PvP PvP Corvette vs. Gankers build advice

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.
 
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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.

This looks excellent! I've managed to survive the gankers a few times and gone through several iterations on my vett to maximize survivability. If you want to give them a good spanking and ensure you get away I would add a couple lasers: emissive and scramble. Watching the ganker spin helplessly is worth its weight in gold as I bear down on them MCs blazing. Phasing is pretty useless since the best gankers go shieldless anyway.

You shield looks great, what is the final integrity you end up with on that? They haven't yet got past my shields yet (bi-weaves thermal resist) so everything else under that looks plenty tough enough to me. I also went with 2 PDT, the rest boosters. The SLF is not wasted in my opinion. That's an extra huge hardpoint they have to deal with (and ignore) as they focus on you completely. My SLF girl wields fixed plasma.
 
Strongly consider a fast boot FSD with integrity experimental. It’ll be a hard counter to Grom Bombs and FSD interrupt missiles. FSD is traditionally the weak point of the Corvette once shields go down.

I know FSD range sucks on the Vette. Ship it when you know you’ll be in an area for a while and will likely encounter hostiles.
 
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The best overall shield stats I've got on the Conda since 3.0 (should transfer over to the Vette just fine) came from this combo:

Reinforced 7A Prismatic
1X Resistance augmented
2X Thermal Resist
4x Heavy duty

Supercapacitors all around for the boosters. Still have a legacy generator, and I'm looking at around 4400mj with like 48/38/56 resistances.

You can double bank on one heat sink if you time it right, but you'll have 2 hot banks left over.

I went reactive composite armor with a thermal mod, and I'm looking at 5000+ hull. Subtract a little for the corvette. That's more for large 1v1s, though, where you'll be doing some shields-down fighting. Chances are, a number of mediums are gonna tear you up once those shields go, so it's best to leave before they snipe your modules.
 
The main problem is you cant run effective PA's against a wing of 4 x fdls using anything other than efficient PA. Even then you will need to overcharge your PP with prismatic. Your SCB will be cascaded, so you are better off stacking mass shields and using some FA off to try to evade fsd reboot missiles. Personally I find phasing very useful as a single shieldless ganker will not provide you much difficulty. 4 FDL's plus whoever tags along will be the real headache. I like the phasing as this will cut through to the medium ships enough to make them hurt, however landing them will be hard as they will be floating around 3k. So long range for practical application is a must.

Stack shields, because thats the meta. Stack armour (military if you are tight on cash), the rest is OK. I've been trying hard to make useful C4 pas, but the ganking ships will be so fast you will hardly land a shot with them as the shotspeed is horrifically slow. You will also be target lock breaked often so you will lose your lead circle. You want long range weaponry to be able to hip fire at them and hope you can break one of them for enough to buy your self some breathing room. Everything else is to buy time for your escape, because with 4+ ships, you arent going to last long.

You can get away with one heatsink with 7A SCB, so an extra room for another booster or retain one PD if you so desire. Afaik PD are no good vs torps either. Getting reliable damage out is key, as most of the time agility is relied on as the tank as they dont expect a large ship to hit with fixed weaponry. Ease your odds with long range and phasing imo. However if you are determined to PA, kiss your PP goodbye if your shields drop. 130ish integrity at oc g5.

1 or 2 ships you will be fine though depending on ships are hitting you imo.

But that current build you have, insufficient power by miles.
 
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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?

If youre not running too hot go with two overcharged PA's, otherwise with efficient, 1 with TLB as you said and i would suggest the other one with Dispersal Field because its like a free chaff.
Phasing would make more sense if your whole build is made with phasing because otherwise the effect is way too small.
Rapid fire is allways the worst solution compared to overcharged! You run out of ammo much faster with the same DPS increase as overcharged, also the distributor draw is at the end even worse as overcharged because its counted per shot and is eliminated with the higher rate of fire (there are some exceptions like frags).

Same with the multicannons, overcharged is the way to go! Corrosive on the smallest mutlicannon is correct, also just one is correct because it doesnt stack.
The other two depend a little bit how you want to play. It can make sense to have "emissive" on one against silent runners (if you do that also on the smaller one).
Then there is "Incendiary Rounds" so your multis do thermal damage (my vette has a full multicannon loadout except one Imperial hammer and i have half of my mutlis with "incendiary" and the other half with "oversize" but its made for wing fights and is a pure DPS build, my wing mates bring the other effects into the fight).
If you want some extra DPS go for the "oversized effect".

Depending the rails most pvp players i know are using long range feedback cascade because otherwise you just boost out of range and use your SCB's when your enemy cant hit you.
Damage falloff with standard rails is 1000m and with G5 short range its -50% so you would have 500m before damage falloff and your very fast out of that range.

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

With the prismatic shields you have two ways to go who make sense. The first is the "thermal resistant" mod and the second is "reinfored".
As a simple explanation, if you go with the thermal resistant shield generator you will probably have more balanced resistances at the end but a lower amount of shield MJ.
The "reinforced" shield generator mod will give you lower resistances but a higher amount of shield MJ.
Special effects you have also two choices who make sense, "Hi-cap" (more MJ) and "Multi-weave" (more resistances). Forget about "Fast-charge", this one makes only sense if youre using a Bi-Weave shield generator.

Whats important to know is, the base mod of your shield says how your booster stack (diminishing returns).
Your resistances stack linear up to 50% and then the diminishing returns comes into play, the range of 50-100% is remapped to 50-75%.
If you need a better explanation check this thread out (post Nr. 3 from QA-Mitch):
https://forums.frontier.co.uk/showt...-Calculation?p=4230114&viewfull=1#post4230114

So with every resistance thats over 50% you "loose" some amount of what your booster brings into the equation, so to speak.

Keep in mind that certain weapons like PA's ignore 60% of your resistances. They deal 60% absolute damage, 20% thermal damage and 20% kinetic damage.
Also you dont know which weapons your enemy is going to use (thermal or kinetic) so you should try to have even resistances (explosive is not that important because its in 95% not the main damage source against your shield).
Also important to know is, the more SCB's you have the more you can profit from higher resistances. For example if you recharge:
100MJ with 10% resistances = 100 / 0.9 (10%) = 111.11MJ raw
100MJ with 50% resistances = 100 / 0.5 (50%) = 200 MJ raw

Forget about point defense in a dedicated pvp ship with big shields, you have more advantages with more boosters so you get a better shield (rockets and pack-hounds dont do very much to your shield and torpedos with "Reverberating Cascade" can be outboosted very easy, they just fly with 150m/s)

Its a very complex thema, you also need to take into account that you have two 7A SCB. So if you want to have enough heat sinks for these two SCB's you would need two heat sinks so you have 6 utility slots for shield boosters left.

If you go with a reinforced prismatic shield generator you need two, if not three thermal resistant boosters to bring your thermal resistances up to an acceptable level. Then probably one resistance augmented booster and the rest heavy duty booster.
If you go with a thermal resistant shield generator you probably need one, maximal two resistance augmented boosters and the rest heavy duty boosters.
I really cant tell you which way to go, it has a lot to do with personal preferences and which special effects you have on the boosters.

On my Corvette im using also two 7A SCB's. Both have a G3 "specialised" mod on it because i get a thermal reduction of 18%. That allows me to use just one heat sink launcher (4 times a double SCB with heat sink and two single "hot banks" without heat sink but im not overheating because of the thermal reduction). That way i can use 7 shield booster instead of 6.
Also because my Corvette is used in wing fights, often my SCB's get cancelled so i gain more with 7 booster and a bigger base shield.

Im using a 7A reinforced prismatic shield with the "Hi-Cap" special effect. 4 Heavy duty shield boosters all with the "Super Capacitor" special effect and 3 thermal resistance shield boosters (legacy modules). With that setup i get 6028 MJ with 44.2%/43.2%/52.5% resistances.

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

Military armour is definitly the better way for a dedicated pvp ship. If you want even better armour and you have the money use reactive armour and one small hull reinforcement with a thermal resistance mod on it to counter the bad thermal resistance of the reactive armour.

If you feel safer with the armored powerplant use that. I personally use a G3 overcharged powerplant with "Thermal Spread" to bring the heat down, that is enough power for me and helps to bring the heat generation down for my "Hot banks".

Power distributor is a Charge enhanced mod with a "Super Conduits" special effect definitly the only way to, no discussion!

Im also using a 6D fighter hangar. With a good NPC pilot and the Imperial fighter (Gelid F version with fixed beams) its like a class 4 weapon in therms of damage output. Also its really helpfull against small and fast enemy ships like a Vulture or a Chieftain. Also if your enemy has a fighter you can use it against that.

Then i would suggest to use a smaller interdictor and in return a bigger hull reinforcement.

Also i dont think you need 3 module reinforcements. I personally use two and that works for me, i dont intend to fight if my shields drop but do it how you feel comfortable.

On my loadout i have also a fuel scoop on board because im one of these bad bad griefers and i need it to get home to my anarchy system :D
Hope i could help you and dont give up, try different things until you have a loadout that you like and are comfortable with.

Edit: Hotkeys for heat sinks, SCB and chaff are also really helpfull if youre doing combat because you dont need to switch firegroups.
 
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Lots of material here, OP. Hope you like homework. :)

Gonna echo Beni's thoughts on the fighter. It's basically a huge hardpoint that can chase people. Very useful against silent runners or folks that run out of range to recharge their shields.

Take a bi-weave FDL for example. That fighter is gonna keep the FDL's regen down. With any luck, it'll get inside their head as well. After time, the attrition is real.

One more bit of advice - if you're looking to fight gankers you're going to eventually find stiff opposition. When kitting your ship have an attitude of excellence. If you're going to fight, you're bringing your best or nothing. :D
 
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Lots of material here, OP. Hope you like homework. :)

Gonna echo Beni's thoughts on the fighter. It's basically a huge hardpoint that can chase people. Very useful against silent runners or folks that run out of range to recharge their shields.

Take a bi-weave FDL for example. That fighter is gonna keep the FDL's regen down. With any luck, it'll get inside their head as well. After time, the attrition is real.

One more bit of advice - if you're looking to fight gankers you're going to eventually find stiff opposition. When kitting your ship have an attitude of excellence. If you're going to fight, you're bringing your best or nothing. :D

To add to that last point: do you know how to make a small fortune fighting gankers? Start out with a humongous one.
 
Funny thing is we have been ganking the griefers in the lambada cg, ive got a vette with 6,010mj , 54% K, 50% thermal , 58% explosive, I run 3 pa g5 eff , 2 hammers one with feedback the other with super penetrator, and 2 fixed frag cannons g5. Oh and got about 7800 on armor.
 
(rockets and pack-hounds dont do very much to your shield and torpedos with "Reverberating Cascade" can be outboosted very easy, they just fly with 150m/s)

I think torps fly at 250 m/s? They can be deployed from inside a 1KM range and are difficult to deal with when fighting anything greater than 1v1. Organised gankers will flood the battlefield with packhound spam and then sneak in the torps. They are difficult to spot when the area is flooded and therefore it's difficult to pick an escape vector in time.

If your shields drop make sure you have a couple of heatsinks left while you high wake. Good luck :)
 
If you are interdicted by a wing of gankers you need to get out ASAP - staying and fighting is pointless. Shields in particular are not the greatest of assets, as Reverberating Cascade Torpedoes do a good job of taking them out quickly.

I had success using a hulltank T-10 in CGs in Open; it has Power Plant, FSD and Thrusters with increased Integrity as well as two Module Reinforcement Package, plenty of HRP and 4 Point Defenses; it has more than enough hardness to eat an FSD reboot missile and still jump out.

It used to also feature Prismatic Shield and Boosters, but that way it was really too easy to escape, and I thought I could use the extra 256T for actual contributing to the CG. I lost it once, but that's just because I committed to a duel to the death - I could have easily escaped any time if I wanted.
 
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Funny thing is we have been ganking the griefers in the lambada cg, ive got a vette with 6,010mj , 54% K, 50% thermal , 58% explosive, I run 3 pa g5 eff , 2 hammers one with feedback the other with super penetrator, and 2 fixed frag cannons g5. Oh and got about 7800 on armor.

I noticed you guys out in force yesterday. How do I know? Plenty of squares and triangles floating around the system on my way to the station and I wasn't pestered even once, that was a first for this CG. Thanks
 
ive got a vette with 6,010mj , 54% K, 50% thermal , 58% explosive

Whats your shield and booster setup?


I think torps fly at 250 m/s? Organised gankers will flood the battlefield with packhound spam and then sneak in the torps. They are difficult to spot when the area is flooded and therefore it's difficult to pick an escape vector in time.

Im pretty sure they fly with 150m/s. And yes the packhound trick is often used but you get a torpedo warning and as far as i know they count as highest risk so you can target them with a hotkey but correct me if im wrong.
 
If youre not running too hot go with two overcharged PA's, otherwise with efficient, 1 with TLB as you said and i would suggest the other one with Dispersal Field because its like a free chaff.
Phasing would make more sense if your whole build is made with phasing because otherwise the effect is way too small.
Rapid fire is allways the worst solution compared to overcharged! You run out of ammo much faster with the same DPS increase as overcharged, also the distributor draw is at the end even worse as overcharged because its counted per shot and is eliminated with the higher rate of fire (there are some exceptions like frags).

Same with the multicannons, overcharged is the way to go! Corrosive on the smallest mutlicannon is correct, also just one is correct because it doesnt stack.
The other two depend a little bit how you want to play. It can make sense to have "emissive" on one against silent runners (if you do that also on the smaller one).
Then there is "Incendiary Rounds" so your multis do thermal damage (my vette has a full multicannon loadout except one Imperial hammer and i have half of my mutlis with "incendiary" and the other half with "oversize" but its made for wing fights and is a pure DPS build, my wing mates bring the other effects into the fight).
If you want some extra DPS go for the "oversized effect".

Depending the rails most pvp players i know are using long range feedback cascade because otherwise you just boost out of range and use your SCB's when your enemy cant hit you.
Damage falloff with standard rails is 1000m and with G5 short range its -50% so you would have 500m before damage falloff and your very fast out of that range.



With the prismatic shields you have two ways to go who make sense. The first is the "thermal resistant" mod and the second is "reinfored".
As a simple explanation, if you go with the thermal resistant shield generator you will probably have more balanced resistances at the end but a lower amount of shield MJ.
The "reinforced" shield generator mod will give you lower resistances but a higher amount of shield MJ.
Special effects you have also two choices who make sense, "Hi-cap" (more MJ) and "Multi-weave" (more resistances). Forget about "Fast-charge", this one makes only sense if youre using a Bi-Weave shield generator.

Whats important to know is, the base mod of your shield says how your booster stack (diminishing returns).
Your resistances stack linear up to 50% and then the diminishing returns comes into play, the range of 50-100% is remapped to 50-75%.
If you need a better explanation check this thread out (post Nr. 3 from QA-Mitch):
https://forums.frontier.co.uk/showt...-Calculation?p=4230114&viewfull=1#post4230114

So with every resistance thats over 50% you "loose" some amount of what your booster brings into the equation, so to speak.

Keep in mind that certain weapons like PA's ignore 60% of your resistances. They deal 60% absolute damage, 20% thermal damage and 20% kinetic damage.
Also you dont know which weapons your enemy is going to use (thermal or kinetic) so you should try to have even resistances (explosive is not that important because its in 95% not the main damage source against your shield).
Also important to know is, the more SCB's you have the more you can profit from higher resistances. For example if you recharge:
100MJ with 10% resistances = 100 / 0.9 (10%) = 111.11MJ raw
100MJ with 50% resistances = 100 / 0.5 (50%) = 200 MJ raw

Forget about point defense in a dedicated pvp ship with big shields, you have more advantages with more boosters so you get a better shield (rockets and pack-hounds dont do very much to your shield and torpedos with "Reverberating Cascade" can be outboosted very easy, they just fly with 150m/s)

Its a very complex thema, you also need to take into account that you have two 7A SCB. So if you want to have enough heat sinks for these two SCB's you would need two heat sinks so you have 6 utility slots for shield boosters left.

If you go with a reinforced prismatic shield generator you need two, if not three thermal resistant boosters to bring your thermal resistances up to an acceptable level. Then probably one resistance augmented booster and the rest heavy duty booster.
If you go with a thermal resistant shield generator you probably need one, maximal two resistance augmented boosters and the rest heavy duty boosters.
I really cant tell you which way to go, it has a lot to do with personal preferences and which special effects you have on the boosters.

On my Corvette im using also two 7A SCB's. Both have a G3 "specialised" mod on it because i get a thermal reduction of 18%. That allows me to use just one heat sink launcher (4 times a double SCB with heat sink and two single "hot banks" without heat sink but im not overheating because of the thermal reduction). That way i can use 7 shield booster instead of 6.
Also because my Corvette is used in wing fights, often my SCB's get cancelled so i gain more with 7 booster and a bigger base shield.

Im using a 7A reinforced prismatic shield with the "Hi-Cap" special effect. 4 Heavy duty shield boosters all with the "Super Capacitor" special effect and 3 thermal resistance shield boosters (legacy modules). With that setup i get 6028 MJ with 44.2%/43.2%/52.5% resistances.



Military armour is definitly the better way for a dedicated pvp ship. If you want even better armour and you have the money use reactive armour and one small hull reinforcement with a thermal resistance mod on it to counter the bad thermal resistance of the reactive armour.

If you feel safer with the armored powerplant use that. I personally use a G3 overcharged powerplant with "Thermal Spread" to bring the heat down, that is enough power for me and helps to bring the heat generation down for my "Hot banks".

Power distributor is a Charge enhanced mod with a "Super Conduits" special effect definitly the only way to, no discussion!

Im also using a 6D fighter hangar. With a good NPC pilot and the Imperial fighter (Gelid F version with fixed beams) its like a class 4 weapon in therms of damage output. Also its really helpfull against small and fast enemy ships like a Vulture or a Chieftain. Also if your enemy has a fighter you can use it against that.

Then i would suggest to use a smaller interdictor and in return a bigger hull reinforcement.

Also i dont think you need 3 module reinforcements. I personally use two and that works for me, i dont intend to fight if my shields drop but do it how you feel comfortable.

On my loadout i have also a fuel scoop on board because im one of these bad bad griefers and i need it to get home to my anarchy system :D
Hope i could help you and dont give up, try different things until you have a loadout that you like and are comfortable with.

Edit: Hotkeys for heat sinks, SCB and chaff are also really helpfull if youre doing combat because you dont need to switch firegroups.

Thanks for all this!
And to others comments on here.
Some of this is already on my PvE setup so at least I won't have to engineer every single module for this.
 
If you are interdicted by a wing of gankers you need to get out ASAP - staying and fighting is pointless.

This.

Until you understand enough of combat/pvp to construct your own builds confidently, and know how to fight multiple opponents, taking on a wing is gonna lead to you getting ouchied whichever way you look at it. You need serious evasive skills and the ability to fire while evading to take on wings.

Build for 1v1s and get some practice in where you can. Feel free to add CMDR STITCH! for advice and sparring.
 
This.

Until you understand enough of combat/pvp to construct your own builds confidently, and know how to fight multiple opponents, taking on a wing is gonna lead to you getting ouchied whichever way you look at it. You need serious evasive skills and the ability to fire while evading to take on wings.

Build for 1v1s and get some practice in where you can. Feel free to add CMDR STITCH! for advice and sparring.

Thanks. Yes I realize running will probably be what I end up doing. Still, the quest for a build to not run will always be a goal....that and skills to go with the build :rolleyes:
I can FA off reverski pretty well but against 4 quicker opponents I know I'm not going to win doing that.
 
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