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So my first thought with a mostly-rails build was you may have some issues with convergence if you want to fire them all at once. (My second thought would be heat and power, but that's another discussion...)
If you want your corvette to be efficient in a combat zone you could use sturdy + plasma slug for your rail guns.
Sturdy reduce thermal load and increase piercing.
Plasma slug reduce dmg (it also reduce thermal load) but you can craft ammo with fuel.
When the shield cell bank are gone it's done, if they're flying shield tank they can retreat and reboot their ship, doing this will bring back the shield to 50% and allow them to continue fighting.
If you're not having much shield to begin with then I guess going back to the station is the only option to avoid damage.
The hardpoint placement then is not good for beams? Even gimballed? That's a shame :(
Wonder how to get rid of heat then. Heatsinks takes important slots and has only 3 ammo :(
Oh that's what Plasma Slug does. Good to know.
Sturdy though... I think 100 pen is already over any armor value NPCs can have so sturdy is kinda useless (except reducing heat). I thought short range maybe, 1km falloff and 2.8 km range is still more than enough.
Really need advice if this could work. If heat vent beams have a bad placement on Corvette then I'm screwed I guess. I dont know any other way to get rid of heat quickly without using sinks.
https://coriolis.io/outfit/federal_corvette?code=A0putpFklndzswf50x0x2a2a2a29290404040e00030j044kfh5s1O05m92d-1K32016gC5.Iw18ZVA%3D.Aw18ZVA%3D.H4sIAAAAAAAAA42SoU4DQRRFLwu77e62TFtgWQwUCgTJBzShhgQDBodCYZAkqAoEX4HqZ%2FAZCCQSWRxpENu53EfCEgQZRhxzTmYy82bBHwGYLwnVWGg%2BNQB3%2BEEWry2AkS%2FML5q%2FEdy4Ild7c3LtIAPKvsxg4lTGfliXd0JqZWbYNuw8e3LPyv3HXHnTn9f5phCPEiAZzshyIgxGbyTT%2F0SZv6ijK4umK8DGybu8XYZ5wLcCvh3wywHv%2FPG3d%2Fdir3%2Bmh3uJga3LVL7z46uHv6JuYJMi4Nf9aX3ItRCVmkli08vbEdC9Fb4mujvVXyDxe30CxOJC1ScCAAA%3D.EweloBhBmUEZQDMCmATZAnAhgGwPoDGA9hgG7IAuFyIIcEDIUzQA&bn=corvette%20laser
https://www.youtube.com/watch?v=MNiR5MbH_vU
I would suggest you take a look at this site, select the corvette and look at your weapons convergence http://a.teall.info/edsa/?s=adder
I'm not sure I would use this setup but feel free to try it out at a nav beacon to see if you like it.
The large hardpoint sitting underneath the ship, and pretty far back, is kind of "troublesome" when it comes to aiming, anything close remotely above my nose and it can't see it.
All I can say regarding your proposal would be
- weapon convergence may not be ideal
- Manual aim, the Vette is slow... I mean is pretty great for it's size, but still slow by all means.
- very power hungry, gotta put those shield boosters in there too (no need to waste in point defense turret IMO)
I'm actually planning of having rails on the two small hardpoints, with feedback cascade, to help against bigger ranked ships that pop SCBs. Which is similar to what I do with the Chieftain.
Yeah, SCBs help, you have to use them wisely. I'm using prismatics with thermal resistance and in HAZ RES they haven't gone down yet, haven't used SCBs.
It takes practice to know what amount of damage you can take, from what type of ships, their ranks etc.
One final thought is; kind of weird hearing you are new to the game and planning to get a Corvette...:-) I mean is cool to have that goals, is a great ship... but keep in mind the sticker shock when you buy them, nearly 1bil on rest of outfitting plus engineering, and with near 40mil rebuy.
If you haven't used rail guns, or heck combat in general, suggest give it a try with smaller ships first; my current favorite being the Chieftain, but the Krait and the Vulture being incredibly fun as well, and each one teaches you something along the way with lower risk.
g. luck! o7
I'll start with beacons and normal RES to get the hang of it. Also probably a good way to level up fighter so it doesnt drain as much from bounties. (afaik the pilot takes lower cut when you level him instead of directly buying expert)
Corvette being large is a valid point and yeah, railguns are fixed... hmm. Maybe I should really start with a more classic setup. I hear pure lasers works well for many ppl. I just dont want to constantly go back for ammo so that really limits the choices... not a fan of farming synth mats, ESPECIALLY not planet ones.
Totally agree on training the pilot, it actually doesn't take long, they rank up rather quickly.
SCBs are not used against stronger NPCs. They are used to recharge your shields fast. If you have good and fast recharging shields to begin with (Bi-Weave with good resistances across the board), then you may never use SCBs through your whole battle, as your shields will not get dangerously low. I keep an SCB on my Corvette just in case, but I don't remember when I had to use it the last time.
SCBs are more useful if you use slow-recharging shields, like Prismatics. With SCBs you don't have to wait for too long before you recharge. It can be sidestepped by reboot/repair that brings your shields back to 50%.
Oh, sorry, didn't come back to this thread to see this question...
Mine are fixed - gimballed would be fine, I imagine, but as rails are also fixed this is what made me concerned about the convergence if you put rails on (as far as I know, all rails are fixed mount...)
Also, how do you manage to get to engineers with Corvette? Even with Guardian FSD it has super-low jump range. Do you guys use an Anaconda or stuff outfitted for jump range, then just put the modules on it you wish to engineer, go to engi, go back and exchange them to your Corvette? I see no other way since you cannot engineer stored modules (which is an insanely stupid design btw)
Oh and if you upgrade module to a new grade, is the experimental effect still on it or do you need to re-apply it? If I have experimental effect on G3, go to G4, will it persist?
Thanks.
Experimental effects do stay as long as you're upgrading the same engineering (like going g3 to g4) but if you change it you lose everything and start again