PvP PvP Corvette?

Powderpanic

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Truesilver's point is that MC gimbals are a cheese build. Using the aimbot in all its forms (also Packhounds) is consider cheese. He can win all day long with his cheese build vs PA/rails.

Didn't he also post a super cheese build of full gimbled phasing pulse?

That was a funny vid

Powderpanic
The Voice of Griefing
 
Multicannons in action:

[video=youtube_share;YK9lPLHwpiE]https://youtu.be/YK9lPLHwpiE[/video]

[video=youtube_share;mjSGX1uB38c]https://youtu.be/mjSGX1uB38c[/video]
 
Was looking for a few videos I had of my standard fixed beam loadout dueling MC vettes, but I couldn't find them...my filing system is a real mess.

I did find a more recent video of an encounter vs a mine bomber that SergMx might be interested in though:

[video=youtube;GG1JeWFHJ4I]https://www.youtube.com/watch?v=GG1JeWFHJ4I[/video]

Having seen a lot of videos from Morbad, I don’t quite understand. What is the point of watering everyone from a MC turret class 2? Maybe there is some necessary special effect? Although I thought at least one turret should have an effect on corrosion, but nevertheless almost always water from 2x.

Thank.

I use turrets for effects.

The MC turrets on my loadout are emissive and corrosive. The damage is not especially high, but neither is distributor draw. The turrets suppress shield regeneration well enough, inflict corrosion on shieldless opponents, and keep anyone tagged with emissive targetable so I can send SLFs or missiles at them.
 
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I did find a more recent video of an encounter vs a mine bomber that SergMx might be interested in though:
Thank you very much !

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The MC turrets on my loadout are emissive and corrosive.
...

I understood about the corrosion and the backlight, but not very much about the regeneration, they told me that the regeneration would work, it was necessary that between hits there would be more than 5 seconds ...

This is true ?

Sorry and another question. I carefully studied your video and did not quite understand why the priority is for engine 2 and for FSD 1.
Unless it is possible to use FSD without having dispersed the ship?

Yes, I understand that the heavily consuming engine does not fit in the first group, but why then is the FSD not in the second? I do not understand.

Thank.
 
I understood about the corrosion and the backlight, but not very much about the regeneration, they told me that the regeneration would work, it was necessary that between hits there would be more than 5 seconds ...

If one's shields have taken damage in the last several seconds the regeneration rate is kicked down to 1MW (MJ/s).

Even intermittent hits will cost someone using bi-weaves a lot of regeneration and in a fight against multiple opponents a few fire at will turrets can tag multiple vessels.

Incoming damage also tends to cause CMDRs to reflexively divert pips to SYS, which may compromise their offensive capabilities.

Sorry and another question. I carefully studied your video and did not quite understand why the priority is for engine 2 and for FSD 1.
Unless it is possible to use FSD without having dispersed the ship?

Yes, I understand that the heavily consuming engine does not fit in the first group, but why then is the FSD not in the second? I do not understand.

If the power plant is knocked down to zero integrity (an extremely rare occurrence, but not unheard of), the PP suffers a critical malfunction that reduces output to 20% for several seconds.

I keep the FSD, shield gen, and AFMU below 20% output on my corvette so that even one of these critical malfunctions will not trigger a reboot of any of those modules.

Thrusters do not fit under 20% anyway, but they do fit under 40%, so they are priority 2. If they lose power due to a critical malfunction, I just drift until they power back up. Thrusters have no boot time so losing power to thrusters is less damaging than to those modules I have on priority #1.
 
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