Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
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).
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.
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...
**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 :\
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.
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...
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*
But obviously I'm looking for a bit more diverse build with more DPS. :)
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!
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.
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.
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
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.
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