Also what are your firegroups?I'd like to build a decent Corvette that has a chance vs. gankers.
Looking for opinions from experienced PvP combat players.
1st the Weps:
2x 4C PAs - Thinking of going with G5 Overcharged here but Rapid fire looks interesting. 1 target lockbreaker, 1 Phasing Sequence
1x 3C Multicannon Fixed G5 Overcharged, autoload
2x 2C Multicannon Fixed G5 Overcharged, 1 corrosive, 1 autoload
2x 1C rails G5 Short range with feedback cascade. Is shortrange the way to go here? I don't fire these from far away normally anyway. may as well have the big damage increase?
Shields+Utility
7A Prismatic G5 Reinforced with Fast Charge
0A Shield Booster G5 Resistance Augmented, Super Capacitors
0A Shield Booster G5 Resistance Augmented, Super Capacitors
0A Shield Booster G5 Heavy Duty, Super Capacitors
0A Shield Booster G5 Heavy Duty, Super Capacitors
0I Point Defense Top
0I Point Defense Bottom
0I Heat Sink Launcher or more boosters?
0I Heat Sink Launcher
Armor - Lightweight Alloy G5 Heavyduty, deep plating. Is it worth it to go Military here in spite of the weight?
8A Power Plant G5 Armored, Monstered
7A Thrusters G5 Dirty Drive, Drag Drives
6A Frame Shift Drive G5 Increased Range
5D Life Support G3 Lightweight
8A Power Distributor G5 High charge capacity, Flow Control
8D Sensors G5 Lightweight
5C Fuel Tank
7A Shield Cell Bank
7A Shield Cell Bank
6D Fighter Hangar - Is this useful in PvP or a wasted slot?
6 6A Frame Shift Drive Interdictor
5D Hull Reinforcement Package G5 Heavy Duty, Deep Plating
5D Hull Reinforcement Package G5 Heavy Duty, Deep Plating
5Restricted 5D Hull Reinforcement Package G5 Heavy Duty, Deep Plating
5Restricted 5D Hull Reinforcement Package G5 Heavy Duty, Deep Plating
4D Module Reinforcement Package
4D Module Reinforcement Package
3D Module Reinforcement Package
I underlined my primary questions but any comments appreciated.
I fly FA off but am not an expert PvP combat pilot either. I have faired ok in my FDL in PvP. I've not had many encounters in my Corvette yet. I won a couple 1v1 but lost to a wing of 4. I'm not expecting to defeat wings of 4 experienced players but would like to do some damage at least.
I use hot key macros for PIPs so my PIP control is very quickly changed in combat.
What does that have to do with anything?Hitscan.
Three different firegroups with different shot speeds are bad.I noticed this thread and I'd like to know if this is still a viable build, or if I should tweak anything that the OP originally posted.
I noticed this thread and I'd like to know if this is still a viable build, or if I should tweak anything that the OP originally posted.
Three different firegroups with different shot speeds are bad.
The above build uses PAs with 850 m/s shot speed on FG1. The reticule is at a certain point of the HUD T_____(1)Please explain why.
The above build uses PAs with 850 m/s shot speed on FG1. The reticule is at a certain point of the HUD T_____(1)
The fixed Multis have a shot speed of 1600 m/s on FG2. The reticule is at another point of the HUD T_____(1)_ __(2)
You always have to switch from reticule 1 to reticule 2 to hit. This lowers accuracy, especially if you consider the spin-up time of multis.
FG3 are the rails, which are hitscan, so another different target point. You use the rails to cancel banks primarily, so when your enemy
banks, you have 3 seconds to notice it, switch to FG3, swap from reticule 1 or 2 to the hitscan target and shoot with the rail spin-up, to cancel the banks.
I bet you 5 bucks you won't do it in time.
My layout of choice is two huge fixed overcharged autoloader multis on trigger 1 with a speedmatched focused dispersal APA.I agree with Bigmaec.
The prime quality of the corvette is it's ability to manouver and to dish out damage. By distributing all that damage to weapons which can't fire simultaneously you are gimping your damage output needlessly. Also the efficient PAs are relatively rubbish on the Corvette, especially when trying to fight wings, as those will usually consist of quickly moving mediums.You can try focused PAs, but I found a pair of efficient and overcharged beams far more effective, short range blaster g3 rails in the smalls (you will be fighting melee more often than range) and whatever floats your boat in the other hardpoints. A turret with corrosive and another with emissive is good, the large harpoint is perfect for seekers or a longrange PA with dispersal field when fighting other big ships. (With this loadout prismatics won't work with an armored pp)
I have mine set to PAs on 1, multis on 2. Finally the rails are their own firegroup next to my primary firegroup. So that means the following:The above build uses PAs with 850 m/s shot speed on FG1. The reticule is at a certain point of the HUD T_____(1)
The fixed Multis have a shot speed of 1600 m/s on FG2. The reticule is at another point of the HUD T_____(1)_ __(2)
You always have to switch from reticule 1 to reticule 2 to hit. This lowers accuracy, especially if you consider the spin-up time of multis.
FG3 are the rails, which are hitscan, so another different target point. You use the rails to cancel banks primarily, so when your enemy
banks, you have 3 seconds to notice it, switch to FG3, swap from reticule 1 or 2 to the hitscan target and shoot with the rail spin-up, to cancel the banks.
I bet you 5 bucks you won't do it in time.
I personally think the corvette's best strength is in a wing of medium or smaller ships with it, the corvette being the "flagship" of the wingThe point is not the firegroup, it's that in a PvP situation against multiple fast targets, you'll want a loadout that can focus as much firepower into the smallest time on target as possible. The very different velocities of PAs and MCs won't allow that and a weakened Corvette isn't one that fights a wing.
unless it's any FDL worth its weight. perma boost kiting out of my maneuverability is a pain in my derriere, even with a fighter(those things are a minor pest at best against anybody who is a good pilot in such a ship.)I'd disagree, but that wasn't the point of the thread. Especially since the whole point was that the corvette can (given optimal performance and a good pilot) fight a group of ships without needing additional protection. And the loadout is a central part of that optimal performance.
Only the ship's hardpoints allow it. Cutters seem to hate focused forward-fire compared to Corvettes and 'condasThat's why hitscan weapons are really good when fighting mediums. They are extremely hard to outmanoeuvre.