Ships Please rate my setup :)

Hi folks,

I have finished modding my Corvette and would like to hear your opinions on it. I would like to explain that I use it primarily in PvE but would like to be able to hold my own in PvP.

That said, I'm quite happy with the performance. No heat problems or power problems and 2 pips on weapons are anough to keep firing almost infinitely.

I already had some rare PvP encounters in which I usually lost and sometimes even got destroyed in a matter of 2-3 minutes or less which makes me wonder, if there is something terribly wrong with my build. So maybe you can help me out fellow commanders.


UPDATE:

Funny, just now I had an PvP encounter with a Cutter (random CMDR just interdicted and attacked me without warning) that basically killed my shields within 2 minutes while I did nothing to it's shields. Also I had almost no chance to escape since the Cutter was flying circles around me as if it were a fighter. I just don't get it how that can be. I mean sure, my Corvette is not the fastest ship and I'm certainly not a great PvP pilot but come on! I have the feeling that I have the same chance of surviving in a Cobra or Viper.

It feels like all my shield strenght and Hull is worth nothing.




Here's my build:

Top speed: 251
Boost speed: 327
Manoeuvrability: 2/10
FSD unladen: 15.11ly

Armor: 4206.9
Shield strenght: 3555.2
Hull Mass 900T

[Federal Corvette, Federal Corvette AL33] [+1]

H: 4A/G Multi-cannon [+1]
*: Overcharged 5 - Corrosive shell
*: Mass -6.3%; Damage +44.5%; Distributor Draw +43.2%
*: Thermal Load -41.2%; Burst Interval -1.0%
*: Ammo Clip Size -23.3%; Ammo Maximum -20.0%

H: 4A/G Multi-cannon [+1]
*: Overcharged 5 - Corrosive shell
*: Damage +44.5%; Distributor Draw +40.5%; Thermal Load -2.0%
*: Armour Piercing +4.4%; Burst Interval -1.0%
*: Ammo Clip Size -21.1%; Ammo Maximum -20.0%

L: 3C/G Beam Laser [+1]
*: Efficient 5
*: Power Draw -24.4%; Distributor Draw -40.9%; Thermal Load -38.2%
*: Armour Piercing +4.0%

M: 2E/T Beam Laser [+1]
*: Efficient 5
*: Integrity +37.3%; Power Draw -40.9%; Damage +11.3%
*: Distributor Draw -34.3%; Thermal Load -57.5%

M: 2E/T Beam Laser [+1]
*: Efficient 5
*: Power Draw -20.4%; Damage +8.7%; Distributor Draw -30.1%
*: Thermal Load -51.8%

S: 1F/T Beam Laser [+1]
*: Efficient 5
*: Mass +3.5%; Integrity +7.5%; Power Draw -29.8%; Damage +7.4%
*: Distributor Draw -31.8%; Thermal Load -66.7%
*: Armour Piercing +5.6%

S: 1F/T Beam Laser [+1]
*: Efficient 5
*: Integrity +37.5%; Power Draw -38.6%; Damage -9.3%
*: Distributor Draw -25.8%; Thermal Load -50.0%
*: Armour Piercing +5.6%




U: 0I/T Point Defence [+1]
*: Ammo Capacity 3
*: Mass +172.0%; Ammo Maximum +43.4%; Reload Time +25.0%

U: 0I Heat Sink Launcher [+1]
*: Ammo Capacity 3
*: Mass +100.0%; Ammo Maximum +50.0%; Reload Time +94.0%

U: 0A Kill Warrant Scanner [+1]
*: Wide Angle 3
*: Mass +116.9%; Integrity +4.2%; Max Angle +118.0%
*: Scan Time +56.0%

U: 0A Shield Booster [+1]
*: Resistance Augmented 5
*: Integrity -14.6%; Power Draw +34.2%; Kinetic Resistance +14.00
*: Thermal Resistance +13.00; Explosive Resistance +13.00

U: 0A Shield Booster [+1]
*: Resistance Augmented 5
*: Integrity -18.8%; Power Draw +44.2%; Kinetic Resistance +14.00
*: Thermal Resistance +14.00; Explosive Resistance +15.10

U: 0A Shield Booster [+1]
*: Heavy Duty 5
*: Mass +290.9%; Integrity +14.6%; Power Draw +21.7%
*: Shield Boost +177.0%; Kinetic Resistance +0.20
*: Thermal Resistance +0.20; Explosive Resistance +0.20

U: 0A Shield Booster [+1]
*: Heavy Duty 5
*: Mass +334.6%; Integrity +14.6%; Power Draw +20.8%
*: Shield Boost +176.5%

U: 0A Shield Booster [+1]
*: Heavy Duty 5
*: Mass +294.3%; Integrity +14.6%; Power Draw +24.2%
*: Shield Boost +177.0%; Kinetic Resistance +0.50
*: Thermal Resistance +0.80; Explosive Resistance +0.50




BH: 1A Military Grade Composite
**: Heavy Duty 5
**: Mass +35.1%; Hull Boost +40.2%; Kinetic Resistance +5.90
**: Thermal Resistance +5.00; Explosive Resistance +7.20

PP: 8A Power Plant
**: Overcharged 5
**: Integrity -30.3%; Power Capacity +37.4%; Heat Efficiency +50.0%

TH: 7A Thrusters [+1]
**: Dirty Tuning 5
**: Mass -3.9%; Integrity -22.9%; Power Draw +15.7%
**: Optimal Mass -12.4%; Optimal Multiplier +28.0%
**: Thermal Load +84.6%

FD: 6A Frame Shift Drive [+1]
**: Increased Range 5
**: Mass +41.9%; Integrity -21.3%; Power Draw +13.3%
**: Optimal Mass +46.6%

LS: 5A Life Support [+1]
**: Shielded 4
**: Mass +1.2%; Integrity +184.3%; Power Draw +112.9%

PD: 8A Power Distributor [+1]
**: Charge Enhanced 5
**: Power Draw +4.2%; Weapons Capacity -9.0%
**: Weapons Recharge +43.3%; Engines Capacity -9.0%
**: Engines Recharge +43.3%; Systems Capacity -9.0%
**: Systems Recharge +43.3%

SS: 8A Sensors [+1]
**: Wide Angle 5
**: Mass +0.4%; Integrity +5.5%; Power Draw +81.2%
**: Max Angle +178.1%; Typical Emission -99.9%

FT: 5C Fuel Tank (Capacity: 32)





MC: 5D Hull Reinforcement Package
*: Heavy Duty 5
*: Mass +39.9%; Hull Reinforcement +63.1%
*: Kinetic Resistance +13.70; Thermal Resistance +14.50
*: Explosive Resistance +13.70

MC: 5D Hull Reinforcement Package
*: Heavy Duty 5
*: Mass +43.9%; Hull Reinforcement +61.5%
*: Kinetic Resistance +14.40; Thermal Resistance +14.40
*: Explosive Resistance +14.40


7: 7A Prismatic Shield Generator [+1]
*: Reinforced 5
*: Optimal Multiplier +28.7%; Regen Rate -18.2%
*: Broken Regen Rate -2.4%; Distributor Draw +15.0%
*: Kinetic Resistance +10.40; Thermal Resistance +17.80
*: Explosive Resistance +7.40

7: 7B Shield Cell Bank [+1]
*: Specialised 3
*: Mass -0.5%; Integrity -21.3%; Power Draw +27.4%
*: Boot Time -24.0%; Thermal Load -16.7%

7: 7D Fighter Hangar [+1]

6: 5D Hull Reinforcement Package
*: Heavy Duty 5
*: Mass +31.6%; Hull Reinforcement +58.5%
*: Kinetic Resistance +14.10; Thermal Resistance +14.10
*: Explosive Resistance +14.10

6: 5D Hull Reinforcement Package
*: Mass +47.9%; Hull Reinforcement +68.2%
*: Kinetic Resistance +14.30; Thermal Resistance +14.30
*: Explosive Resistance +14.30

5: 5D Module Reinforcement Package

5: 5D Module Reinforcement Package

4: 4D Module Reinforcement Package

4: 4A Auto Field-Maintenance Unit [+1]
*: Shielded 4
*: Integrity +120.7%; Power Draw +92.2%

3: 1E Standard Docking Computer [+1]
 
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First suggestion use this; https://coriolis.edcd.io/
Its easier to read for most.

The corvette in general will always feel underwhelming in PvP since hates Feds, and I think you got some mixed up info on how shield strength counts.

First note is you need to double bank 7A SCBs, and get used to doing that otherwise you'll never have the shields to live in most fights. Even then Feedback Cascade Rails can ruin your day by slowing or even preventing most healing done by them.

Drop the Fighter bay down to a class 6, you rarely if ever need that many fighters and the spot's better for a SCB.

Boosters... I think you need some tweaking personally. I find shields are tougher with better resistances than capacity, so swap a couple for Resist Augment or a Thermal resist to even it out.

And toss that PD. Its pratically pointless and you'll get better mileage out of a second Heatsink with capacity.

Anyway, that's my guess at first glance.
 
First things first.

A single Corvette in PvP can get you in trouble. An FDL well fought and equipped can kill you. Because the Corvette is slow at best, you will be forced to wake out. And the rebuy is high, 20-40 mill. The flip side is that most players will leave alone, but wings and Aces won't.

I put SB's in all my utility slots. With Reinforced Shields 4k integrity. Prismatics will get you more but are heavier,

I put HR in all my internals, don't carry anything else unless it's required by whatever mission you are on. You have to craft the HR's to get at least 15+ results and good hull boosts. I have 6.4k hull integrity right now to fight aliens. With some luck I think I could hit 7k w/ more tuning.

If you go to a CZ, take the SCB's to survive the swarm attacks. I don't use heat sinks and eat the heat damage in exchange for stronger shields. Otherwise, you don't need to carry them around, use HR instead.

DD5's w/ a good roll will get you boost speed to 360, still slow but they really help the ship's agility, shoot for that.

On the 1 hardpoints, which are really misplaced on this ship, the only worthwhile weapons are rails, super penetrator and feed back cascade work for me. Lasers and MC's are very weak.

On the 2 and 3 hardpoints I use PA's. The 4's are MC's w/ HICAP mags (effects vary on your choice). The 4's on one trigger, the rest on the second trigger.

Don't use a field maintenance unit, go the port for repair. If you're that damaged, you need to leave what you're doing anyway.

Lose the docking computer, fly w/o it, the Corvette handles like a dream, use the slot for a fuel tank.

I quit using the KWS as it draws power and takes too much time to work. I make up in quantity what I lose in quality.

Don't use fighters, use the slot for more hull. Personal choice.

The jump range on mine fully packed for combat is about 17.5. In a cargo/passenger rig, it will do close to 20.

For PvE, the Corvette is overkill, I've regularly taken on 3 elite Anaconda and won. Took 5 on once and killed 2 before I had to bug out. Your combat rating will dictate your enemies.

Enjoy the toy! o7
 
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Thank you very much for your replies. There are indeed a lot of good suggestions that I will have to look into. Seems my Corvette is not done yet =)

If anyone has any further feedback, please keep commenting, I'm very interested.
 
I will be getting a corvette sooner then later so I'm posting so I can keep following this thread for some good advice.
 
What everyone else said about your thermal resist. I would remove some Heavy Duty boosters and put at least a couple Thermal Resist instead.

Corrosive is kind of wasted on your two C4 multicannons, I think. if you want to go efficient beam / multi, I would swap the setup you have and go with C4 beams and the rest multicannons.
 
First things first.

A single Corvette in PvP can get you in trouble. An FDL well fought and equipped can kill you. Because the Corvette is slow at best, you will be forced to wake out. And the rebuy is high, 20-40 mill. The flip side is that most players will leave alone, but wings and Aces won't.


I did not get ANY of your abbreviations. And I am triple Elite, playing 2 years. I will never understand why the HECK you guys use those F.G DAMN abbreviations ALL THE F.G TIME!

Look at this joke of a clusterabbrevation here:

SB's
CZ
SCB's
PA's
MC's w/ HICAP
FDL
KWS
DD5's

WOW, you really must be a game expert, lad!
 
I did not get ANY of your abbreviations. And I am triple Elite, playing 2 years. I will never understand why the HECK you guys use those F.G DAMN abbreviations ALL THE F.G TIME!

Look at this joke of a clusterabbrevation here:

SB's
CZ
SCB's
PA's
MC's w/ HICAP
FDL
KWS
DD5's

WOW, you really must be a game expert, lad!


I think I can help you out there:

SB's = shield boosters
CZ = combat zones
SCB's = shield cell banks
PA's = plasma accelerators
MC's w/ HICAP = multicannons with high capacity magazines (engineers modification)
FDL = Fer de Lance
KWS = kill warrant scanner
DD5's = dirty drives grade 5 (engineers modification for thrusters)
 
I did not get ANY of your abbreviations. And I am triple Elite, playing 2 years. I will never understand why the HECK you guys use those F.G DAMN abbreviations ALL THE F.G TIME!

Look at this joke of a clusterabbrevation here:

SB's
CZ
SCB's
PA's
MC's w/ HICAP
FDL
KWS
DD5's

WOW, you really must be a game expert, lad!

These abbreviations were not my invention, they are all over the FD forums and have been in common use for the last years I've played the game, don't seem to be a joke to everyone else that uses them.

Never claimed to be an expert and unless you're older than 60+ years, you don't get to call me lad, son. LOL.
 
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These abbreviations were not my invention, they are all over the FD forums and have been in common use for the last years I've played the game, don't seem to be a joke to everyone else that uses them.

Never claimed to be an expert and unless you're older than 60+ years, you don't get to call me lad, son. LOL.
I think it was meant as an, "ee ba gum oim a Yorkie" type lad, but since I'm coming up 68 and you gave your permission, life's too short lad.
 
I think it was meant as an, "ee ba gum oim a Yorkie" type lad, but since I'm coming up 68 and you gave your permission, life's too short lad.

You can call me lad if you wish (you got me by three:eek:), but you aren't the illustrious Strauss and I won't assume as to his intentions, just the tone of his post was rude and profane, and he used abbreviations, which makes it hypocritical as well.

And you're right, life is too short. This is my last comment on the issue as it is off-topic and don't wish to hi-jack the thread.
 
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Okay so here is my PvP setup: https://eddp.co/u/bZ7M47wH
(Edit: my shield gen and boosters aren't labeled with mods; they were manually entered due to lots of over-rolls. Boosters: 4x heavy duty, 2x thermal resist, 1x resistance augmented | Shield is reinforced)

Looking at your setup, it's pretty clear that you're trying to PvP in a very PvE-minded loadout.

UTILITIES
You've got the right idea with these, minus the KWS.
-You really don't need one for PvP and you're better off slapping either another booster or an ECM in its place.
-You can probably also ditch the point defense, as shields have a naturally high explosive resistance and reverb torpedoes have a very large health pool.

CORE INTERNALS
Again pretty good here (especially that PD, it's not the best roll you can get but it's still better than the blueprint's stated limit), with a few adjustments.
-You can probably get away with D rating your sensors and modding them for long range, which will save you a lot of weight and lower your rebuy costs by a little bit.
-Now the second bit here is one of the most important things in building a ship: don't G5 overcharge unless you really, really need to. The biggest reason behind this is due to the huge potential integrity loss, which can instakill you even when your hull is still holding up. Plan your loadout beforehand, then choose the level of OC that just barely gives you enough juice to run what you need.
-There's really not much need to shield your life support. A rated will give you plenty of time to fight if the module itself does break (which rarely does in my experience) and shielding it is just eating up power that could be better used elsewhere.

OPTIONAL INTERNALS/MILITARY SLOTS
This is where things start to get a little meh. (I'll cover shields in a separate section)
-You ought to be running dual size 7 SCBs, A or B is your preference (though if running , you'll need a second heat sink) Right now that single 7B is restoring 15% of your shields per charge, which isn't all that much. For comparison, my vette will restore 25% of my shields (which are substantially larger than what you have at the moment) with a single pair firing off.
-Change the fighter hangar to a size 6, as there's an extremely low likelihood of burning through all 16 (let alone the 32 of the 7) in a single engagement
-In the remaining 6 slot I stick a fuel scoop in for travel, then a 5D MRP once I arrive.
-Ditch the docking computer for a 3D MRP. The vette is not a difficult ship to dock.
-Every remaining slot should have an HRP, heavy duty. You can stick an MRP in one of the size 4 slots, but that's preference.
-Not much need for an AMFU on a vette, especially one that large. You'll see some people running them in PvP, but mostly to fix canopies on biweave hulltanks. No need to shield them either, as that is a massive power draw for something you probably won't use in most fights.

HARDPOINTS
Weapons are the most personal choice you have for your ship, so I'll try & go more into the philosophy of weapon and mod choices rather than tell you what to do.
-First thing I noticed was the complete reliance on sig-tracking weapons. Chaff and dispersal field weapons will cut down your ability to deal damage, so it's recommended to have some element of fixed guns. At the very least, put a cannon or PA/APA on the large hardpoint, because the large has a very small vertical field of fire due to its position on the ship.
-The idea of "lasers to strip shields and MCs to tear through hull" doesn't really work in PvP, where any pilot worth their weight in salt will try and balance their resistances as much as possible. This means that all weapon types will (on paper, resistances are rarely actually totally in sync) deal the same level of damage. As a result, kinetics are the better choice due to being better than lasers in every way, minus having lead-time and limited ammo.
-Lasers have a very short damage falloff range, and when coupled with already low DPS (compared to kinetics), you're dealing hardly any damage past 0.6km. If you do use lasers, run Long Range; the mod removes all damage falloff and can potentially give a significant heat reduction (or small distributor reduction) as a secondary effect.
-Corrosive is a great experimental effect, but it does not stack so if you do run it you only need one gun with it on. That being said, it reduces your total ammo by 20% and is useless against shields. I prefer using Autoloader, so I can lay down damage without having to stop and reload as often
-OC is pretty much the best choice for kinetic weapons, since they have hardly any distributor draw to begin with the mod doesn't negatively affect you too bad. The damage potential is very nice too, 45%+ on already high DPS weapons and all that
-Fighting big ships almost requires you to have a Feedback Cascade railgun. Long range is the best choice here again, since the feedback effect is directly related to how much damage you deal on the shield during bank spinup. I already mentioned the benefits of LR above; they apply here as well)
-Beams are very nice for damage, but they have a very high draw and generate heat quickly. If you want them, try cutting back and only sticking one or two on.
-The in-game and Inara descriptions of special effects are outdated, this lists all current benefits and drawbacks of mods

SHIELDS
There are two schools of thought for big ship shields:
1. Thermal shield gen with resistance augmented and heavy boosters
-This setup is the easier of the two to achieve due to easier mats and only one blueprint with negative effects (in terms of resistances)
-It's also more resistant to reverb torps, since the thermal shield gen also gives an integrity boost
2. Reinforced shield gen with 2x thermal boosters, 1x augmented, the rest heavy
-Relies on over-rolls to be effective, but when done right it's stronger than the thermal setup in just about every aspect
-Be ready to burn a lot of EFCs to get worthwhile thermal boosters
-You can run a third SCB as a backup to try and keep your shields up while you escape, but you will probably need to keep it turned off until it's needed.


ARMOR
Thermal reactive armor with heavy duty HRPs is technically better in terms of effective armor (absolute + resistances), the benefits aren't worth the massive additional cost in my opinion. Otherwise, you're on the right track for your hull

If you have any questions or need clarification/expansion feel free to ask

EDIT: oh I forgot to include that shield strength increases when you put pips into SYS, maxing out at 2.38x strength with 4 pips. I assume this is why you lost shields so quickly in the fight you had mentioned in the OP
 
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Okay so here is my PvP setup: https://eddp.co/u/bZ7M47wH

Looking at your setup, it's pretty clear that you're trying to PvP in a very PvE-minded loadout.

UTILITIES
You've got the right idea with these, minus the KWS.
-You really don't need one for PvP and you're better off slapping either another booster or an ECM in its place.
-You can probably also ditch the point defense, as shields have a naturally high explosive resistance and reverb torpedoes have a very large health pool.

CORE INTERNALS
Again pretty good here (especially that PD, it's not the best roll you can get but it's still better than the blueprint's stated limit), with a few adjustments.
-You can probably get away with D rating your sensors and modding them for long range, which will save you a lot of weight and lower your rebuy costs by a little bit.
-Now the second bit here is one of the most important things in building a ship: don't G5 overcharge unless you really, really need to. The biggest reason behind this is due to the huge potential integrity loss, which can instakill you even when your hull is still holding up. Plan your loadout beforehand, then choose the level of OC that just barely gives you enough juice to run what you need.
-There's really not much need to shield your life support. A rated will give you plenty of time to fight if the module itself does break (which rarely does in my experience) and shielding it is just eating up power that could be better used elsewhere.

OPTIONAL INTERNALS/MILITARY SLOTS
This is where things start to get a little meh. (I'll cover shields in a separate section)
-You ought to be running dual size 7 SCBs, A or B is your preference (though if running , you'll need a second heat sink) Right now that single 7B is restoring 15% of your shields per charge, which isn't all that much. For comparison, my vette will restore 25% of my shields (which are substantially larger than what you have at the moment) with a single pair firing off.
-Change the fighter hangar to a size 6, as there's an extremely low likelihood of burning through all 16 (let alone the 32 of the 7) in a single engagement
-In the remaining 6 slot I stick a fuel scoop in for travel, then a 5D MRP once I arrive.
-Ditch the docking computer for a 3D MRP. The vette is not a difficult ship to dock.
-Every remaining slot should have an HRP, heavy duty. You can stick an MRP in one of the size 4 slots, but that's preference.
-Not much need for an AMFU on a vette, especially one that large. You'll see some people running them in PvP, but mostly to fix canopies on biweave hulltanks. No need to shield them either, as that is a massive power draw for something you probably won't use in most fights.

HARDPOINTS
Weapons are the most personal choice you have for your ship, so I'll try & go more into the philosophy of weapon and mod choices rather than tell you what to do.
-First thing I noticed was the complete reliance on sig-tracking weapons. Chaff and dispersal field weapons will cut down your ability to deal damage, so it's recommended to have some element of fixed guns. At the very least, put a cannon or PA/APA on the large hardpoint, because the large has a very small vertical field of fire due to its position on the ship.
-The idea of "lasers to strip shields and MCs to tear through hull" doesn't really work in PvP, where any pilot worth their weight in salt will try and balance their resistances as much as possible. This means that all weapon types will (on paper, resistances are rarely actually totally in sync) deal the same level of damage. As a result, kinetics are the better choice due to being better than lasers in every way, minus having lead-time and limited ammo.
-Lasers have a very short damage falloff range, and when coupled with already low DPS (compared to kinetics), you're dealing hardly any damage past 0.6km. If you do use lasers, run Long Range; the mod removes all damage falloff and can potentially give a significant heat reduction (or small distributor reduction) as a secondary effect.
-Corrosive is a great experimental effect, but it does not stack so if you do run it you only need one gun with it on. That being said, it reduces your total ammo by 20% and is useless against shields. I prefer using Autoloader, so I can lay down damage without having to stop and reload as often
-OC is pretty much the best choice for kinetic weapons, since they have hardly any distributor draw to begin with the mod doesn't negatively affect you too bad. The damage potential is very nice too, 45%+ on already high DPS weapons and all that
-Fighting big ships almost requires you to have a Feedback Cascade railgun. Long range is the best choice here again, since the feedback effect is directly related to how much damage you deal on the shield during bank spinup. I already mentioned the benefits of LR above; they apply here as well)
-Beams are very nice for damage, but they have a very high draw and generate heat quickly. If you want them, try cutting back and only sticking one or two on.
-The in-game and Inara descriptions of special effects are outdated, this lists all current benefits and drawbacks of mods

SHIELDS
There are two schools of thought for big ship shields:
1. Thermal shield gen with resistance augmented and heavy boosters
-This setup is the easier of the two to achieve due to easier mats and only one blueprint with negative effects (in terms of resistances)
-It's also more resistant to reverb torps, since the thermal shield gen also gives an integrity boost
2. Reinforced shield gen with 2x thermal boosters, 1x augmented, the rest heavy
-Relies on over-rolls to be effective, but when done right it's stronger than the thermal setup in just about every aspect
-Be ready to burn a lot of EFCs to get worthwhile thermal boosters
-You can run a third SCB as a backup to try and keep your shields up while you escape, but you will probably need to keep it turned off until it's needed.


ARMOR
Thermal reactive armor with heavy duty HRPs is technically better in terms of effective armor (absolute + resistances), the benefits aren't worth the massive additional cost in my opinion. Otherwise, you're on the right track for your hull

If you have any questions or need clarification/expansion feel free to ask

EDIT: oh I forgot to include that shield strength increases when you put pips into SYS, maxing out at 2.38x strength with 4 pips. I assume this is why you lost shields so quickly in the fight you had mentioned in the OP
Nice advice here. How do you manage firegroups? Cannons, apa, pas and rails thats 4 buttons due to different projectile speed?
 
Nice advice here. How do you manage firegroups? Cannons, apa, pas and rails thats 4 buttons due to different projectile speed?

Huge fixed cannons and PAs/APAs have almost an identical shot speed (900 m/s and 875, respectively), so I can use the same reticle for everything but the rails. I have two firegroups, one that splits the rails to one trigger and the rest of the guns to the other, and the second is rails/APA
 
I think I can help you out there:

SB's = shield boosters
CZ = combat zones
SCB's = shield cell banks
PA's = plasma accelerators
MC's w/ HICAP = multicannons with high capacity magazines (engineers modification)
FDL = Fer de Lance
KWS = kill warrant scanner
DD5's = dirty drives grade 5 (engineers modification for thrusters)



+1, thank you ....... appreciated.
 
Okay so here is my PvP setup: https://eddp.co/u/bZ7M47wH

Looking at your setup, it's pretty clear that you're trying to PvP in a very PvE-minded loadout.

UTILITIES
You've got the right idea with these, minus the KWS.
-You really don't need one for PvP and you're better off slapping either another booster or an ECM in its place.
-You can probably also ditch the point defense, as shields have a naturally high explosive resistance and reverb torpedoes have a very large health pool.

CORE INTERNALS
Again pretty good here (especially that PD, it's not the best roll you can get but it's still better than the blueprint's stated limit), with a few adjustments.
-You can probably get away with D rating your sensors and modding them for long range, which will save you a lot of weight and lower your rebuy costs by a little bit.
-Now the second bit here is one of the most important things in building a ship: don't G5 overcharge unless you really, really need to. The biggest reason behind this is due to the huge potential integrity loss, which can instakill you even when your hull is still holding up. Plan your loadout beforehand, then choose the level of OC that just barely gives you enough juice to run what you need.
-There's really not much need to shield your life support. A rated will give you plenty of time to fight if the module itself does break (which rarely does in my experience) and shielding it is just eating up power that could be better used elsewhere.

OPTIONAL INTERNALS/MILITARY SLOTS
This is where things start to get a little meh. (I'll cover shields in a separate section)
-You ought to be running dual size 7 SCBs, A or B is your preference (though if running , you'll need a second heat sink) Right now that single 7B is restoring 15% of your shields per charge, which isn't all that much. For comparison, my vette will restore 25% of my shields (which are substantially larger than what you have at the moment) with a single pair firing off.
-Change the fighter hangar to a size 6, as there's an extremely low likelihood of burning through all 16 (let alone the 32 of the 7) in a single engagement
-In the remaining 6 slot I stick a fuel scoop in for travel, then a 5D MRP once I arrive.
-Ditch the docking computer for a 3D MRP. The vette is not a difficult ship to dock.
-Every remaining slot should have an HRP, heavy duty. You can stick an MRP in one of the size 4 slots, but that's preference.
-Not much need for an AMFU on a vette, especially one that large. You'll see some people running them in PvP, but mostly to fix canopies on biweave hulltanks. No need to shield them either, as that is a massive power draw for something you probably won't use in most fights.

HARDPOINTS
Weapons are the most personal choice you have for your ship, so I'll try & go more into the philosophy of weapon and mod choices rather than tell you what to do.
-First thing I noticed was the complete reliance on sig-tracking weapons. Chaff and dispersal field weapons will cut down your ability to deal damage, so it's recommended to have some element of fixed guns. At the very least, put a cannon or PA/APA on the large hardpoint, because the large has a very small vertical field of fire due to its position on the ship.
-The idea of "lasers to strip shields and MCs to tear through hull" doesn't really work in PvP, where any pilot worth their weight in salt will try and balance their resistances as much as possible. This means that all weapon types will (on paper, resistances are rarely actually totally in sync) deal the same level of damage. As a result, kinetics are the better choice due to being better than lasers in every way, minus having lead-time and limited ammo.
-Lasers have a very short damage falloff range, and when coupled with already low DPS (compared to kinetics), you're dealing hardly any damage past 0.6km. If you do use lasers, run Long Range; the mod removes all damage falloff and can potentially give a significant heat reduction (or small distributor reduction) as a secondary effect.
-Corrosive is a great experimental effect, but it does not stack so if you do run it you only need one gun with it on. That being said, it reduces your total ammo by 20% and is useless against shields. I prefer using Autoloader, so I can lay down damage without having to stop and reload as often
-OC is pretty much the best choice for kinetic weapons, since they have hardly any distributor draw to begin with the mod doesn't negatively affect you too bad. The damage potential is very nice too, 45%+ on already high DPS weapons and all that
-Fighting big ships almost requires you to have a Feedback Cascade railgun. Long range is the best choice here again, since the feedback effect is directly related to how much damage you deal on the shield during bank spinup. I already mentioned the benefits of LR above; they apply here as well)
-Beams are very nice for damage, but they have a very high draw and generate heat quickly. If you want them, try cutting back and only sticking one or two on.
-The in-game and Inara descriptions of special effects are outdated, this lists all current benefits and drawbacks of mods

SHIELDS
There are two schools of thought for big ship shields:
1. Thermal shield gen with resistance augmented and heavy boosters
-This setup is the easier of the two to achieve due to easier mats and only one blueprint with negative effects (in terms of resistances)
-It's also more resistant to reverb torps, since the thermal shield gen also gives an integrity boost
2. Reinforced shield gen with 2x thermal boosters, 1x augmented, the rest heavy
-Relies on over-rolls to be effective, but when done right it's stronger than the thermal setup in just about every aspect
-Be ready to burn a lot of EFCs to get worthwhile thermal boosters
-You can run a third SCB as a backup to try and keep your shields up while you escape, but you will probably need to keep it turned off until it's needed.


ARMOR
Thermal reactive armor with heavy duty HRPs is technically better in terms of effective armor (absolute + resistances), the benefits aren't worth the massive additional cost in my opinion. Otherwise, you're on the right track for your hull

If you have any questions or need clarification/expansion feel free to ask

EDIT: oh I forgot to include that shield strength increases when you put pips into SYS, maxing out at 2.38x strength with 4 pips. I assume this is why you lost shields so quickly in the fight you had mentioned in the OP

Nice build but I don't understand why you appear to have modded your shield boosters yet it doesn't state which mod you have added. I can see that you have added data etc but how can that get a proper reading without the type of mod you are adding the data to?.
 
These abbreviations were not my invention, they are all over the FD forums and have been in common use for the last years I've played the game, don't seem to be a joke to everyone else that uses them.

Never claimed to be an expert and unless you're older than 60+ years, you don't get to call me lad, son. LOL.

^^ I am sorry, I am German. Ve don't haff any politeness in our speech. Or culture. Or heart.

But seriously, why using so many abbreviations, mein Herr?
Please think about the Kinder, I mean: children.
Or noobs, boons, newbies or whatever you call those Neulinge these days!

I know very well that those Abbreviations are used here (certainly not at the point I joined here in 2006 - check my profile out) but it always makes my very very Schlecht Gelaunt, I mean: angry and I am not the only one here.
Yet at the same time I know most people do not have problems with that so...what the hell.

Grüße!
 
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