondas and Corvettes to win the fight without shields going down in a straight 1v1, but wings of 3 (or more if I really screw the pooch with aggro) will require me to do some kiting and pick off the smaller targets first to reduce incoming damage (also where I'd consider popping an SCB).

You can see that I overmaxed my power capacity by a little bit so some module prioritisation is necessary. If I were to improve upon this, I would replace thrusters with dirty tuned instead of clean, although I find that it's fast enough as is.
 
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