Newcomer / Intro What are you up to?

A gimbaled mount is under your direct control. It has a bit of aim-assist to it, to keep you on target.

A turret fires on its own, once you start it up (or completely on it's own if you set it that way, which I don't on the 'vette).

A fixed mount has no aim-assist (well, a very tiny amount), but puts out higher damage. But you gotta be able to aim well, which I really can't :p

I'm not sure why you're having problems killing stuff, though. Maybe you'd do better with kinetic weapons once the shields go down, I don't know. I don't care for beams, but most people do. I'm not exactly an expert, I just know what works for me.
OK.

I think I'll plagiarize your build and give it a go and see what happens.
 
Could you take a look at mine and tell me if I'm doing something wrong?
Personally I would replace the shield cell banks and AFMU with hull and module reinforcements, the banks because I don’t use them on anything and the AFMU because it is most useful on something that is going to be many jumps from a port with repair facilities so more for exploration than popping next door for a fight.

I would also favour a point defence or two and a heatsinks launcher amongst your utilities, all those size A shield boosters are a big drain on your power plant.

The other change to consider would be putting everything but the huge hardpoint weapons on turrets, you will loose a little more damage per shot but you gain in time on target due to the greater field of fire.
 
A gimbaled mount is under your direct control. It has a bit of aim-assist to it, to keep you on target.

A turret fires on its own, once you start it up (or completely on it's own if you set it that way, which I don't on the 'vette).

A fixed mount has no aim-assist (well, a very tiny amount), but puts out higher damage. But you gotta be able to aim well, which I really can't :p

I'm not sure why you're having problems killing stuff, though. Maybe you'd do better with kinetic weapons once the shields go down, I don't know. I don't care for beams, but most people do. I'm not exactly an expert, I just know what works for me.
I've found that practicing shooting Thargoid Scouts with Fixed Guardian Gauss Canons improves my ability to aim fixed weapons better... And you aonly have to hit them 2 or 3 times and POOF...
 
OK.

I think I'll plagiarize your build and give it a go and see what happens.
Well, I'm not sure if you'd like it, but feel free.

I'm a very lazy combat pilot, and my ship is built the way it is because of how I fly it. I think most other CMDRs would find it odd.

I let the turrets do most of the work (hence the Focused mods, which extend the range tremendously). And then whenever I actually get the opponent in my sights (which happens occasionally) I unleash the 2 big multicannons.

I'm not overly concerned with TTK (time to kill), I guess. I just want to always survive and always win. Well almost always :)
 
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It just can't kill anything. I can put full power to guns and fire and fire and fire. I take their shields down very quickly but then they just don't die. I pounded one Python for nearly 5 minutes and couldn't kill him.

My Krait Mk II or Chieftain will kill that same ship in two minutes or less.

EDIT TO ADD:

What's the difference between the gimballed mount and a turret?
Gimballed mounts can swing to cover a cone in front of you of about 30 degrees, turrets can cover anything that isn’t blocked by your ship, gimbals only fire when you pull the trigger turrets have 3 modes of fire forward only a sort of fixed mount imitation, Fire at Will where they shoot at anything in sight and range that is hostile this can split your fire among targets and get you into other trouble, and Target Only where they shoot at your designated target as long as it is in sight etc.
Turrets will continue to fire until the target is destroyed, is obscured by your ship an asteroid or friendly ships they resume fire when the target is no longer obscure, you change target this won’t affect Fire at Will, you switch to analysis mode if the target is still there when you switch back they will start shooting again, or you stow the weapons.
Turrets will try to not hit stray friendlies by interrupting fire as they barge into the way, and you seem to get a little more leeway on friendly fire.

Both get messed up by chaff.
 
Gimballed mounts can swing to cover a cone in front of you of about 30 degrees, turrets can cover anything that isn’t blocked by your ship, gimbals only fire when you pull the trigger turrets have 3 modes of fire forward only a sort of fixed mount imitation, Fire at Will where they shoot at anything in sight and range that is hostile this can split your fire among targets and get you into other trouble, and Target Only where they shoot at your designated target as long as it is in sight etc.
Turrets will continue to fire until the target is destroyed, is obscured by your ship an asteroid or friendly ships they resume fire when the target is no longer obscure, you change target this won’t affect Fire at Will, you switch to analysis mode if the target is still there when you switch back they will start shooting again, or you stow the weapons.
Turrets will try to not hit stray friendlies by interrupting fire as they barge into the way, and you seem to get a little more leeway on friendly fire.

Both get messed up by chaff.
So which setting would you recommend?
 
So which setting would you recommend?
Yeah I use Target Only except on my T-10, which is set up completely differently.

My usual procedure is to target the opponent, hit button 2 to start up the turrets and let them start annoying the opponent and taking down the shields. I maneuver the ship to hopefully bring the 2 overcharged multis into action, and I fire them whenever the other ship is close enough for them to hit. I stop firing if they chaff and just wait until it's done.

As I said, it's a lazy way to fight, but it gets the job done for me.
 
Yeah I use Target Only except on my T-10, which is set up completely differently.

My usual procedure is to target the opponent, hit button 2 to start up the turrets and let them start annoying the opponent and taking down the shields. I maneuver the ship to hopefully bring the 2 overcharged multis into action, and I fire them whenever the other ship is close enough for them to hit. I stop firing if they chaff and just wait until it's done.

As I said, it's a lazy way to fight, but it gets the job done for me.
I am possibly lazier still in some ways.
All weapons are on one trigger so my procedure is to lock the target and then send the SLF to attack it, as that has fixed mount weapons there is a good chance the target won't go to chaff until late in the fight, once the SLF has got in a couple of strikes I open up on the target.
 
I was actually about to ask why he only had it on one gun.
Yeah it reduces your ammo capacity, and doesn't stack.

I usually put it on a small, turreted multicannon. That way it's almost always being applied and I get the nice 25% damage-against-hull buff all the time.

But on my 'vette I chose pulse lasers for the small hard points for some reason, so I put it on one of the main guns instead.

Anyway you only need it on one :)
 
I continued my scavenger removing activities. Here's one right at the moment of removal. Goodbye, goodbye. :p

Screenshot 2022-06-10 083727.jpg
 
OK.

I think I'll plagiarize your build and give it a go and see what happens.
Here is another build to consider which is mostly a copy of what the Down to Earth Astronomy guy on youtube has been refining for years.
The beam lasers are long range, which means you really to grade 5 charge enhanced with super capacitors power distributor to make it work.
The problem with the Corvette is its big and fat and slow and hard to keep your targets inside 1500m and almost impossible within 500m which is needed to get the best damage from efficient beams. Grade 2 or 3 long range gimbled beams do more damage than efficient beams over 1500m range but wobble too much stay on target well much beyond 4000m, so there is no need to engineer more than grade 3 (up to 4800m). I did grade 5 long range since I had the materials going spare.
This build works extremely well for me as someone who needs a conventional gimballed beam laser and multicannon set up to get the best results. I'm no combat ace. This ship blows up medium and large targets faster than any other ship I've tried. Smaller faster targets are a bit trickier, but pose no threat.
 
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