Elite Dangerous

Elite Dangerous

TiberiuS Oct 14, 2017 @ 8:06am
Need some opinions on crazy Frag Cannon / Cannon Corvette loadout
Hi CMDRs,

I recently finally bought the Federal Corvette and I'm finished modding her internals and shield boosters. She's a real monster now concerning shields and hull tanking ability.
As weapons right now I have 2 huge fixed cannons, G5 OC both with High Yield Shells for catastrophic internal damage. The rest of the weapons are Beam Lasers, the large one G3 Efficient, the rest G3 OC without special effects..

I'm totally happy with the cannons, as they really pack a punch against anything coming into my sights that is larger than a vulture. The lasers kind of do their job, but in conflict zones they come to their limits, as the firing time and thus the damage applied is a bit low. This is escpecially true against Vultures, since I can't hit them really with the cannons when shields are down and against large ships hulls, since the lasers don't breach and deplete fast. I think I need MOAR POWER.

Right now I'm thinking about an outfit with high sustained damage that might be a bit crazy (shotgun and cannon only). I'm thinking about:

2x H Gimballed (or Fixed?) Cannons - G5 OC - High Yield
1x L Gimballed (or Fixed?) Cannon - G5 OC - High Yield or other?
2x M Turreted Frag Cannons - G5 Double Shot - Incendiary Rounds
2x S Turreted Frag Cannons - G5 Double Shot - Corrosive Shell

The job of the Frag Cannons is obviously
- to target smaller craft (kind of like flak cannons)
- the incendiaries shall take on shields
- the corrosives shall weaken armor for the cannons

The cannons are for ... well. creating some mess and blasting some♥♥♥♥♥

Now some questions:

1) Has somebody tried something like this?
2) Would you go for Fixed Cannons or gimballed? The Corvette seems to be agile enough to use fixed ones, but I'm not sure about time on target here.
3) What other exp. effect would you go for the third cannon?

4) What do you think about the Frag Cannon setup? What would you do differently?
5) Would you go for a different special effect than double shot?

Plz discuss! :steamhappy:
Last edited by TiberiuS; Oct 14, 2017 @ 8:16am
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Showing 1-15 of 28 comments
Agony_Aunt Oct 14, 2017 @ 11:13am 
Frags require you to be close to your target to get the best effect. I'm not sure the Corvette is the best ship for that.

What i would recommend though, as i've had lots of fun with an all cannon FdL loadout is going all cannon. Its not OP, but just fun.

Get Force Shell on one of the huge hardpoints. Dispersal round and high yelld are nice effects.

As for the base mod, long range is always nice as you do full damage up to full range, and shot speed is increased.

You'll need to be good with your aim if going fixed, and different shot speeds on fixed can make it a pain, so maybe long range isn't the best if going fixed.

If you really want frags, then consider double shot with screening shell. Screening shell reduces reload times, so means you can pump out those frag shots (warning, you'll burn through ammo quickly. You could consider rapid shot instead of double shot, but that has jitter, so only a good idea if you are going to be close to your target (again, Corvette might not be good for this).
Shifter Oct 14, 2017 @ 11:20am 
ive never used the frag cannons but with turreted ones i would assume they would just waste ammo shooting at ships that were too far away. the last aegis CG gave us an actual flak cannon now, you could try those but i dont really know anything about them yet
Last edited by Shifter; Oct 14, 2017 @ 11:20am
Agony_Aunt Oct 14, 2017 @ 11:58am 
Turrets don't fire until within something like 50% of max range, so not too bad, but frags disperse over distance, so i wouldn't recommend them for that reason.
Biohazard Crow™ Oct 14, 2017 @ 12:44pm 
As a very regular Corvette pilot I can say with alot of confidence, Frags and The Vette do t get along. She isn't fast enough, Its like using a lorry for a drag race.

The Flak cannon works alot like a glorified mine launcher, of your target boosts or evades, it's useless.

I can recommend the cannons Wholeheartedly, I use 2 H Fixed PP wreckers myself as my load out changes around them, they don't come off they are way too powerful, I've cut out PPs on condas in 2 hits, they are THAT good, although those are the only hard points I'd put cannons in, you'll need the rest to shred shields with.
Last edited by Biohazard Crow™; Oct 14, 2017 @ 12:46pm
TiberiuS Oct 14, 2017 @ 1:46pm 
Thanks for the opinions.
That's a bit what I feared. The frags on paper do a lot of damage, but they are very short range weapons. And I'm not very expierenced with them.

I have to say though that I usually don't fire at all if I'm more than 1.5 km away from a target. The chance to hit is just too low. If at all, I'm firing a short burst to startle an enemy, everything else I'm doing short range. usually 500 m - 1 km
My Vette has (of course) DD5 on that thrusters, so she is able to go 325 m/s to close in on enemies, but that's about as much as I can squeeze out of her.

The turrets were more an idea, but I clearly see the wasted ammo. The idea was that the corrosives do a hit permanently, so the cannons can do the rest. I could also go all gimballed with them, too.
Is the corrosive even viable with the big cannons at all? As I understand it corrosive does decrease hull hardness. But since the big cannons have a pierce factor >70 does it even play out?

According the ED shipyard, the AX Flag shells are crap against normal ships... ony 17 DPS without the modding ability, so I'll scrap that.

Do you feel that MCs (corrosive and incendiary) instead of the frags make sense or would you really go for lasers? If the latter, what lasers? I feel that the beams get to their limit fast. Sure, they do quite some burst damage, but sustained damage is pretty low

This is especially bad against large (combat zone hardened) ships, as I can hardly breach their shields before they throw another SCB and the cannons are bad for smaller, hard targets like the vulture, since you can't really hit them and it takes forever to kill them with the lasers. That's why I'm looking for a more sustained damage build. And sustained means either all projectile or very efficient lasers (which in contrast are bad vs. hull). The real advantage of an all projectile build is that you only need around 1 pip in wep and have the rest for shields and thrusters...
Shifter Oct 14, 2017 @ 1:58pm 
you could consider replacing one of the huge cannons with a beam laser. i recently switched my huge hardpoints on my FDL and conda to the beam as it absolutely melts shields and also hulls on small targets. then maybe put another cannon in the large and the rest MCs?

**Edit**
the huge beam eats energy quickly tho, i havent tried the other lasers for the huge hardpoint but you could also try one of those or engineer the beam for efficiency

**Edit 2**
Is the corvette really manuverable enough to favor sustained DPS over burst? most of my ships, including the manuverable ones like my FDL i usually go for burst so im not the best to weigh in on this but i thought id through some ideas out there anyway :P i used to run PAs on my bigger hardpoints but ive recently gone to using one beam in the biggest one i can, rail guns in the mediums, and MCs in everything else and its been working really well for me, but as badly as i want the corvette i dont think im really a fan of its hardpoints, i still dont know what id personally use and they just seem weird to me :\
Last edited by Shifter; Oct 14, 2017 @ 2:14pm
Biohazard Crow™ Oct 14, 2017 @ 2:35pm 
Definitly, once you have G5 Dirty drives on her shes very nice to fly. I run 2 S fixed Beams, 2 M Gimballed Beams, 1 L gimballed Mulitcannon and 2 H Fixed Cannons and it shreds stuff, the sustained DPS is huge and i have enough meneuverability to get on just fine with the Fixed
TiberiuS Oct 14, 2017 @ 11:28pm 
Originally posted by Shifter:
you could consider replacing one of the huge cannons with a beam laser. i recently switched my huge hardpoints on my FDL and conda to the beam as it absolutely melts shields and also hulls on small targets. then maybe put another cannon in the large and the rest MCs?

**Edit**
the huge beam eats energy quickly tho, i havent tried the other lasers for the huge hardpoint but you could also try one of those or engineer the beam for efficiency

**Edit 2**
Is the corvette really manuverable enough to favor sustained DPS over burst? most of my ships, including the manuverable ones like my FDL i usually go for burst so im not the best to weigh in on this but i thought id through some ideas out there anyway :P i used to run PAs on my bigger hardpoints but ive recently gone to using one beam in the biggest one i can, rail guns in the mediums, and MCs in everything else and its been working really well for me, but as badly as i want the corvette i dont think im really a fan of its hardpoints, i still dont know what id personally use and they just seem weird to me :\
If you do a mixed setup and intend on taking on larger ships I'd rather use small lasers and bigger kinetics, since you use the kinetics to shoot hull / internals, not lasers. Shields don't have a hardness to get your weapons to pierce, hull has.
Huge beams do a lot of damage, but even with all efficient the sustained damage is rather low.

That being said if you put beams in all slots besides the huge ones you do more or less the same damage as with 2 huge beams. (that's the setup I have now) And that, too does melt shields, everywhere but the big ships in conflict zones, since they spam SCBs and you can't keep the damage up before they recharged. That's why I'm looking for a more sustained damage build.

I think I'll try the shotgun-cannon setup unengineered and see if the frags can do their job and how fast they go out of ammo. Alas I can't test how the incendiary cannons would work against shields.

@ AA: I forgot to say that usually I don't let (kinetic) turrets just fire away, unless I feel very lazy. I usually stop them from firing when I feel the need to and they are set to only fire at my selected target.
raymazoida Oct 15, 2017 @ 12:41am 
My vette feels like its getting close now...just 41 % to go...and I'm starting to think out builds too...mostly based on stripping my battle conda to save as much cash as possible as I don't have a billion in cash lol.

Some interesting thoughts on the HPs..though I'm crap with canons I have to say..also 3 different weapons as some suggesting I always find inefficient due to the fire button limitations. How are people getting round that? I find swapping foreground mid fight inefficient at best...
TiberiuS Oct 15, 2017 @ 1:21am 
Originally posted by mrraybaker:
My vette feels like its getting close now...just 41 % to go...and I'm starting to think out builds too...mostly based on stripping my battle conda to save as much cash as possible as I don't have a billion in cash lol.

Some interesting thoughts on the HPs..though I'm crap with canons I have to say..also 3 different weapons as some suggesting I always find inefficient due to the fire button limitations. How are people getting round that? I find swapping foreground mid fight inefficient at best...
I'm far from a billion right now. Must be around 450MCr (including discounts). For example you REALLY don't need the A Thrusters... The difference to D thrusters is only marginal and the HUGE pricetag on the As is not justified. Even for a heavier build it makes no difference whatsoever.

Yes, 3 different weapon types are harder to manage, unless you can put them in only 2 fire groups. I wouldn't mind putting lasers and a large MC in a firegroup, but only if the MC would be more like a sustained fire and forget thing; ideally with incendiary (e.g. to safe some power on the setup).

The huge high yield cannons really wreck havok and it's not too hard to hit, since the fixed cannons have some decent projectile speed (gimballs have a ~17% reduced speed). It only gets hard for small, nimble targets though.

If I would want an easy build I could go all gimballed cannons or all gimballed MCs. Works on a FGS, should work for the Vette. *dakka dakka* :steammocking:
But obviously I'm looking for a bit more diverse build with more DPS. :)
Last edited by TiberiuS; Oct 15, 2017 @ 1:24am
TiberiuS Oct 15, 2017 @ 4:23am 
Ok, forget the Frag Cannons... I forgot just how much they spread! You can only land a full hit at <250m. That is ridiculous.

And I noticed something else when trying burst lasers (unmodded) vs. the beam lasers (G3 OC) on my ship. The beams do use factor 10 more distributor, while doing only 160% damage! :nonplussed_creep:
Yes, beams are for burst damage, but factor 10? And the bursts are not even effciency modded...

Bursts are nice. I had only 2 pips in weapons and could fire endlessly.

Edit:
I used a third (large) fixed cannon for that btw.. The shot speeds are somewhat similar and you hit pretty good.
Last edited by TiberiuS; Oct 15, 2017 @ 4:38am
Biohazard Crow™ Oct 15, 2017 @ 4:25am 
Originally posted by mrraybaker:
My vette feels like its getting close now...just 41 % to go...and I'm starting to think out builds too...mostly based on stripping my battle conda to save as much cash as possible as I don't have a billion in cash lol.

Some interesting thoughts on the HPs..though I'm crap with canons I have to say..also 3 different weapons as some suggesting I always find inefficient due to the fire button limitations. How are people getting round that? I find swapping foreground mid fight inefficient at best...


I found an interesting way around the fire group limitations when I ran turrets, since turrets fire on their own I had 4 beam turrets on the same fire button and a Large Corrosive Multicannon, You can get the turrets firing because the Multicannon has to spin up, this works nicely against the smaller ships.... So you just hit the button and don't hold it, Hold it to get the MC firing to tag the corrosive debuff.
Then I reserved My 2nd fire button for both the meaty power plant eating cannons, So in essence the 2nd fire button only comes into play against Python upwards, but if you use Huge LR Fixed Cannons you can also get away with nailing smaller things like FAS, FGS, FDL, Asp etc. But to the increased velocity

Now since swapping my Turreted beams for Gimballed I have discovered that when making 2 Fire groups like this [FG1 Beams + MC.] [FG2 Beams + Cannons] provided the beams remain on the same fire button, just hold that fire button as you switch fire groups and the lasers won't stop firing but your secondary weapon will switch, essentially making for 1 large fire group, if you only run 2 fire groups it then loops, meaning the secondary will only switch between MC and Cannon the beams will effectively never stop, I'm sure this can be applied to another weapon setup.
Last edited by Biohazard Crow™; Oct 15, 2017 @ 4:33am
Biohazard Crow™ Oct 15, 2017 @ 4:50am 
Originally posted by TiberiuS:
Ok, forget the Frag Cannons... I forgot just how much they spread! You can only land a full hit at <250m. That is ridiculous.

And I noticed something else when trying burst lasers (unmodded) vs. the beam lasers (G3 OC) on my ship. The beams do use 1000% more distributor, while doing only double the damage! :nonplussed_creep:
Yes, beams are for burst damage, but 1000%? And the bursts are not even effciency modded...

Bursts are nice. I had only 2 pips in weapons and could fire endlessly.


The beams on paper do double damage, in reality they do much more, a beam damages constantly making it a real pain in the backside when you fire off SCBs, Burst and Pulse have breaks in their fire time, Beams come with the massive group utility of the Regeneration also, because let's not forget, you're a Corvette, as poweful as it may be you ARE a backliner. In a Wing fight having the ability to tank damage while keeping your fighters up is a game changer, Imagine what an FDL is capable of is it has endless shielding.

I have a High Charge Distributor and can fire all 4 efficient Gimballed healers for easily 60 seconds and at most I run 3 pips in weps, couple that with a target geting out of my line of sight etc and I have enough off trigger time to recharge abit, plus, running beams if a Pve enemys shields aren't down in 60 seconds you're going drastically wrong somewhere
Last edited by Biohazard Crow™; Oct 15, 2017 @ 4:53am
TiberiuS Oct 15, 2017 @ 5:19am 
Thing is I fly alone usually. So I really don't care about healing rays atm.

I have high recharge distributor Grade 5, still I can fire 5 beams only for around 9s (2.5 pips), even when they are all modded for efficiency. The sustention level is still only 42% (2.5 pips... no I don't want to put more in there really). That is the actual problem I have with them.
From my expierence burst lasers are best for sustained damage dealing. They hardly have distributor draw, that mans you can just keep them firing forever and you can use the pips for more shields and better maneuverability (which helps to land hits with the big guns and to keep your target in your sights for the lasers do deal even more damage over time).

From my recent testing I'm far more happy with the bursts than with the beams on the corvette.
Salt_Extractor Oct 15, 2017 @ 5:54am 
From my expiriance,
Frags do almost ♥♥♥♥ all when you use them on NPCs, not worth compared to multicannons
When NPCs use frags it ♥♥♥♥♥ all your external modules including hardpoints super fast... And all at once
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Date Posted: Oct 14, 2017 @ 8:06am
Posts: 28