Ships PVE Combat Corvette without enginering build suggestions

Hello everyone

Now that I have a fully A-rated cutter for trading (but heavily armed for defence) I can start saving again.
I looking toward a Corvette for combat but mostly assassination so I need to be able to take on deadly anaconda's.
This is how the build would look so far:
https://coriolis.io/outfit/federal_...A=.Aw18SBMlkA==..EweloBhBmUEZQFMCGBzANokI4T0A
Only one problem I have 0 exp with SCB so should I try avoid them and stick with the extra HRP in the 7-slot?
The simpler to control everything the better meaning the less I need to think about heat and energy the better.
Any suggestion is welcome.

Still take in mind I won't be engineering in the next few years.

THNX
 
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If you want it for assassination missions, I would go a very different build route. You'll mostly value high initial damage, not long-term sustain. Unengineered, I would lean towards things like frag cannons, cannons, or railguns. Missiles aren't going to be super-useful on assassination missions (maybe unless you stack dumbfires, or go all-Packhounds).

I find that that many HRP's is a waste, because your shield should not be dropping that much and I'd rather save the weight and internals. I'd also skip the c7 fighter hangar, as you won't be running out of fighters before you re-dock. A c6 is plenty. It can be a matter of style, but I personally prefer bi-weaves over standard shields. You can avoid a lot of fire in a Corvette, and the regen is very nice.

Here's a few different loadouts I've enjoyed in the past:

Twin C4 plasmas are great on the Corvette too, but without engineering can be a bit tricky to keep fed.
 
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If you want it for assassination missions, I would go a very different build route. You'll mostly value high initial damage, not long-term sustain. Unengineered, I would lean towards things like frag cannons, cannons, or railguns. Missiles aren't going to be super-useful on assassination missions (maybe unless you stack dumbfires, or go all-Packhounds).

I find that that many HRP's is a waste, because your shield should not be dropping that much and I'd rather save the weight and internals. I'd also skip the c7 fighter hangar, as you won't be running out of fighters before you re-dock. A c6 is plenty. It can be a matter of style, but I personally prefer bi-weaves over standard shields. You can avoid a lot of fire in a Corvette, and the regen is very nice.

Here's a few different loadouts I've enjoyed in the past:

Twin C4 plasmas are great on the Corvette too, but without engineering can be a bit tricky to keep fed.

Thnx, I will sure be considering this load out.
What I always was wondering about are torpedo's are they useful or are the to easy countered by let's say chaff launchers, etc?
As I searched on other forums it seems that torpedo's have more con's than pro's.
 
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Torpedo's are fun, one thing that makes them totally useless is ammo count.
Sure they can still be used in single-target fights (basically assassinations or pvp), but even then once you fired it whole hardpoint is useless, which is not good...

As for corvette weapons i like to use C4 MC-s, C3 fixed beam and a bunch of pulses. With engineering small ones are to be replaced with MC-s for debuffs, but without it pulses will work better for shield damage.
 
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I really need to ask why no engineering, and especially why not for "years"?
It's pretty easy now.
Also, you can expect to see engineered NPCs now.


That said, changing as little as possible on your build/requirements I'd point you to something like this:
https://s.orbis.zone/z16uwvfQ


D life support is lightest.
A sensors let you see more targets.

I just put both SCBs on one trigger (2x SCB, 1x HS) and eat a little heat damage.
It's pretty unnoticeable on the Vette.
You'll need to enable or turn on the second one since you will have more SCBs than a single sink launcher can handle.
Also did a sample power priority setup on there.

If you are down with powerplay and can fire fixed get enforcer cannons for the c1s, and fixed MCs for the c4s, but perhaps keep gimballed on the rest.

You could also use a few gimballed pulse lasers to help with shields; I'd put those on the c2s and c3 to keep power/cap draw down.
That would also work with the fixed option above.

Lasers and to a lesser extent rails have terrible damage falloff, and both have heavy energy consumption.
Engineering really helps with those.

Best thing about unengineered weapons is if you don't like them, at least you can just sell them for full price!


A limpet controller would be a nice addition too.
 
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I just put both SCBs on one trigger (2x SCB, 1x HS) and eat a little heat damage.
It's pretty unnoticeable on the Vette.
You'll need to enable or turn on the second one since you will have more SCBs than a single sink launcher can handle.
...
You actually can avoid heat damage if you trigger first bank, on heat warning trigger HS, when first bank finishes charging up and starts restoring shield you trigger second one. It is easier than it sounds, because everything can be done just using audio cues.
You also do not need to disable HSL-s, if you use key binding for them instead of fire group one press fires single HS no matter how many HSL-s are active. And same with SCB-s too.
 
You actually can avoid heat damage if you trigger first bank, on heat warning trigger HS, when first bank finishes charging up and starts restoring shield you trigger second one. It is easier than it sounds, because everything can be done just using audio cues.
You also do not need to disable HSL-s, if you use key binding for them instead of fire group one press fires single HS no matter how many HSL-s are active. And same with SCB-s too.



Sure, but again that damage is insignificant on a Vette.

The keybinds might be a good call for the OP.
But that build I shared was cutting it right on the edge with the power.
If the OP could spare the power I'd suggest using it elsewhere.

Pressing two buttons three times, every time, vs a few presses once to switch/enable seems like a wash.
 
Sure, but again that damage is insignificant on a Vette.

The keybinds might be a good call for the OP.
But that build I shared was cutting it right on the edge with the power.
If the OP could spare the power I'd suggest using it elsewhere.

Pressing two buttons three times, every time, vs a few presses once to switch/enable seems like a wash.

Well, to each their own i guess. I hate using module panel in combat. Finding things there to turn them on/off. So i try to set things up in such way that i do not have to do it. Ability to do all those dance is just a bonus here.
Also yes, you are right about power. Got too used to it being basically unlimited. IIRC pre-engineers i used only 1 bank at a time on vette, because i wanted to play around with things like C4 PA-s and there is just not enough power for 2 banks in this case.

Also there is guardian stuff now. With reduced requirements unlock is not insanely grindy anymore, and since it is "unlock once and buy as much as you want" thing guardian powerplant is now my go-to option for all "unlimited power" needs.
 
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I really need to ask why no engineering, and especially why not for "years"?

Because I don't play every day. Now I been playing a few days again but before, it was a year ago I think since I played. First I want my Corvette + A rating everything, this way I have 2 ships with each its different role as a steady source of income. Then maybe a buy an anaconda again for mining. Then I will look to get some better bulkheads if necessary and start engineering.
I just like to do things on a easy pace. Not rushing everything at same time.

But thnx for all the advise (others too).

I will definitely take your inputs into consideration.

Cheers
 
Well, to each their own i guess. I hate using module panel in combat. Finding things there to turn them on/off. So i try to set things up in such way that i do not have to do it. Ability to do all those dance is just a bonus here.
Also yes, you are right about power. Got too used to it being basically unlimited. IIRC pre-engineers i used only 1 bank at a time on vette, because i wanted to play around with things like C4 PA-s and there is just not enough power for 2 banks in this case.

Also there is guardian stuff now. With reduced requirements unlock is not insanely grindy anymore, and since it is "unlock once and buy as much as you want" thing guardian powerplant is now my go-to option for all "unlimited power" needs.



Sure, lots of ways to do it.

Like I said the bindings are a good idea, I don't deny that.
You can keybind the UI panels too iirc.

I use thermal vent beams on my Vette now so I don't even use the sinks anymore.
That puts my ship at 0% heat in a short time, then I can spam rails, rinse, repeat.

You can use power priorities too.
I've done that with the banks, where switching on a new pair disables the empty ones automatically.

Do what works for yourself by all means.
 
I really need to ask why no engineering, and especially why not for "years"?

Because I don't play every day. Now I been playing a few days again but before, it was a year ago I think since I played. First I want my Corvette + A rating everything, this way I have 2 ships with each its different role as a steady source of income. Then maybe a buy an anaconda again for mining. Then I will look to get some better bulkheads if necessary and start engineering.
I just like to do things on a easy pace. Not rushing everything at same time.

But thnx for all the advise (others too).

I will definitely take your inputs into consideration.

Cheers



Please consider that mild engineering will save you time in the long run and increase your in game quality of life.
Just the increased jump range alone is well worth it.
You can do it all slowly too.

o7
 
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No engineering might work with low combat ranks, when you get Deadly or Elite, you will get trouble because the NPCs that are deadly and elite will use engineered ships. Some of em might shoot your Vette down within a few seconds.
 
No engineering might work with low combat ranks, when you get Deadly or Elite, you will get trouble because the NPCs that are deadly and elite will use engineered ships. Some of em might shoot your Vette down within a few seconds.
Not really. Engineering makes things trivially easy. I do not even remember when was the last time i used SCB, with those 50+% resist 2500mj biweave...
Without it you just need to use more of the tools available, like proper power management, SCB-s, right mix of weapons etc. I've bought new corvette when 3.0 was released to be able to engineer it with new upgrades without loosing old ones too, and i was mostly doing all the things like collecting materials etc in it. With very basic loadout, a bunch of pulses and MC-s, and never had any significant issues with NPC-s, which are mostly elite and deadly because of combat elite...
 
TY for all the replies I just love this community!

Please consider that mild engineering will save you time in the long run and increase your in game quality of life.
Just the increased jump range alone is well worth it.
You can do it all slowly too.

o7

You got me pondering/doubting whether holding off on the vette and fully engineer my cutter instead.
Could it be possible I won't be needing a vette any more (and just switch modules in mu cutter)?
And how grindy is engineering? I looked at Farseer, I still need an meta alloy (or something) to unlock.
I know its kinda off topic from my original thread but since I got your attention anyway.

So basic, should I get my cutter rigged for mining, fuel scoop,....?
 
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Engineering is extremely grindy, if you want G5 upgrades that is. Since 3.0 i did not even manage to fully engineer single ship, even with all the mats i already had. But even if you will settle with lower-grade upgrades it takes a lot of time and often forces one into certain activities (material trader helps a lot here, though).
IMO if you did not do it already good idea is to go for some guardian stuff at this point. They decreased those crazy requirements to just one blueprint fragment per module, and given the "puzzle" itself is quiet fun for first few times it is MUCH less grindy than getting similar things from engineers (especially if you need to unlock them first). Good thing here is once you unlocked the module you just buy as many of them as you want using credits.
Also, any of big ships can be built for combat, but they are quiet different in terms of playstyle, so it is probably better to try different ones instead of just sticking to single one.
 
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You got me pondering/doubting whether holding off on the vette and fully engineer my cutter instead.

My best recommendation is to not grind engineers at all. Just do engineering as it comes and keep it casual.

Pick up any materials you come across, when you have the opportunity. Drop in to signal sources. Mine a bit and SRV-mine when you're on the surface. Scan outposts when you come across them.

When you visit an engineer, pin a blueprint. Then you can work on it from basically anywhere. If you have to unlock an engineer, treat it as a mission without time limits, not something you MUST do asap.

Basically, try to think of it as less of a place you have to get to (everything G5 maxxed out), and more as another thing you sometimes do while playing. That will keep the fun high and the fruatration low.

Engineering is pretty straightforward, and is only as grindy as you choose to make it.
 
No engineering might work with low combat ranks, when you get Deadly or Elite, you will get trouble because the NPCs that are deadly and elite will use engineered ships. Some of em might shoot your Vette down within a few seconds.


I've had a fully engineered Vette since engineering became a thing & no NPC has ever remotely come close to taking my shields down never mind shooting me down.
Where are you getting your info from ?
 
TY for all the replies I just love this community!



You got me pondering/doubting whether holding off on the vette and fully engineer my cutter instead.
Could it be possible I won't be needing a vette any more (and just switch modules in mu cutter)?
And how grindy is engineering? I looked at Farseer, I still need an meta alloy (or something) to unlock.
I know its kinda off topic from my original thread but since I got your attention anyway.

So basic, should I get my cutter rigged for mining, fuel scoop,....?



Everyone needs a Vette for the fun factor , my cutter probably hasn't been out the dock for over six months as I hate flying the fat brick.
 
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