What Do You Put On Top Of Your Corvette?

I'm forever trying to find a fit that works for my Corvette, and to me, the main C4 guns are key to this as they are the Corvette's main feature.

I've mucked about with efficient beam lasers, but they seemed underwhelming. I'm presently using burst lasers, but the forced triple shot with the huge inbetween delay is just miserable. I might try cannons next, but I have to unlock Sarge first and many of the upgrades add jitter, which is basically GG as far as tradeoffs are concerned. I've seen multicannons as a popular fit, but they are rather boring.

So cmdrs, what do you have equipped mere inches above your bridge canopy?
 
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If im in the mood, plasma TV accelerators *2 . Tricky to aim but great fun at ripping the pants off most things

the test of the time I have my upper-chubbing multi cannons (gimb) with corrosive ammo (lucky visit to engies)
these deliver enough grinding

ive tried many combos but the mc's i have found the most suited to the iron-slipper
 
If im in the mood, plasma TV accelerators *2 . Tricky to aim but great fun at ripping the pants off most things

the test of the time I have my upper-chubbing multi cannons (gimb) with corrosive ammo (lucky visit to engies)
these deliver enough grinding

ive tried many combos but the mc's i have found the most suited to the iron-slipper

Is this new?
I want to launch TVs at people. Lol

:p

OP, I think the goto is class 4 multicannons.
I don't own a Corvette, but the ones I see usually have dual multies.
Or try efficient modded pulse lasers?
They can pack a decent punch, and never run dry. :)
 
I use two efficient PAs. Both have shield pierce, which is completely worthless btw. Better go with TLB since it doesn't affect DPS adversely. Plasma slug could be useful if you shoot a lot but it reduces damage, dispersal is useless on such a huge of a ship, dazzle is less than useful for the same reason, and thermal conduit does nothing

twin overcharged cannons with high yield are great too, you just need something else to help deal with shields then, like two smal rails and a large beam. Mediums always go to seeker missiles. I use hounds.

Twin multis are boring and they are the scrub choice. Everyone knows that shooting huge hot loads of damage in bursts all over your enemy's face is the best way to scar them mentally rather than dribble small amount of damage over time
 
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I don't have a Federal Corvette, but usually what goes in my Huge hard point is of the kinetic variety, or a plasma accelerator. It makes the most sense to me given how armor piercing and resistance works.
 
I use two efficient PAs. Both have shield pierce, which is completely worthless btw. Better go with TLB since it doesn't affect DPS adversely. Plasma slug could be useful if you shoot a lot but it reduces damage, dispersal is useless on such a huge of a ship, dazzle is less than useful for the same reason, and thermal conduit does nothing

twin overcharged cannons with high yield are great too, you just need something else to help deal with shields then, like two smal rails and a large beam. Mediums always go to seeker missiles. I use hounds.

Twin multis are boring and they are the scrub choice. Everyone knows that shooting huge hot loads of damage in bursts all over your enemy's face is the best way to scar them mentally rather than dribble small amount of damage over time

Absolutely quality! I was thinking about the high yield cannons but was concerned about drop in shield damage. Two small rails and a large beam seem a smidge light, so are you modifying the missiles to deal thermal damage or am I being ?
 
Currently, fixed huge efficient 5 beam lasers with thermal vent, which I'm finding is the best way to keep the damage on all those more agile vessels with lock breaker and dispersal field weapons.
 
Absolutely quality! I was thinking about the high yield cannons but was concerned about drop in shield damage. Two small rails and a large beam seem a smidge light, so are you modifying the missiles to deal thermal damage or am I being ?

You may be expecting too much if 2 Huge Beams with Efficient were underwhelming. 2 Medium Rails are actually very good for shield stripping by themselves. Can also use PAs here (might be harder to kill small ships depending on hard point spread). I'd use the smalls for explosives, mines or missiles, maybe with increased ammo capacity. Looks like on shipyard I have 2 4B Cannons (Fixed), 3D Burst, 2 2E Burst, and 2 1I Mine Launcher. Mine Launchers would probably get switched out now that I think about it, probably better for missiles or torps... (They don't lose damage, just ammo). Unfortunately, not having flown the thing I have no idea how it would work, but applying this same logic to every other ship I've used has been fruitful.

Logic: Kinetics in the larger hardpoints, thermals in the smaller hardpoints, explosives in smalls if I have enough thermal. Reason: Often, lasers are enough to kill small ships, but smaller kinetics aren't good enough for large ships due to how armor lowers damage based on resistances and pierce rating. Plus, huge kinetics (or PAs) demolish modules, which brings the TTK for large ships way down and they are a bigger threat to you.

This all assumes PvE of course. PvP will have different logic and reasoning. My Cutter is currently doing fine with this logic.

I've also seen Corvettes with all rails and that worked as well :p
 
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Currently, fixed huge efficient 5 beam lasers with thermal vent, which I'm finding is the best way to keep the damage on all those more agile vessels with lock breaker and dispersal field weapons.

I did keep the beams just incase, and they can run for a long time, but against anything with a brain I can't keep up. I got interdicted by an FDL and his Imp. Eagle friend the other night and it became quite clear that the beams weren't going to... cut it, so I had to sod off. I don't like running from pvp so here we are.

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The bleached Skulls of my vanquished foes.

If I could mark a post as "top answer", this would be it.

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You may be expecting too much if 2 Huge Beams with Efficient were underwhelming. 2 Medium Rails are actually very good for shield stripping by themselves. Can also use PAs here (might be harder to kill small ships depending on hard point spread). I'd use the smalls for explosives, mines or missiles, maybe with increased ammo capacity. Looks like on shipyard I have 2 4B Cannons (Fixed), 3D Burst, 2 2E Burst, and 2 1I Mine Launcher. Mine Launchers would probably get switched out now that I think about it, probably better for missiles or torps... (They don't lose damage, just ammo). Unfortunately, not having flown the thing I have no idea how it would work, but applying this same logic to every other ship I've used has been fruitful.

Logic: Kinetics in the larger hardpoints, thermals in the smaller hardpoints, explosives in smalls if I have enough thermal. Reason: Often, lasers are enough to kill small ships, but smaller kinetics aren't good enough for large ships due to how armor lowers damage based on resistances and pierce rating. Plus, huge kinetics (or PAs) demolish modules, which brings the TTK for large ships way down and they are a bigger threat to you.

This all assumes PvE of course. PvP will have different logic and reasoning. My Cutter is currently doing fine with this logic.

I've also seen Corvettes with all rails and that worked as well :p

Those seem like good rules to live by. I'm swinging toward cannons on the class 4s I think!
 
Absolutely quality! I was thinking about the high yield cannons but was concerned about drop in shield damage. Two small rails and a large beam seem a smidge light, so are you modifying the missiles to deal thermal damage or am I being ?

Nah, missiles are spellcasters with emissive and drag

one small railgun deals the same DPS as a large beam laser, if you go lightweight on them rails (power draw and distributor draw decrease for NO DRAWBACK OTHER THAN MODULE INTEGRITY HOLY CRAP) you can endlessly spam them along with your beam. That beam will absolutely need to be efficient thermal vent, especially if like me you like to spam pack hounds like you're then main character of some space opera anime with transforming robots and lots of politics. So basically you have three beam lasers, more or less. Melts shields pretty well!

If you go sturdy railguns you get cooler railguns that pierce armor better so you don't need to worry as much about heat but the distro draw becomes a concern if you put any less than 4 pips to WEP and spam them relentlessly.

I'm currently having issues coming up with a weapon system to go with my two new huge efficient PAs, because I need to lead them and as such I can't use fixed hitscan weapons. Shame because I really, really, REALLY like railguns. I'm thinking Adv. PA in the large and two small gimballed multicannons with corrosive and emissive as spellcasters since emissve pack hounds got nerfed to hell (they output so much heat holy crap)

If those damn small hardpoints were mediums I'd put PAs in there too and go full plasma funk but it's not a possibility unfortunately.
 
Two fixed cannons (no mods, PvE). I use them to assist the burst turrets in bringing down shields and once shields are down they are very effective at smashing hull and internal modules (especially powerplants). Takes a bit of practice to aim quickly and accurately but worth it.
 
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I did keep the beams just incase, and they can run for a long time, but against anything with a brain I can't keep up. I got interdicted by an FDL and his Imp. Eagle friend the other night and it became quite clear that the beams weren't going to... cut it, so I had to sod off. I don't like running from pvp so here we are.

You are going to be hard pressed to find anything better against medium ships in PvP. There isn't anything that does more damage that isn't extremely vulnerable to the aforementioned lockbreaker/dispersal effects that are so popular. If you aren't up against such effects, then huge gimbaled MCs are the way to go, but I find those effects almost omnipresent on sma;;/medium PvP setups.

A few examples:

https://www.youtube.com/watch?v=bz8_Yv3Qwig
https://youtu.be/Z7-V-fy2adk?t=20
https://youtu.be/cgH4F20lxlI?t=360

Edit, few more (I should probably label these better):

https://www.youtube.com/watch?v=MPSgnf73zto
https://www.youtube.com/watch?v=Vn116XMKYMw
https://www.youtube.com/watch?v=NRilMNkY34c
 
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In group play I focus mainly on support so I have two grade 5 efficient beam with healing. All my other hard points are grade 5 overcharged multi canon, one with corrosive. Also running with dual Taipan fighters with fixes beams.
 
I have a pair of large efficient gimballed beams and large efficient PA's that I can never make up my mind between. Both are a lot of fun. Fixed cannons are also great, but I think really outshined by the PA's. I've tried multis and pulses, and while workable, they didn't shine as much as the others.
 
PvE speaking just use efficient pulse lasers with maxed out damage rolls and secondary damage bonus rolls.

PvP I use efficient fixed beams.
 
I want to slap PA's on the huge points since that just looks scary (and if good rolls on either overcharged or Long range (for damn shot speed) could be interesting). For Mods I have no idea what weapon mods are good but I like the way Thermal Conduit sounds good, the more heat I have the more damage the shot does (unless that's broken? I've heard various things). Currently all the weapons on my Corvette are un-modded as I haven't decided on a final "normal equip" loadout. I do know that I want all fixed weapons.
 
Gimballed long range beams for me.

Not the most energy efficient perhaps, but then I upgraded the power-plant and the distributor to match so the only real downside is a tendency to fry myself. I think one of the two also has that side effect that does more damage when you run hot so it's all good.

Had I been a better gun hand I might have been tempted by going fixed, but I'm not, and besides my ship's a bit too heavy for the precision flying I'd need to do.
 
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