PVE Corvette Weapons

So currently i use two huge beams with the rest of my layout being Multi. My huges have regen sequence on them cause im a nice guy and my multies are all extended clip + auto loader save for one thats corrosive (ive also heard that corrosive stacks? Confirm/deny?

Anywho im going to be swapping out the regen sequence for something else for when i solo but im curious as to what others do? ... Should i load out my Small/Medium's with shield strippers and use my Large/huge for more hull damage? ... Keep my shield strippers on the Huges and continue on with what im already doing? ... Also ... Beam VS Pulse VS Burst ... who prefers what and why?

Im just trying to switch it up a bit because ive had this same layout forever
(I actually have a set of imperial hammers that I run with on the two medium hardpoints as well (I have my huge beams and my Imp hammers on the the same fireing button and i just pulse my beams if i do not want my hammers to go off)

Opinions?

Thanks in advance too!
 
PVE Corvettes are for having fun and trying what you want. Its all but unkillable PVE long before is all A rated and engineered. So mix it up and try what appeals to you.
 
For beam special effects, you basically have a choice between oversized for that little damage increase or thermal vent to alleiviate your own heat issues.

I personally like to twin the small hardpoints on my corvette with the huge ones as they have very similar firing arcs and good convergence, giving them the same mount type (gimbal/fixed, same weapon type and similar engineering mods). Considering their smaller size, they also make for a good target for utility effects such as emissive and scramble spectrum. If you are using long-range mods on your huge hardpoints, giving the smaller hardpoints focused also works pretty well as an alternative as they benefit a lot from the improved penetration and it helps spread your material requirements out a bit rather than requiring loads of particular mats.

Alternatively, if you use big game hunting weapons such as PAs on the class 4s, then equipping the small hardpoints as a secondary small ship hunting kit with overcharged/rapid fire gimbal weapons also works pretty well. This setup I also find to be quite intuitive to use, as it presents the traditional primary/secondary weapon sets (like a tank's turret with the cannon as the primary to use against other tanks while softer targets you would use the coaxial machine gun on).

I've not used them personally, but I've heard pretty good things about mounting Cytoscramblers on the class 1 slots. They are pretty much the best shield stripper in the game if you close to short enough range to overcome the jitter, and the jitter renders the short range mod effectively zero-drawback as they aren't useful past 500 metres anyway.

The side mounts I like to equip for turret duty as they have some wide firing arcs and the convergence is a pain for normal mounts for them. Being medium slots, they are responsive enough to track most targets pretty well while also being able to put out a bit of damage. I've not quite figured out what is best on them though (particularly with special effects), but I prefer to use some kind of energy weapon as turrets tend to eat through ammunition pretty quickly. Turrets aren't really about maximum damage, but instead for keeping pressure on targets (stopping shield regen and making AI perform continual evasive maneuvers) while also tagging enemies for extra combat bonds, so don't feel bad about putting utility effects onto them (such as emissive or scramble spectrum).

The underside's large mount has really awkward firing arcs and convergence when using it alongside the topside weapons, so I tend to either use it as a 3rd turret (often undersized down to medium for better tracking, plus then I don't need to worry about the logistics of having large turrets as I mount medium turrets on a fair few of my ships) or as my utility weapon slot that isn't meant to be used alongside other weapons. Being a large slot, you would want more damage focused utility weapons, such as running LR PAs for sniping, but it could be repurposed for one of your Imperial Hammers with Feedback Cascade to deal with those pesky shield cells. With recent additions, I'd imagine that it would work well as a seeker missile or torpedo mount, but I've not tried them yet.

For the different laser types, they all have their uses. Bursts are very efficient on paper, offering a pulse lasers efficiency with significantly increased damage, but are a bit of a pain to use and don't benefit properly from increased rates of fire (it only affects time between bursts, not the burst itself, so they benefit less than other weapons). Beams do a lot of damage and usually look damn cool, but are relatively inefficient which practically necessitates the efficient mod if you are trying to use them for damage in normal combat. Pulses are efficient and generally spammable, plus their good scaling with rapid fire makes them a good carrier for applying special effects. When it comes down to efficient beams vs overcharged pulses as a general purpose beatstick, the beams generally a much stronger stat-wise (offering more DPS for less energy and heat) although they can be fiddly to use as they require continual time on target while pulses can be used more precisely, I personally like the beams as I often used gimbals but it does come down to personal preference a bit; burst lasers generally combine both the strengths and weaknesses of beams and pulses, with high power draw, damage and difficulty of use but with high efficiency and it is also worth noting that huge bursts have a very long delay between shots in a burst which exacerbates this issue further.
 
I go back and forth but my current and prob favorite

4 - Efficient Thermal Beam
4 - Overcharged Auto-loader Multi-cannon
3 - Overcharged Auto-loader Multi-cannon (Fix this damn HP will ya)
2 - Efficient Thermal Beam
2 - Efficient Thermal Beam
1 - Efficient Scramble Spectrum Burst
1 - High Capacity Corrosive Multi-Cannon

Gimbals


Either way, can't go wrong on a vette pve.
 
Every time efficient thermal vent beams get a mention I fear they will cross FD's nerf event horizon and get crippled in some way. They're not quite foolproof -- it's still possible to miss the target and inadvertently cook your goose instead of cooling your jets -- but the combination is very powerful. I can't think of any recent non-AX PVE ship of mine, other than wildly experimental builds, that hasn't had efficient thermals at the heart of its loadout. They're just so good at getting the job done.
 
All overcharged gimballed multicannons except two small long range feedback railguns. Make the two huges autoloader, the large incendiary and both mediums corrosive (I know they don't stack, but those two gimballs have almost 360* coverage in front of the ship between them). Enjoy. :)
 
Efficient Thermal Vent Beams.

I like MC builds but two points: 1) ammo runs out 2) when NPC's chaff I think it's easier to shoot lasers without target lock.

https://s.orbis.zone/_zl

And with the Thermal Vent special you don't need HSL for the SCB.
 
My current weapon set for pve consists of 1 huge beam long range thermal vent, 1 huge OC multi incediary, 1 large efficient beam with regeneration, 2 medium high cap corrosive multies (corrosive dont stack but those most of the time dont fire together) and 2 small pulses i think long range. Also a class 6 fighter bay with Javellin.
It was an experimental loadout that i simply kept and have now for months, because it really shreds the npcs by the dozens at conflict zones with 0-2-4 pips. I only put pips to system for heat sinks in order to pop double banks but i have never run out of banks, multies run out first so it works.
 
Couple of random thoughts....

Rails are really the only worthwhile thing to fit to the small hardpoints.
Even if you're not great with rails, they come in handy for softening up big, slow-moving, ships.

I like to put long-range burst laser turrets in the medium hardpoints.
If you're using a vette to farm CZs/RESs/Nav Beacons, set 'em to Fire-At-Will and let 'em get on with making credits for you.
Also, they can be a handy "guide" to show you where your targets are - just look where they're firing, point the nose of your ship there and open up with your big guns.

The big guns on my Vette's are a pair of C4 fixed beams and a C3 gimballed MC and they'll shred anything in the game between them, especially with a bit of help from the C1 rails.
Set the lasers in one FG and use 'em on small ships and then set another FG for lasers+MC for big ships.
Have the rails on fire-2 in both FGs.
 
I have huge efficient PA x2 and the rest fixed OC multis with enforcer cannons on the smalls. Works good. Prior load out was 2 enforcer and 2 oc fixed huge multi cannons with beams on medium and large. I made the large an OC fixed thermal conduit with the idea of turning the large into a huge but they went and nerfed thermal conduit and 3 beams doesn't get hot enough for it to work.
 
Here is a link to my present Corvette weapons load out. Have tried several different options over the last year or so but present build is pretty deadly eg it will destroy a deadly rated Anaconda in 15-20 seconds and several at a time without losing more than a ring and a half. No problems keeping all weapons on target on the bigger ships but then in a Corvette in PVE the smallest ship likely to attack is an FDL although I have been attacked by a wing of Vultures but again not a problem. When I started with ED 3-4yrs ago I was terrified of combat but feel pretty invincible in the Corvette and I play in Open all the time have even reached the 78% Master rating which I never believed possible two years ago. Best ship in the game by a mile in my opinion. https://coriolis.io/outfit/federal_...A==.EweloBhBmVoDgCwgKYEMDmAbFIQEYIig&bn=Penny Roya
 
im curious as to what others do? ... Should i load out my Small/Medium's with shield strippers and use my Large/huge for more hull damage? ... Keep my shield strippers on the Huges and continue on with what im already doing? ... Also ... Beam VS Pulse VS Burst ... who prefers what and why?
Here is my current Corvette build (give or take) but I do have a refit in mind (albeit with some additional changes expected - e.g. addition of Guardian weapons to the build). I have also been considering replacing my Huge multi-cannons with Long-Range Plasma Slug PAs.

The reasons for my current build are:-
  1. Multi-role focus
  2. Turrets primarily defensive but the small beams can fire continuously while the burst is primarily a deterrent.
  3. Missiles for interception of faster targets and can help counter Chaff
  4. Gimballed Multi-cannons for primary weapons because they do not heat up the Corvette like a pressure cooker - unlike the Huge Beams

The reasons for the refit:-
  1. Capitalise on unlocked Guardian kit
  2. Preparation for AX operations - may just replace the missiles with fixed Guardian Plasma Chargers but nothing set in stone yet
  3. Huge Multi-cannons are fun but I have been toying with the idea of LR PAs for some time - Absolute damage and using fuel as ammo does tick some boxes for me.
 
Thanks all for the pointers! ... I have been having fun with the corvette but i did want to see what was working for others.
Originally i was rocking
4: x2 Huge Beam (Efficient 3 with the heal beam, not buff beam)
3: Multi Extendo clip with autoloader
2: x2 multi with extendo clip and autoloader
1: x2 multi with extendo clip and autoloader

With that build i would sub in two imperial hammers with the super penetrate but had a lot of heat issues.

I tend to fly with others most of the time so i usually keep the heal beams. But i found that with two of them i was maxing out my wings shields within a split second so i did a bit of tweaking yesterday.

4: x2 Grade 5 efficient beams 1 with Thermal Vent and then the other is still the heal beam
3: is my imperial rail still with the super penetration (I think im getting rid of this though as i see it doing damage to 0 sub targets when i attack)
2/1: My medium and small slots are still dedicated to multi cannons.

Last night i was taking on elite condas with that particular build and shreding shields in under 2 or 3 seconds
Liking this build for now. Wanting to get Packhounds for some real fun though :D

Also curious about trying out APA's and maybe some of the new human tech. Ive yet to use any of the guardian/human tech weapons yet. Suggestions on those?
 
Also curious about trying out APA's and maybe some of the new human tech. Ive yet to use any of the guardian/human tech weapons yet. Suggestions on those?
Guardian Plasma Chargers have a decent range and can hit hard while running reasonably cool. They are fixed/manned-turret only though - no gimballed option, and maximum of Large hardpoint.

Guardian Shard Cannons can do a reasonable amount of Thermal damage and run cool, but have a short range. They are fixed again but apparently will work as turreted without a crew member - not tried it myself, don't like auto-turreted ammo based offensive weapons. These come in Small/Medium/Large versions.

Guardian Gauss Cannons are the rail guns of the Guardian kit, are not particularly cool during operation and only come in fixed versions up to Medium hardpoint
 

AP Birdman

Banned
Here's my pve Vette that I use for grinding mats in threat 7 pirate activity zones.

I still use 1 heal beam in case my friends decide to join me.
The huge beam has thermal vent on it though.

Also I use premium ammo on my long range, plasma slug rails which gives a permanent 20% increase in damage as long as you don't take the weapon off the ship.
Doing this allows you to fire rails non stop along with your beams for a massive amount of DPS.
The only downside is that you have to keep an eye on your fuel but it still takes 30 mins of constant fire to drain your tank.

https://s.orbis.zone/wca
 
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Spent over an hour in a high CZ with the vette. Huge G5 efficient beams, the rest G5 overcharged MCs w/autoloader. Left when I finally got bored.

I've tried other configs, but as I don't do aliens I really don't need anything else. YMMV. :D
 
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