Ships Rear Admiral's lounge

On my Vette I have 2 Huge Efficient Beams with Thermal Vent, 1 Large MC with Corrosive shells and 2 Medium and 2 small MCs with Autoloader.
7A prismatics not a very good roll and 8 SBs Heavy duty.

I do not need to run I do not need to chase
 
On my Vette I have 2 Huge Efficient Beams with Thermal Vent, 1 Large MC with Corrosive shells and 2 Medium and 2 small MCs with Autoloader.
7A prismatics not a very good roll and 8 SBs Heavy duty.

I do not need to run I do not need to chase

+1, no need for maneuverability in the Corvette. When I am attacked I put the engines into neutral and use my thrusters for positioning. If the opponent goes out of range in an attempt for me to follow I read the paper while my PD recharges. [big grin]
 
As for shield boosters I was thinking 8 SBs with 50% resistance augmented and 50% Heavy duty....bad idea?

have 3 res augmented + thermal res shield and my resistances are much above 50%

As i recall correctly there is hard cap at 75% and everything above 50% is not so effective . 5 Res augmented SB looks like overkill and waste of slots

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As for shield boosters I was thinking 8 SBs with 50% resistance augmented and 50% Heavy duty....bad idea?
Yes that's a bad idea, need heatsinks for SCBs

As i recall correctly there is hard cap at 75% and everything above 50% is not so effective . 5 Res augmented SB looks like overkill and waste of slots
The diminishing returns thing only matters when calculating the final resistance. Resistances cap at 75 because of diminishing returns; every percent over 50 matters as much as percentages below 50.
 
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For anyone considering Thargoid hunting, the Corvette seems to fit in nicely.

Two Corvettes can easily take a level 5. We are working towards a level 6 but they are quite good.

Be sure to get your hull and shield integrity up as high as you can (my hull is high as 6.6k+ and shields 5.k+, numbers can be less if you fit a fighter bay and a xeno scanner).

They are a good challenge and fun with a wing.
 
Single corvette can easly take on threat 5 :p no need for 2

@FH DIP thanks for clarification , depend where you go for info about shield resistances there is always something different people say how this work making uderstanding this mechanic quite hard
 
For anyone considering Thargoid hunting, the Corvette seems to fit in nicely.

Two Corvettes can easily take a level 5. We are working towards a level 6 but they are quite good.

Be sure to get your hull and shield integrity up as high as you can (my hull is high as 6.6k+ and shields 5.k+, numbers can be less if you fit a fighter bay and a xeno scanner).

They are a good challenge and fun with a wing.

Wow, won't be messing with any of those! :eek:

As I only fly alone, I'll stick with the more mundane 'condas, 'vettes, and Cutters. :)
 

Very purty! :D

I've been playing a bit and have settled on two different weps loadouts. The 'lazy man's' setup is the huge MCs w/autoloader and the rest turreted G5 long range burst lasers.

My new 'fun' setup is gimbaled MCs G5 overcharged w/autoloaders (large MC has corrosive) and two huge G5 efficient beams (one has thermal vent) up top. I run my pips at 2/.5/3.5 and basically never touch them except to boost over to the next fight. Smaller ships I just pop with the beams. FGSs, FDLs, and 'condas I melt their shields and take a big bite out of their hulls with the beams and then finish them with the MCs (love how effective the MCs are against bare hull). A deadly or elite conda may require another capacitor discharge of the beams. :D

https://coriolis.edcd.io/outfit/fed...oBhAWAOEoFMCGBzANokICMF9A===&bn=The War Wagon

https://coriolis.edcd.io/outfit/fed...oFMCGBzANokICMF9A===&bn=The War Wagon (beams)

Suggestion? The Corvette is the most nimble of the big three, but those small 'fast movers' could be a bit of a pain until I started using thrusters almost constantly along with the occasional FA off boost turn. Now I have no problems taking out any NPC.

He will take some getting used to, but stick with it and you'll get the hang of flying him. :)

EDIT: If you've ever done combat in a engineered Python, the two handle very similarly. Fighting in him is where I started doing the FA off thing to finish boost turns before the ship would stall part way through. My Python kills quite effectively, if not quite as good as my 'vette, but it's shields wont take the punishment that my 'vette's shields will.
 
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All my armed ships are usually a mix of MC and beams. Or all of one type. Always OC multis and efficient beams. Although for fun I loaded my FAS with all G3 doubleshot Frags. That was a good time until I killed the ammo. :)

Only thing I'm concerned about is my heat production. Only had G5 PP materials and while I got 42% output bump I also got a 47% heat hit. I don't have it marked on the build page but I'm sure my DDs gave me heat too.
 
All my armed ships are usually a mix of MC and beams. Or all of one type. Always OC multis and efficient beams. Although for fun I loaded my FAS with all G3 doubleshot Frags. That was a good time until I killed the ammo. :)

Only thing I'm concerned about is my heat production. Only had G5 PP materials and while I got 42% output bump I also got a 47% heat hit. I don't have it marked on the build page but I'm sure my DDs gave me heat too.

I managed a 16.9% power capacity increase on my G1 PP and only took a 8% hit on heat efficiency. I took a 98% hit on thermal load on my G5DDs, but I can put four pips to weps and pull the trigger on those beams for seems like an eternity and not come close to overheating. I'm not much of a numbers guy, but I must have managed OK. :)

Before I got rid of my FDL I put one huge beam on it and four G5 double-shot frags. Yea it was fun, but the ammo runs out too quickly.
 
Efficient beams are quite cool , and with thermal vent they beat rapid fire pulse laser (only usable PL mod imo ) in terms of heat efficiency
 
Efficient beams are quite cool , and with thermal vent they beat rapid fire pulse laser (only usable PL mod imo ) in terms of heat efficiency

That they are. With fixed, you can run them a long time and generally never have to worry about heat. The current beta even removes the heat buildup penalty from Thermal Vent.
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All my armed ships are usually a mix of MC and beams. Or all of one type. Always OC multis and efficient beams. Although for fun I loaded my FAS with all G3 doubleshot Frags. That was a good time until I killed the ammo. :)

Only thing I'm concerned about is my heat production. Only had G5 PP materials and while I got 42% output bump I also got a 47% heat hit. I don't have it marked on the build page but I'm sure my DDs gave me heat too.
OC will suit you far better than Double Shot and Rapid Fire for long-term damage output; while both have larger DPS, they come rely on burning ammo faster in order to attain that boost. OC will let you retain the same ammo levels as stock, with only 10(?)% lower DPS.

And only OC your power plant to just barely exceed what you need. This will prevent overheating and lower the chance of losing the plant - or worse, taking a crit to it.
 
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OC will suit you far better than Double Shot and Rapid Fire for long-term damage output; while both have larger DPS, they come rely on burning ammo faster in order to attain that boost. OC will let you retain the same ammo levels as stock, with only 10(?)% lower DPS.

And only OC your power plant to just barely exceed what you need. This will prevent overheating and lower the chance of losing the plant - or worse, taking a crit to it.

Yea, I've learned to ignore the 'DPS' column in Coriolis as it is representative of only one state (all weps firing, four pips to weps) and not indicative at all of real game play. Double-shot frags don't appear to do near as much damage as G5 overcharged MCs for any given timeframe. Takes too much time for them (frags) to reload. My MCs are more of a 'hose 'em down' style of wep. More fun too. :)
 
Yea, I've learned to ignore the 'DPS' column in Coriolis as it is representative of only one state (all weps firing, four pips to weps) and not indicative at all of real game play. Double-shot frags don't appear to do near as much damage as G5 overcharged MCs for any given timeframe. Takes too much time for them (frags) to reload. My MCs are more of a 'hose 'em down' style of wep. More fun too. :)
I'd have to look into it more, but I'm pretty sure high ToT weapons like MCs will do more long-term damage than burst damage weapons (cannons, frags, PAs)
 
If someone is worried about effectivness of fixed beams on Corvette and don't want to spent time and money for engineering i suggest little cheap test. Use 2 large fixed beams on a Vulture and see how devastating those are , now imagine that Vette with 2 huge beams is 2 times if not 3 times more devastating :eek:

I recently switched to 2 efficient huge beams , 2 small pulse rapid fire turrets and 2 medium rapid fire pulse turrets . Omg this thing should be called Death Star
 
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