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The dweller for instance, can be unlocked pretty quickly, and can upgrade your distributor and lasers. A charge-enhanced distributor and efficient lasers will mean you only need 2 pips in weapons leaving you more power in engines.
For these larger ships, turn rate is important, unless you want to be left using only turrets.
You have given me an epip[hiny.
It's a simple trip to Darnielles Progress in the Maia system (Pleiades) to buy one unit of Meta-Alloys and unlock her right away. Doesn't take longer than a Smeaton run.
You'll then have access to :
- Rank 5 long range FSD. No one should game without that
- Lightweight Scanners. Saves quite a few tons on large ships
- And of course Rank 3 Dirty Drive Thrusters, so your Corvette doesn't handle like a brick but more like a non-engineered medium ship.
Believe me it's worth it.
Almost time to land, be back sghortoly, gootta rush.
I now have one ship which is my dedicated long trip ship and then I just pay to transfer any other ship I may need to that station/system. I also use a dolphin as my main engineer material gather. Has a good jump range and has all the insides necessary to gather any materials where ever they may be. And it's actually very nice to fly.
I love just trying out different ships in this game.
As a combat-oriented pilot, I move the pips around quite a bit even with grade 5 (max grade) engineered distributors, on fully engineered ships. I would say that power distribution management is a skill in its own right, and it is coupled with situational awareness and an intimate understanding of your ship.
Now, as for your loadout... modules on big ships can be easier to hit, so it is generally advisable to focus on shields (but this doesn't mean it is a good idea to have a hull with zero upgrades) when setting up a big ship for combat. As far as PvE/Solo goes, you do not have to worry about thermal shock attacks, or reverberating cascade, or packhound missiles fired at your from multiple launchers simultaneously, or getting jumped by a wing of FDL pilots with a quad railguns fetish or anything the likes of that.
Bi-weave shields are quite good at PvE due to the fact that spike damage attacks are less common and less powerful, so in most cases this boils down to attrition combat, which is where bi-weaves shine. So I would advise a bi-weave shield generator (which is also gonna save you some power), and then use boosters to increase the shield capacity from there. You could go for a full boosters setup if your power plant allows it, since you won't be needing the special tools for ensuring hostile commanders won't get easy advantages over you (such as heat sinks and chaff).
On a decent engineered Corvette, you'd be looking at 2000+ shields with 40-50% damage resistance across the board. You won't get that close without engineers, but try to aim for that. I also advise A-grade engines for their performance, as well as the biggest A-grade power plant that serves your needs, because A-grade power plants are the most heat-efficient. You could do without shield cell banks in PvE and go for a fully reinforced hull, with one or two module reinforcement packages. Not advisable for PvP, but it can be quite good for PvE if your shields drop.
Now, as for the weapons... in PvP, everyone has high resistances to everything, so you can use whatever you like. In PvE, though, NPCs have shields that are weak to thermic damage. Their hulls can be of any type, including mirrored and reactive, so I would advise this for PvE: invest the vast majority of your firepower potential in thermic weapons (such as lasers), and the rest in kinetic weapons because kinetic can be quite useful in PvE for taking down big targets that happen to have mirrored hulls.
If you delve into engineers later on, you could convert one of your kinetic weapons to apply a corrosive effect that reduces the target's damage resistances, and this is quite handy regardless of what damage type they resist best.
You also can compensate in the damage department with your ship-launched fighters. There's several fighters that have dual repeater plasma cannons, and the Rogue variant of the Condor has multicannons (this is my personal favorite). All ship-launched fighters have unlimited ammo pools.
I guess I accewss then through my right panel and correspond with them to see what they need?