New ship: Gutamaya Corsair

I figure it’s at least in part to the ship inheriting the Courier’s thermal properties, but has anyone else noticed that the Corsair gets overwhelmed with heat quickly beyond a certain point?

Fuel scooping isn’t a problem, but firing multiple high heat weapons makes heat go off the rails. I’m guessing it’s “good max heat radiation but bad heat capacity”.
I'd agree. A salvo of PAs on mine puts the heat up to about 130/140% from resting, but I've never seen it go above 200%, so it must come back down quickly.

It's certainly very easy to keep it in the thermal conduit sweet spot above 150% without it running away like the quad hammer FdL build I tried once.
 
I figure it’s at least in part due to the ship inheriting the Courier’s thermal properties, but has anyone else noticed that the Corsair gets overwhelmed with heat quickly beyond a certain point?

Fuel scooping isn’t a problem, but firing multiple high heat weapons makes heat go off the rails. I’m guessing it’s “good max heat radiation but bad heat capacity”.
It's weird. Proximity to stars doesn't seem to bother it, but weapons fire cooks it really quickly.
 
I figure it’s at least in part due to the ship inheriting the Courier’s thermal properties, but has anyone else noticed that the Corsair gets overwhelmed with heat quickly beyond a certain point?

Fuel scooping isn’t a problem, but firing multiple high heat weapons makes heat go off the rails. I’m guessing it’s “good max heat radiation but bad heat capacity”.
I've noticed the same thing but thought it was just me. That's why I had to abandon my 3 C3 Pulse laser with G5 Rapid Fire build for Beams with G5 Efficient Thermal Vent.
 
I've noticed the same thing but thought it was just me. That's why I had to abandon my 3 C3 Pulse laser with G5 Rapid Fire build for Beams with G5 Efficient Thermal Vent.

With FDEV you have to wonder if that’s actually the result of a well thought out design or just pure laziness of copying the courier and adjusting it from there without putting thought into all of the variables. Considering the mass lock factor though, it leaves a lot to be desired.
 
I've noticed the same thing but thought it was just me. That's why I had to abandon my 3 C3 Pulse laser with G5 Rapid Fire build for Beams with G5 Efficient Thermal Vent.
It’s also changed my approach. I was going to run with 3 SR PAs and two pacifiers all fired together. First volley took me from 30 to 86% heat.

I partly know why that’s happening. WEP energy and heat impact from weapons is calculated consecutively in Inara hardpoint order. The top mediums are below the side larges in the order. So, it was deducting WEP energy from the 3 larges before it got to the two medium SR PAs, which then toastified the ship. Removing the pacifiers from the trigger helped to a point, but it’s still a fine line.

Pre-chilling with a vent beam also helps at least make the first volley more reasonable.
 
Hey, sorry to bring this up again.
I definitely do trust your experience, but would like to understand.

So, the mod shard deals either 50% thermal dmg to human ships, or 50% to Thargoid ships.
The mod plasma charger deals 50% absolute to human, or 50% to Thargoids.
Not sure about shards, but plasma charger its rather "difficult" weapon to understood, as not everything is obvious at first glance.
Now there is the catch... the AX part of dmg, its actually hidden from stats (in-game)...

I tested it myself with one of my friend a good while ago, the absolute "part" is correct, the dmg dealt to human ships, since c2 mod plasma when fully charged have exacly 78,2 dmg, as target (friendly cmdr) shields was exacly at 100 MJ, and they didnt had anything in SYS. Single hit, single c2 pre-engineered plasma charger, fired at 900m, left them with exacly 21% shields after eating single shot.

Now then, if the dmg would be split 50/50 (AX/absolute), given the listed stats, the dmg should be at 39,1... so my friend shields would be at like 60% or so, after single shot.



So, comparing a 6x shard vs 6x plasma build, that is:
Mod plasma chargers: 8.3 (base dmg) x 17 (multiplicator when fully charged) x 6 (number of hardpoints used) x 0.5 = 423 dmg (absolute).
2 seconds to fully charge and shoot.
vs
Mod shard: 6.77 (dmg per pellet) x 12 (number of pellets per shot) x 5 (shots per salvo) x 6 (number of hardpoints used) x 0.5 = 1218.5 dmg (thermal).
~3.5 seconds to fire the full salvo of 5 shots at 243.7 dmg per shot.
One thing that elite teached me long time ago... numbers on paper does not do justice, compared to what is in game. Also only numbers in game, are ones being correct.
There is many variables to consider, just than plain numbers.
For fully chargerd 6 plasmas, the dmg is at 469,2, not 423. This alone makes it obvious, that Edsy or other sites, seems does have wrong data about this weapon, the AX part of dmg is not right.

The AX "part" of dmg is about 45% greater than listed 4.6... wich seems true, Thargoids seems eat way more dmg from it than its listed in game.
Regardless, what AX dmg truly is, it does not change the fact, that for PVP, the dmg is (confirmed) 4.6.



Against a human ship with 50% resistance to thermal (shield or/and hull), the shards would deal 609.25 dmg, 121.85 per shot.
For shield dmg, the amount of pip on target shields greatly influences the result incoming dmg, skilled cmdrs are more likely to keep that 4 pip at SYS when it really matters, thats why they sometimes feels "toughter" than numbers would suggest.

As for hull, its very unlikely to have all pellets hit the target (if not big ship and not point blank range) due of spread.

Both have a shot speed of around 6000 m/s.

Falloff of plasma starts at 1000m. No spread.
Falloff of shard starts at 1500m. Some spread, but fine against big ship from this distance.
Both have armor penetration around 100, so no damage reduction against any human ships (hardest like Cutter are at 75).
Shards have even less depth of penetraiton that chargers, and resists hits it really hard. High MJ or high Hull ships with good resists, are more likely to outtank any shard users, and outdps it with basically most of weapon combinations, hence its no one uses it outside of AX.

Why wouldn't the shard be valid for PvP?
All I can think of is the difficulty to land the 5 shots of a salvo..?
Mod Shards aint are good to use vs human ships for this and some few other reasons. Its possible to defend with it, but forget killing cmdrs with it, or PVE against non-AX.
Its being outclassed by majority of non-AX setups, if meant to use outside of AX.


Shards dont have charge up mechanics, and are extremely hot for usage, basically requires more than few heat sinks to be even be usable... for PVP, ships without boosters usually are ones to lose first. Anything smaller than big ship, its going to rather tricky to land all pellets for it. And since its thermal, resistances affects it and combined with 4 pips to SYS, while eating shards to shields, its not going to do anything significant in terms of dmg.. And heard about "funny hull" bulids? Those have like 80% + thermal resists on hull, so shards are next to useless against such.... (btw, if you see PVP cmdrs without shields in open - its very likely they have it)

On other hand, plasma chargers deals 100% absolute dmg, its one of most efficent ammo based weapon, are nowhere as hot (it can be used without heat sinks), can be pre-charged, and that allows to attack an targets without letting defences too thin... you can pre-charge your weapons, let the WEP refill, and you are free to allocate those pips from WEP elsewhere in distro. With practice, you can attack with "pre-charged" with 3-3-0 or 4-2-0 settings, wich if done correctly, ensure that attack can be done with "full guard". This gives it edge in fights against PA or frag users, where dmg is usually dealt when both ships passes each other at close range, and chargers cannot be avoided in close range to mid range.
 
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Took a cargo hauling build out last night and with hold full of palladium naturally a pirate turns up. Wasn't expecting them to be in an AspX though which feels like it might be a copy/paste error from the Courier.

Makes me feel more that stuff like the mass lock is an error because I'd be surprised if FDev have decided this should be an easy mode cargo hauler as well.
 
Took a cargo hauling build out last night and with hold full of palladium naturally a pirate turns up. Wasn't expecting them to be in an AspX though which feels like it might be a copy/paste error from the Courier.

Makes me feel more that stuff like the mass lock is an error because I'd be surprised if FDev have decided this should be an easy mode cargo hauler as well.
This.

When are you wanted, have any cargo, or active mission, the game will only "send" small ships to deal with Corsair, wich seems silly....


This ship should be chased by condas, FDL's or other medium combat ships.

"The target is in system, what we should send to intercept?"
"Send I-eagle... data shows its a courier"


Npcs be like.

I also noticed that npcs spawn "pool", when using Corsair are exacly same as with Courier.
Given both having same mass-lock factor, its more evident that Corsair is copy&paste Courier, but Fdevs didnt do enough of homework.
But atleast this means that there is chance that Corsair might be fixed in regard of what npcs spawns to it, and its Mass lock factor.
 
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Corsair is already OP.
Better armour, shields, firepower, cargo capacity, distributor and power plant.
How many ships does it need to displace into oblivion?
Stop complaining and let the Clipper to stay in its speed niche.
Besides, the empire will never build an open access ship that can prey the rank required ones
 
Corsair is already OP.
Better armour, shields, firepower, cargo capacity, distributor and power plant.
How many ships does it need to displace into oblivion?
Stop complaining and let the Clipper to stay in its speed niche.
Besides, the empire will never build an open access ship that can prey the rank required ones
Hopefully FDev see past some of that stuff to deal with things that seem to be an exploit. Effectively we can now spend money on an Arx purchase to dial down NPC pirates. The "pre-builds are P2W" crowd will be thrilled.
 
Hopefully FDev see past some of that stuff to deal with things that seem to be an exploit. Effectively we can now spend money on an Arx purchase to dial down NPC pirates. The "pre-builds are P2W" crowd will be thrilled.
It's hard to find a ship in the game, even of the old ones, that can't handle NPC pirates.
 
I want to see NPCs using the new ships.
Can I pay arx to allow nps pirates to spawn using corsairs and python mk2? But in other people's instances.

Pay 500 arx to spawn an npc corsair with double engineering mods on ALL its internals with phasing scramble spectrum mass lock fsd disruption feedback cascade pulse lasers.
Get 1000 arx back if they somehow succeeded in killing the npc ship.

Edit: fixed spelling, sorry am sitting on balcony enjoying fresh air and a bit of sunlight before I play any games today, glare and phone not good for typing
 
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If you want to think of it from an in-universe point of view, it may well be that ship speed is not solely a function of ship mass and thruster size. The overall design of the ship, particularly the thruster nozzles and a bunch of other things, can have an effect.

Even in real life just because the engines of an airplane may have more horsepower doesn't necessarily mean it will fly faster than another completely different airplane model that has less horsepower.

Yep, for sure.

The main thing that people complain about is the arbitrary speed cap on ships and even that does have a real-world comparison.

An electric motor that's running at a given speed while under load can "run away" if the load is removed.
For example, if you've got an electric water pump that's running at 1000rpm when it's pumping water, if the water supply stops there's no load on the motor and it could speed up to 10,000rpm... which could damage the motor and ruin the pump.
There will (or, should) be a variety of safety features to prevent this happening, cutting power to the motor so it can never run faster than it's design-speed.

In my head-canon, there's probably something similar going on in ship thrusters in ED.

Maybe it's something as simple as the airframe of the Corsair is only rated for a certain amount of stress so there's software that limits the output of the thrusters to prevent damage to the airframe.
Maybe it's more complex than that. Maybe there's parts in the thrusters that can be damaged if too much thrust is created so, again, there's safety features that prevent the thruster creating so much thrust that it'll destroy itself.

My issue with the Corsair is more of an in-universe one, though.
The Corsair comes from the same company that built the Clipper.
They've built a shiny new ship that's lighter than the old ship, smaller than the new ship, nearly 4x the price of the old ship and can use bigger thrusters than the old ship... but it's slower than the old ship.
That doesn't really sound like something any company would do.

It's kind of like BMW selling a poverty-spec 5-series with a straight six engine that does 130mph and then releasing a luxury sports 4-series coupe that's slower than the 5-series with the same straight six engine or offering it with a V8 that's limited to the same 130mph top speed as the 5-series.
In the real-world, that would cause two things to happen.
1) People would be asking why the fancy, expensive, new, smaller, lighter, car isn't as fast as the cheap old car.
2) People would be bunging the V8 out of the new 4-series into the old 5-series to see just how fast it can go.

Unfortunately, #2 isn't possible in ED so that leaves us with #1. 🤷‍♂️

Don't get me wrong, I'm not suggesting the Corsair is a terrible ship or anything.
Overall, despite being a teensy bit slower, it's almost certainly a better ship than the Clipper overall... and it can land on medium pads.
 
The SR-71 official record is about 980 meters/second. Mach 3.3

The X-15 official record is about 2,019 meters/second. Mach 6.7

Let's try your canyon runs, and dogfights at those velocities...
 
My wild speculative opinion is that with two ships that have a closure rate of Mach 3.6, gamers have reaction time limits. Hence, the cap.
Yes, and not just the gamers. The software clients would never agree on whether a collision happened or not if there was any rubber-banding.

Edit: actually, what's the speed of sound in a vacuum? :)
 
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