Ships Need advice and critique of my Has Res Vette build

Your thermal resistance seems very low. You might want to consider thermal resist on the shield gen and two SHBs with resistance augmented.
Use a mining multi limpet controller, gives you 4 limpets rather than the 2 you have.
Your guardian shield reinforcements can go in the military slots opening up two more slots
 
1. you can do not care about hull since in HAZ res you will never lose shields; there's no shield penetration damage either.
2. consider to use long range mod on the sensor because you will be in the cases when you need to search for targets (it is better to reset instance though or you will need to rely on wingmates' sensors)
3. kill warrant scanner is a sign of greed, payment is a good enough nowdays, put another shield booster or point defense instead
4. not sure if you need thermal vent beam turret, it most likely will generate more heat than removing it, double huge efficient beams with 4 pips on wep are not actually hot
5. advanced docking computer - dafaq?
6. some corrosion would fit nice with the beams

Please consider next time posting with titles like "Just check my great ship!"; in the case you most likely will have more suggestions how to build ships properly since there are tons of unique commanders who know how to build ships.
 
Thermal shield resist is too low.

Stripped is an odd choice on a Vette. It's a Vette, you don't need to slim it down in my view, and the gains are minimal at best on a ship like this.

My suggestions are to put thermal spread on the power plant, long range on the sensors and super conduits on the distributor. You need to fill out the hardpoints to see what your power needs are, and the TTD will continue to drop as you add weapons. Super conduits will help here. You're already nearly against it on power, even at overcharge 4. This ship will run hot and I'd suggest finding ways to lower your draw, especially since you still have weapons to fit.

A great way to do this is to swap some of those shield boosters for lower class or something other than heavy duty. Each of those things adds 14t and draws 1.5 mw on it's own.

Clean drives are an engineering trap in my view and may not work like you expect. Go dirty drags.
 
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Mine is a variation of Down To Earth Astronomy's "Cucumber" Corvette build. I don't like the very heavy 7B shield cell banks he uses and the reliance on thermal vent beams to stop the ship cooking when you use them.
This will keep going with ease in a Haz rez until the multi cannon ammo runs out.

Thrusters - dirty drag drives always
Sensors - D rate with long rate so you can target ships sooner
The efficient turret pulse with emissive effect is a good visual cue for me to see exactly where my target is, but allegedly extends the firing arc of gimballed weapons a little. I'm not convinced about this, but will keep using it as I find it so helpful as a pointer to the target.
Small corrosive multi cannon helps to kill hulls faster.
Long range beams means higher average DPS as the ship is too slow and lacks agility to get in close to targets. Engagement range is often over 1500m.

Lots of different ways to arm the ship, but I find longer range weapons work best for me on the Corvette and Anaconda as they are so slow and not very agile - you can't stay close to most targets that are faster than you.
 
i incorporated a lot of your suggestions into my latest build. I put thermal spread (deleting stripped down) and increased the overcharge on my PP to level 5. I will be removing my kill warrant scanner and replacing it with either a pair of medium beam lasers or a engineered rail gun or another shield booster. I increased my thermal protection as was suggested by several people. I upgraded my shield cell bank to 7A and it made a huge difference.
I tried this build out in a has res zone yesterday and i could stay in the fight for hours.

https://s.orbis.zone/jf7u
 
Fit the Guardian shield Reinforcement Packages to the two class 5 military restricted slots to free up larger and multi-purpose slots.
Then I suggest to fit a fighter hangar, and if you don't have crew yet then hire the lowest ranking crew and let it rank up by itself completely to get the lowest cut once it is elite. At that point it will no longer drain your XP but provide extra or faster kills (and take a cut of 10% of all your earnings).
2 Bays are preferred for fast re-launch if the fighter gets down. You can also pilot the fighter and hand the mothership over to your crew (mind, they tend to waste mining ammo)
Equip the fixed beam GU-97 SLF (Gutamaya GU-97 Gelid F, 2x fixed Beam Laser, 1x Heat Sink Launcher), best against other SLF and NPCs and very agile.
If you have two bays and want some variation then equip also a Multicannon Condor (Core Dynamics F63 Condor Rogue F, 2x fixed Multi-Cannon, 1x Chaff Launcher) which is more efficient against hull and large ships, faster for pursuit and more survivable. But it doesn't have the agility of the GU-97 and its weapons are not hitscan.
Ship Launched Fighters are cheap ammo, low power draw, no distro draw, high piercing and last longer than a MC, even with only 6 rebuilds from a Class 5 Fighter Hangar Bay. You can send your SLF after fleeing ships, high ranked crew in either SLF can draw fire from your ship and damaged SLF can be recalled to get repaired for free.
 
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Mine is a variation of Down To Earth Astronomy's "Cucumber" Corvette build. I don't like the very heavy 7B shield cell banks he uses and the reliance on thermal vent beams to stop the ship cooking when you use them.
This will keep going with ease in a Haz rez until the multi cannon ammo runs out.

Thrusters - dirty drag drives always
Sensors - D rate with long rate so you can target ships sooner
The efficient turret pulse with emissive effect is a good visual cue for me to see exactly where my target is, but allegedly extends the firing arc of gimballed weapons a little. I'm not convinced about this, but will keep using it as I find it so helpful as a pointer to the target.
Small corrosive multi cannon helps to kill hulls faster.
Long range beams means higher average DPS as the ship is too slow and lacks agility to get in close to targets. Engagement range is often over 1500m.

Lots of different ways to arm the ship, but I find longer range weapons work best for me on the Corvette and Anaconda as they are so slow and not very agile - you can't stay close to most targets that are faster than you.
Long range burst lasers are also an option. Any beans not engineered with Efficient is an automatic no go in my book unless you’re using it to vent. They will absolutely eat your power distro alive.

In any case, prismatics while high health lack the sustain ability you’d get from thermal resist biweaves. Use resistance augmented boosters and bank tanking becomes even more effective. If you’ve got spare slots 5 and below, use shield reinforcement, but be sure to have some backup hull if your shields ever go down for any reason.

For zones where I’m going to be taking fire from over 10 ships at once, prisms are fine. Biweaves don’t regenerate while you’re taking fire.

Also, your huge hardpoints will do the best with gimbal multis. They have an absurd ammo pool compared to the smaller peers, and even more with high capacity.
 
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Long range burst lasers are also an option. Any beans not engineered with Efficient is an automatic no go in my book unless you’re using it to vent. They will absolutely eat your power distro alive.

In any case, prismatics while high health lack the sustain ability you’d get from thermal resist biweaves. Use resistance augmented boosters and bank tanking becomes even more effective. If you’ve got spare slots 5 and below, use shield reinforcement, but be sure to have some backup hull if your shields ever go down for any reason.

For zones where I’m going to be taking fire from over 10 ships at once, prisms are fine. Biweaves don’t regenerate while you’re taking fire.

Also, your huge hardpoints will do the best with gimbal multis. They have an absurd ammo pool compared to the smaller peers, and even more with high capacity.
1 large and two medium long range beam lasers with thermal vent can fire for long enough for one jousting run even if the two huge multis, one efficient pulse turret with emissive and one high cap small multi canon with corrosive all firing at once. 3 pips to weapons on a G5 charge enhanced with supercaps power distributor. It works, bit it is right at the limit.
 
1 large and two medium long range beam lasers with thermal vent can fire for long enough for one jousting run even if the two huge multis, one efficient pulse turret with emissive and one high cap small multi canon with corrosive all firing at once. 3 pips to weapons on a G5 charge enhanced with supercaps power distributor. It works, bit it is right at the limit.
You joust npcs?
 
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