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Re: Corvette loadout thread

Posted: Wed May 22, 2019 4:12 pm
by DarkMere
Hi people, I would be grateful if you might have any suggestions for a Corvette loadout, but with a twist. For reasons I will not go into I am not able to deal with more than one fire button. So all the weapons have to fire at the same time. I can't fire lasers alone and then start using cannons or whatever when the shields are down. Its all or nothing no matter what the circumstances.

Re: Corvette loadout thread

Posted: Thu May 23, 2019 3:25 pm
by TorTorden
Could go all out lasers.
Thinking lvl 5 efficient gimballed beams with thermal vent should be rather win, unless going for PVP or Thargoid hunting.

Re: Corvette loadout thread

Posted: Thu May 23, 2019 4:24 pm
by CMDR Dragonporn
There are few factors:
What do you intend to use Corvette mainly for?
Do you have engineers unlocked?
Do you have guardian tech unlocked?

Assuming you need it mostly for combat, have engineers and don't have guardians, that's what I can come up with:
https://s.orbis.zone/37rx
Some notes: with weapon/distributor engineering you can pretty much just hold fire button for Pulses and rest of the weapons will just fire on targets in turret mode. Beams and Pulses will be great at taking down shield, penetrating some damage through shields to quickly rid off smaller targets with phasing, and long beams will be also venting heat nicely. When shields are down, Corrosive debuff applied by MC will boost your damage through the roof melting even toughest of hulls in moments. Cannons are pretty much flavor, but they will wreck enemy modules pretty nicely when hit naked hull and add fair share of damage total.

With shield plus booster engineering, you will have very balanced and pretty much endless MJ pool, which will be restored very quickly, in case something unusual happens, with Cells. And even if shields go down, balanced hull resists will hold off tons of damage to either retreat or wait until shield restores.

You can either stick with 2 heatsinks, but having 2 PDs instead (one at the top of the ship, and one on the bottom) might be pretty useful, as Cell usage shouldn't be that excessive for such a monster of a ship. Pretty much only Shield Cells and Heatsinks will require some extra management, but that should be only in case of emergency, which won't be the case most of the time.

As all Fed Ship jump range is quite pathetic, if you possess Guardian Tech, I can come up with few modifications improving jump range and even more survivability for the ship, other than that, I tried to make it as light as possible, but that's as far as you can go not to lose efficiency for dedicated combat spec.

Class 1 slot for Module Reinforcement can be swapped for Docking Comp in case you may have trouble with manual docking, it won't really take away anything from the build.

On the side note, if you don't already, I really recommend setting up Voice Attack. It should help tremendously for menial tasks, such as docking requests and even in combat, where you can use weapons hands free, launch SLF or use FSD at will, etc.

Re: Corvette loadout thread

Posted: Thu May 23, 2019 6:08 pm
by DarkMere
The Corvette is purely for combat, not interested in Thargoids. Its to replace one of my Anacondas that was fitted purely for combat, so everything has been a direct swap from one to the other. I have all engineers unlocked and all my component have been engineered. On the Anaconda I had one huge multi cannon with corrosive shells everything else was Beam lasers except for the two class one slots which I fitted multi cannons left over from another ship of mine. Of course the Corvette has two less large slots and an extra huge slot. So its basically a case of what do I put on the second huge slot and do I change my two small multi cannons for something else.

In 18 months my Anacondas shields have never gone down, and it was very good at keeping a constant fire rate going, only getting heat problems on very rare occasions.

Not really the place for this next question but while here I will ask. My second Anaconda is fitted purely for cargo, I have been thinking of maybe buying a Cutter, fitting that purely for cargo (no weapons) and changing the specs of the Anaconda for deep space. I have been in a position to buy a Cutter for over a year but can't seem to come to a decision. I have always wanted the Corvette forever and a day :)

Re: Corvette loadout thread

Posted: Thu May 23, 2019 9:07 pm
by LeDoyen
if i was you, i'd change the secondary effect of your huge MC to have the full ammo capacity on the big guns, and keep like a small MC with corrosive shells just to apply the debuff on your targets. :idea:

Re: Corvette loadout thread

Posted: Wed Sep 14, 2022 12:14 pm
by halopcdraco
Here's my Corvette build I use. I always seem to go back to it after flying anything else. 4 pips in weapons, 2 in sys. Three fire groups. The 2 class 4's are on fire 2 with the kws, and the other beams are on fire 1. Fire group B, 2 class 4's are on fire 2, and the other beams with the multi-cannon are on fire 1. Fire group C has the collector on 1 and the kws on 2.

Re: Corvette loadout thread

Posted: Thu Sep 15, 2022 12:29 pm
by tinnitus