I think it's enough to disable one SCB and put the fuel scoop and the guardian FSD boost to priority 3. You can put FSD to 2 if you want to but it should stay active when doing it like this which will allow you to get out of combat faster if you need to. I also like to put essential systems I really need to 1, weapons and boosters to 2 and everything else to 3 to 5 just in case my power plant gets damaged. A damaged power plant has less output (down to 40%) and when you can't power your FSD, you will most likely die.
For haz res farming, i typically run 7 boisters with a quick scan KWS and bind it to my weaoona fire so i scan the target without needing to swap fire groups.
It's a solid build, except those 3 Thermal Vents. You'll often goes down to 0 temp. While it has no drawback to be that cool, it's overkill. I guess 2 Thermal Vents on medium beams and put some other experimental effect on a large beam should increase the performance.
How about using a long range pulse laser instead of that multi cannon for emissive munitions? That way you have a 6km hitscan weapon to get the effect on the target that doesn't run out of ammo. Since it's a small hardpoint, the damage portion doesn't matter much, if anything i'd say more thermal damage is better, those 2 huge multi cannons quickly rip a hull apart anyway, especially with the corrosive from the small multi cannon. On top of that, you can get emissive munitions on the target while taking down the shields without having to waste multi cannon ammo (since all your multi cannons are in the same firing group).
I made a variant of this build and it's amazing! I don't have guardian stuff unlocked so I run Hull reinforcements with heavy duty/deep plating which gives me more than enough time to bail hahaha
Thank you very much for all your effort. This is definitely the build I will be aiming at, once I have the Corvette. But calling cucumber is hilarious 😄 most dangerous cucumber in the universe 🥒
I am emulating this build, almost exactly, and it is a mad grind, the boosters alone cost a ridiculous amount of materials! But this thing will be worth it. o7
im pretty sure that all phasing dmg is absolute, you could have just gone for military heavy duty with deep plating to compensate against phasing weapons
Seems like a very nice build for High End Combat Zone Action. But since i am lazy and never visit combat zones, i will probably just remain with the BI Weave Build you had on your first cucumber like a 10000 years ago. And what i had in mind, with those different build there should be an option to safe the current loadout of your ship. That would make life easier when switching thought the Cobat Types. Anyways, nicely done :)
this has been my go to ship for heavy combat but i am now think about replacing the fuel scoop and fighter hangar for two more guardian shield reinforcement package as i almost exclusively use this ship from my fleet carrier and never need to fuel scoop
Fire your lasers and cool your ship quick!!! “But Admiral, firing my lasers will blow me up, they generate heat rapidly!” “I told you to go to Down To Earth Astronomy online courses you knit wit..... You’re doomed.....”
Why Thermal+DP (a) on reactive, why not HD+DP reactive + 1x C1 Thermal Resistant HRP (b) with DP. (a) gives you 2723 HP and 4387 vs. kinetics. (b) gives you 3102 HP and 4792 vs. kinetics. That's a net loss.
You are right, I also use heavy duty reactive armor + 1 thermal resistance HRP to compensate. This is the way to go if the mass and optional space slot for HRP are not problems.
@@technoviking2415 what you mean? my vet has half the engineering and i can stay in a conflict zone for hours. pve is not hard you dont need to mid max everything. pvp is a different story.
Quick question if anyone can answer it. What's the reason behind putting Hi-Cap on the MCs that are going to need to spend time Reloading, when having OC on the Huge ones that don't spend time reloading, surely it should be the other way round to maximise the ammunition load and not have loads left over in the small ones.
I did add a G-FSD, on the military comp., a repair auto-module. a B4 collector module, fighter hangar, and I choose Pulse over MC for the+ 2 huge points - I found this way better than MC ! If you run Long Range on your huge points, you simply can snap the NPC.s long before they can shoot back, and most important, you never run out of ammo ! This config I run allow me some sweet 32 LY jump range (!), I can do free repairs anytime ( because repairs in dock can get very expensive fast) , and I have already 3 crew members at expert rank with the use of a fighter bay ! I run 2 - TWO - rate 5 S.Cell banks , and only 6 S.Booster.s, but all are A rated, and I use other 2 Utility points for a turret (many NPC.s come with missiles or hatch breakers) AND a chaff launcher, in case I need to run. I run TWO shield cell banks in those nr. 5 comparts, the fighter hangar in one 6 rated comp. and the Guardian FSD in other 6 rated; my fuel scoop is only rate 4 - a smarter thing - 4 is more than enough, 5 is a silly overkill ! This config let me to put the Shield in first 7 rated comp, and to keep 2 x 7* rated for cargo with an extra nice 6 rated for a total of 128+128 + 64 cargo space, more than enough for a nice cargo run missions , with enough space to keep few dozens of limpets to harvest NPC bones, AND a nice jump of over 32 YL ! So, I get a decent bad ass ship to kill any NPC attacking me, enough range to run around systems fast, and good cargo to do missions, all this adding the much-needed flexibility. I feel this config like a better Conda. You just choose a boom or High Tech nav. point system, set your big ass near nav point (under 2 km so you can "reach" any newcomers in that system in a second, and your fighter buzzing in "aggressive" mode near. I load 40-60 limpets in my bay and I use them all in one hour farming kills left and right - I am full of manufactured now, lol, millions of credits, and I still run this config like a bad ass trader since I do have some 300 tons for cargo ! And LR pulse on those 2 huge hard points are a far better option, you get a much better aim angle and usually when they come in MC range ( all other weapons are MC, all modded for autoloader like here and OCharged) - when they come near they have no more shields ! Also LR helps to kill them when they try to run away - your NPC fighter AND your 2 huge P Lasers will cut them down fast ! I stay with 3 limpets all the time on, gathering materials, and usually 3 piles always from kills - never ever have a better way to fill my pockets and a HUGE dose of fun ! Keep a piece of gold or another valuable item on your cargo, watch the NPC.s coming at you and asking for, then sudden they say "sorry don't mind to bother you" and try to run away ! Quality fun ! After I watched the Pulse Vs Beam vs Burst - a "must watch" ( ! ) I decided pulse are the way to go : th-cam.com/video/XHOKCkSNJa0/w-d-xo.html I feel my config is way better and more flexible - range, auto repairs, and good cargo - all this give the Vette the much-needed flexibility.
I use 2 small rails with Feedback Cascade to help with enemy SCBs. I also use 2 Huge long range fixed beams and 3 gimballed MCs instead. Currently testing Thermal Conduit on my beams, but I'll probably end up going back to Thermal Vent to help with SCB use.
If you lightweight a few things you can get under your optimal mass for your thrusters. Your beam lasers are a good place to start. You only lose range, your hps and dps are the same. Lightweight hull with HD deep plating gets you the rest of the weight loss to stay under your optimal mass. Still plenty of hull to defend against phasing and a much more agile ship. :)
Since your not going get bursted down in 20 seconds, going prismatic shields is very counterproductive. You basically give up a free shield cell every 2 minutes, while putting great emphasis on getting the most bang for the buck out of shield cells. If you have an extended fight where the scenario of your shields vanishing in the blink of an eye isnt something to worry about, Bi-Weave gets you way more mileage out of those pumped up resistances. If you can finish high intensity conflict zones in under 10 minutes however nvm, go Prismatic instead.
Nice good Shit bro 😎 I’m going to do this build on my Federal Corvette I just got it about a month ago had a grind for that shit so hard after that I stop playing for a whole month I needed a break now I’m back so I’m gonna do this build and help my friends are in a little bit of money so they can join my wing and I’ll do most of the damage and take most of the damage than to be dish out so they can get money out of it
You target yourself by default if no other target is selected. Useful if you need to exit a Haz Res quickly, do some repairs, re-charge the shields and get back in there.
On size 7 and 8 scb, I think you get more overall hit points from recycling cell than from boss cells, and size 6 and down, boss cells yield more. I prefer to make heavy duty armor with deep plating on the reactive composites, then make the smallest hull reinforcement thermal resistant. You get very balanced resistances and more hit points
7A or 7B SCB Specialized with Boss Cells is the best. You get a higher Total with 7A, with a 7B you get a lower total per cell but more overall with the offset that 7B uses much more power.
So I'm assuming you've used this build for a few days now, do you prefer the prismatic over bi-weave shields now. Also do you think this would work super well for high risk conflict zones?
It works well for high conflict zones. You certainly has a lot less downtime then you do in the bi-weave build, but you also are more reliant on the scb
Thanks for this Guide. My first corvette is basically a 1on1 rippoff of your design. One serious question though, would be nice if you could adress it: Wouldn't it make sense to have the Level 1 Multicannons turreted rather than gimballed? After all, the main focus is the secondary effect, so that would make more sense, no? ... I already got them gimballed, because I wasn't thinking fast enough when equiping, but I'd like to hear your opinion on this. Once again, thanks for the guide. I like your videos.
This is what I came up with. ..... s.orbis.zone/7hA9 ... I'll list just the shield resist's difference as much the rest is the same.. my builds first then DtEA. From left to right on coriolis. Explosive - Mine - 79.8% / 25,480MJ **** His - 76.9% / 13,074 MJ Kinetic - mine - 75.7% / 21,233 MJ **** His 70.5 % / 13,074 MJ Thermal - mine 51.5% / 10,616MJ *** His 72.2% / 10,895 MJ Absolute - mine 5151 MJ *** His 3024 MJ ( ALSO TOTAL SHIELDS) Recovery - mine 0-50 11:37 50-100 39:01 **** His 0-50 6:16 50-100 22:54 Anyone else still playing with this build ?
I'm slowing grinding away so I can get the rank to get one of these tho I have a feeling I might need to sell one of my ships to afford the upgrades or hell the actual ship in using the two systems that are close to each other and the missions that are only for each other back and forward it's madning
My PVE vette is a shield tank with about 5,200 shields BiWeave and fast charge with g3 Thermal resistance. And all Shield boosters. With 2 at G3 heavy duty and the rest at G2 my armor is g4 military grade with about 1,600 hull
Love the build! But let me ask you... What guns I could use on multi cannon place? I would like to keep in the fight for more time, without the need to go out to buy ammo...
Hi, I have a question regarding the multis would it be particularly bad to get the engineering mod that gives armour pierce, damage and ____ ? Only asking as I am new to this engineering aspect of the game.
Any engineer who can upgrade your beam lasers, such as The Dweller or Broo Tarquin, can also apply an "experimental effect" that alters the weapon's behavior. An experimental effect can be applied once the engineer has performed at least one level of a normal upgrade, and in order to apply the experimental effect, you must be at the engineer's home location, i.e. they cannot be applied through pinned blueprints. The experimental effect that D2EA is using here is called Thermal Vent, and either The Dweller or Broo Tarquin can apply it for 5 Flawed Focus Crystals, 3 Conductive Polymers, and 3 Precipitated Alloys. It causes your ship to vent its heat directly into the beam laser itself, thereby decreasing your thermal load as you fire--but only if your beam laser is hitting another ship! It's a fantastic experimental effect that allows you to run high-heat combat builds while using your beam lasers as a heat-reducing utility on top of them already being a powerful weapon. Learn more about experimental effects at the Elite Dangerous fandom wiki and the Inara website!
Go ahead ask frontier to make a 1000 little hitboxes on your ship for that ... take a wild geuss what would happen to the game .. SyStHeM ErRoR ... black screen
Hi not sure if you still follow this and will reply, but I was wondering why not use 0D shield boosters instead, if you are just going for resistances? With 0Ds you can have the same resistance upgrades but you use less power and weigh less. (EDIT: you also make your boosters even more efficient as there is less base shield). That way maybe you could free up enough power to use an Armored mod on the power plant instead of overcharged?
I don't have access to Lori yet (only Expert) so i had to go with G4 Rapid Charge for my shield cell banks. Will re-engineer them later. Looking forward to test it in combat. Waiting for the Prismatic shield tomorrow since i fell behind on my powerplay rank last week :/
I loooooved this build when I played 2 years ago. Is it still viable? There really aren't much in the way of corvette build videos that have come out in the last 3 years. I think all you guys moved on to other games. Sad.
Yeah beams would be good, but for the huge beams you would want efficient since that will be your main weapon. I think the MCs are better but if you want to use beams then go for it.
@@gjw000 huge beams do insane shield damage but for pve the shields you find are not strong enough to justify the lower kinetic damage. I’ve used huge beams and all MCs before, it’s pretty effective and very fun but I still think huge MCs are better for pve
A rated shields. But in my opinion when it is optimized for resistances + guardian shield reinforcements Biwaves are fine in PVE. For me the major weakness of this ship is that there are no module resistances. Also it is a myth that you need to equalize all resistance for armour, when you are shieldless NPC bombard you with missilies and kinetic weopons.
When you have more than 3 resistance augmented boosters, a Heavy Duty one will add more overall HP to the shield. However, when you factor in SCB's and regen rate, the Resistance Augmented ones still win against anything that isn't a plasma accelerator. Your shield protection will be lower, but your SCBs will be much more effective. Technically, a full set of resistance boosters with SCBs will give you the most "total" shield health factoring in regen and SCBs. For PVE it can work well (especially with Bi-Weaves), but in PVP it is usually better to go with the 3/5 split because of all the plasma and feedback rails flying around. Just a quick note, the diminishing returns on shields is scaled off the shield's value, not the overall value. This means that 3x Resistance Augmented will hit diminishing returns relative to the base value in all resistances on both Reinforced and Thermal Resistant shields, it is just the overall resistance profile that will be different, with Reinforced around 70/65/30 and Thermal Res. being around 65/50/60 (with 3/5 split). Another thing is that the Reinforced shield only reduces the BROKEN regen rate of the shield. If your shield never goes down, the active regen rate is the same as Thermal Res. D2EA's build is min/maxed for a specific situation: when you are under constant fire from an enemy w/o plasma accelerators or FCR railguns. If you have any FCR or Plasma being fired at you, 3/5 Reinforced Prismatics are better. If you are not under constant fire and can get even a few seconds flying from one NPC to another, TR Bi-Weaves with full RA boosters is better. Personally, I run 3/5 Reinforced Prismatics on any ship that is a shield tank/has SCB's because I feel it is the most versatile shield setup. It doesn't have the regen of the bi-weave build, but I find I don't really need it. In a High CZ, I am almost always out of both targets and ammo before I even touch my SCB's. If you run an all energy weapon build to avoid ammo constraints for RES hunting you can just do a quick reboot in between targets to bring your shield back to 50% instantly, and 50% of a 3/5 Reinforced Prismatic is still more than a TR Bi-Weave build at 100%.
I went with 2 multi 4x cannons overcharged with corrosive on one and incendiary on the other , a 3X plasma accelerator overcharged/ oversized, 2 2X beams efficient/flow control I was having some overheating problems and 2 1X cannons overcharged/oversized trying to get a little more punch from such a small cannon I'm thinking of switching the multicannons to rapidfire I've heard good things the only problem I'm having is when I pop my shield boost my temp goes through the roof there have been times I've had to double pop my heatsinks just to get it under control any ideas why my shield booster is overheating me so badly
Hello there. I was wondering which kind of settings did you put in your shields calculator to obtain such result. I personnaly set the underfire parameters above 50% due to the ship size and i set all offensive stats to 100 (might be too much but as they are all equal i thought it was ok) . The result was more something like 3 resistance augmented shield boost and all the rest in heavy duty with high cap. Reaching an absolute around 7 k and resistances hp around 20k. I am surprise you get such a resistance oriented result . On top of that i find that in cz or hrez ships above competent tend to use consistant absolute dmg with rails or plasma. Therefor , with such a huge framed ship, are 3k absolute not to low ? Just a wonder.... If younor someone could enlight me on this point, thanks in advance ? Fly safe CMDRs
The way I see it, if you’re flying at least decent in the vette, you shouldn’t be getting tagged too much by npc PA’s, and rails aren’t absolute damage, they’re split iirc. The vette is surprisingly nimble for it’s size, and has a really small head on profile for the big 3
@@Helios_1ne ok i understand. I am new to the vette. I am more used to the cutter or mediums. I couldn't think she was that able to dodge shots. And you're right about rails. My bad. Thanks for your answer. Fly safe.
Because then you leave yourself with sometimes too little for shields and engines. You would use weapon enhanced on smaller ships with smaller distributors.
@@magicalfetus729 You can get it all done in the Li Yong-Rui section of the map for about 665 mil give or take. Also you don't have to have the reactive armor. Which would put this around 400k ish using mil comp armor, without doing the math. Very late to the party but meh.
@@mclaine7342 my shield res is 49 thermal rest are between 50 60 i have prismatic reinforced hi cap 4 heavy duty boosters with hi cap 3 thermal thermo block 1 res with thermo block hull reactive heavy duty deep plate optional is shield 2 scb fuel scoop rest is hull all but 2 are heavy duty deep plate those other 2 are thermal with thermal resist i cant log in at the min but im sure thats the hull config its defo the shield config its all g5
I find I like grade A sensors with long range. Yeah it weighs like 320 tons, but I see ships within 13.4 Km so I never struggle to find a target. I also don't use shield reinforcements, against NPC's its entirely unnecessary.
Also have that many resistance augmented shield Boosters isn't actually that good. After 4 you get a negative return. For example 4 Boosters give you say 50% the next one will only increase it by say 5% and it gets less and less per booster. Add 3 heavy duty and you will have stronger shields overall
B SCB have one extra charge compared to A. So overall B will let you carry more hit points. diminishing returns on shield boosters has nothing to do with the number of boosters only to total resistance you gain from them. Diminishing returns kicked in after you reach 30% from boosters. The point is with the high resistance your SCB become a lot more effective. Trust me I have researched this a lot
Had a griever catch my t10... Arriving to sell mining booty... Lots of it. Dude still killed me, but barely. Nose to nose, when he started attacking. I boosted right above, and unleashed all of my mine launchers, all fast firing engineered. Nearly killed him to turn around, had I fought, and not run. I wouldn't have lost my shit. But still ended up with a friend request from one of the more threatening griefers out there
This is a good design for sure, but I like using an armored monstered power plant by switching to some of all 0E Shield Boosters. It's a nice compromise for a lot lot less heat and more integrity!
8D long range sensors dont make sense you sensor range is out to 14k thats farther then you can shoot. 8D lightweight is ideal with a range out to 8k. Or Do long range Grade 1-2 but not Grade 5. Also Armor try using Military Heavy Duty G5 Deep plating you get a much higher armor value
having long range sensors allows you to find the right targets, and see what's going on. it's not just about the weapon range. intel is a big part as well
I can't believe I had this build almost, but wanted to jump to Colonia to get the Thrusters to grade 5 engineered, so by mistake tonight, I swapped and sold a skinny ( jump enhanced) anaconda Sold the wrong ship .my almost perfect Corvette. Does any one know. Have experience where raising a support ticket could roll back a ship sake in error?? Otherwise its back to the engineering, at least they are all unlocked for me. Have to do the grind all over again
Having to rely on SCBs is just plain stupid. Prismatics with five heavy duty and three resist (two thermal, one aug) boosters give plenty of shields and resists. With full multicannon build you don't need to worry about power or heat, just keep going BRRRRT. Easy mode in conflict zones. Only downtime is when you're reloading the guns with synthesis.
Yes indeed. Specifically, beam lasers can be "turned into" heatsinks by getting the _thermal vent_ experimental upgrade. (The experimental is different from the standard upgrade, so you can use the thermal vent and long range or whatever else at the same time to maximize their efficiency.)
Looks like a nice build, however I wonder how you take down shields with no SCB disrupt. Do you use all weapons against shield? I imagine with just the relatively weak beam lasers it would take forever? And with Multicannons in the mix it would quickly drain ammo. Would incendiary rounds be better, maybe? (altho I agree reloading is a pain sometimes)
Youll be surprized how fast your shields are gone with just these 3 lasers scb's arent a problem wh3n the shield is down anyway and you wont drain ammo as much as you think because the 2 class 4 are really devestating
Is this build still viable? After I get done farming the egg for a bit longer, my goal is to build a PVE Corvette... need to unlock a pile of engineers though haha.
Nice build, I would like to know how many engineers, materials and guardians sites one would have to visit to reproduce this ship.Including rank progress. That would be another very interesting video.Thanks again for what you do for the community. I do really appreciate all your work. (Know one I know) nooneeyeno
you can easily get everything for the guardian stuff at 2 sites: one for the data and one for the rest (technically you can get everything at one guardian site, but a specialized data site is much faster).
@@Naryoril Yes your right and thanks for your reply. I guess my point is, I have enough stuff, well most of it, laying around, Money, components and all the rest to reproduce his build so I can have one just like his. Great build by the way. I have been playing this game for years now, from the beginning, Triple Elite and all that and after watching his build. I thought to myself. Hmmmm , To start over on a new account. How long it would take to gather all that stuff? How many engineers to unlock?.Places to go, Rank progress, Scanning, you know the drill. DTEA has a gold mine of videos and I love his channel and what his hard work does for the community. Again my point that I was pondering, an itemized list, like a spread sheet of sorts. How many steps from start to finish. I bet one can go through his vast library and put something like that together. That was my thought. Sorry my reply wasn't a Readers Digest version.
Meh. Got a vette fitted for PVE I don't even use the engines. Just engineered slightly. All beams except for Bursts on the front. Full pips to weps, the rest on sys, none on engines, Just turn 'n burn! Disco ball of death. Can take on wings like crazy, and the shields don't drop fast at all, so no need for SCB's. When I'm under half shields, reboot repair, wait for the next NPC scan, KW scan him, let him boost away and fire. Beams cool off when hitting targets and drop my temp to 10%. Power distributor is great, feels like I can fire forever. and I got room for a limpet controller to farm mats while I'm at it, and room for a slf if I want to screw around, because I gotta tell ya, it's boring asf! I have noticed though that if an NPC is a shield tank, their hull is shit, and if their shields are weak, odds are good it's going to take at least a minute to kill him after his shields drop. What I hate the most is that every fricken DBX has limpet killing point defense. Annoying. What I'm wondering is if the values on PC for enemies, damage, etc. are different than the ones on XBOX (Which is what I'm using), because I see some YT'ers take forever to kill an elite NPC in a players vette, and maybe one or two take 30-60 seconds like me. It'd be interesting to know.
Nice build but Frontier u sadist dev, even our LARGE airbus or boing have default autopilot assist install, its funny to see u fit a hull reinforcement in the 1 point slot!!!
Hm. I don't understand the hype about the Multicannons. Yes i'm Not the best fighter in elite but after a test with this weapon build on a cnb i think that my old laser only build is faster by killing npc's at the cnb. If there is somebody else who can confirm that, please let me know it. Mybe i talk rubbish. Wouldn't be surprised 😅 My Laser weapon build: 2 huge gimballed burst, efficient, oversized 1 large gimballed beam, longrange, vent 2 medium turreted burst, rapidfire, thermal shock 2 small turreted Puls, rapidfire, one with emmisive and one with scramble In my feeling it's much faster for shields and a bit slower for hull At least for npc's But with this build the most npc's are Killed by destroying their power plant instead the hull
Is the name "Cucumber" a play on words? Since "Corvette" sounds a lot like "courgette", which is French for zucchini? Or am I reaching and it's all coincidence?
Yeah but what are your resistances and how fast do they recharge? thats the whole point of this build, quick recharging shields with 70% resistances (making a 3k shield effectively a 10k shield with no resistances, that also recharges super fast)
This is my take on a Corvette. I chose hull tank and reinforced biweaves for added optimal strength. As a plus the shields active regen is a little over 1100mj per minute for thermal and kenetic, and around 568mj raw per minute. s.orbis.zone/66xg
s.orbis.zone/evkd if anyone's interested, this is my take on the Corvette. internals and shield strength are pretty similar to the 2019 Cucumber but i just prefer Multicannons and PA's because Dakka is fun. Now, i tested it in Haz res sites and there is zero need for the SCB's. nothing can touch your shields, at least i came across nothing that could. So if you only want to go Haz Res stomping and relax, ditch the 2 7B SBCs and get something more utility focused (AFMU, more collectors, Hull or shield reinforcements, 5H instead of 4H FSD booster, fuel scoop, cargo, whatever). If you can't afford the reactive Armor i highly recommend some hull reinforcment just in case you fat finger the silent running hotkey or boost into an asteroid mid combat. But i'm lazy, so i just keep her the way she is. Laziness also being the reason why i kept the docking computer. No SBCs also means no Heat sink needed and less power consumption, so get 1 more Shield booster or a kill warrant scanner if money really is a problem at this point. Low distributor draw due to multicannons also gives you more wiggle room to sleep on your pip management Focused PA's give you a very easy to hit fixed weapon to counter Chaff and with Oversized experimental you still do more than enough damage. I'm going to take my Corvette into some threat 7 Pirate activity signal sources and high activity combat zones today and see how that goes. I will probably ditch both the cargo rack and the limpet controller before i do for more reinforcements because phasing sequence engineered NPC weapons are a thing in these places.
A whole galaxy and yet, since there is barely no content in that whole galaxy, we get recycled content videos. Nothing against DtE, he makes great vids, but all the ED video creators are running out of ideas on what videos to make. You can see it also in the type of vids from Yamiks and Obsidian. I blame Fdevs... They are butchering my boi ED.
If i cant be viable without the damn engineering im not playing this game anymore. Scraping right now for my federal corvete, but damn if i dont give a flying toss about engineering.
Anaconda has significantly more firepower, while possessing mostly the same manoeuvrability - this ship is a huge waste of credits 🤣 Plus, I hate huge multicannons, they feel like a step down from large.
...Your build needs some work, you acknowledge your weakness to P.A.s but fail to realize that one vulture with two phasing A.P.A.s will cut up in minutes
Thank you for doing what you do. Finding the information youve provided over the years in such a digestible way is scarce.
I think it's enough to disable one SCB and put the fuel scoop and the guardian FSD boost to priority 3. You can put FSD to 2 if you want to but it should stay active when doing it like this which will allow you to get out of combat faster if you need to.
I also like to put essential systems I really need to 1, weapons and boosters to 2 and everything else to 3 to 5 just in case my power plant gets damaged. A damaged power plant has less output (down to 40%) and when you can't power your FSD, you will most likely die.
Just got done re-engineering my Corvette to these specs. Color me impressed! Thanks for all your hard work!
seems my vette needs an urgent overhaul too...
I know this is old but those res wont do you much against a player more mg and decent res is best anything over 40 the returns are poor
@@technoviking2415 That's why it says "PVE Build" and not PVP
@@Spootnik well if someone plays in open like alot do thats my point
@@technoviking2415 but why you bring that when the title of the video says PVE corvette build
Thank you for all the time you spent looking in to this, great information makes me want to get back into the game.
For haz res farming, i typically run 7 boisters with a quick scan KWS and bind it to my weaoona fire so i scan the target without needing to swap fire groups.
It's a solid build, except those 3 Thermal Vents. You'll often goes down to 0 temp. While it has no drawback to be that cool, it's overkill. I guess 2 Thermal Vents on medium beams and put some other experimental effect on a large beam should increase the performance.
No you would want another experimental on the small beams to double up the effect
It's not overkill, less temperature means better wep management overall and worse aiming for the enemy
How about using a long range pulse laser instead of that multi cannon for emissive munitions? That way you have a 6km hitscan weapon to get the effect on the target that doesn't run out of ammo. Since it's a small hardpoint, the damage portion doesn't matter much, if anything i'd say more thermal damage is better, those 2 huge multi cannons quickly rip a hull apart anyway, especially with the corrosive from the small multi cannon. On top of that, you can get emissive munitions on the target while taking down the shields without having to waste multi cannon ammo (since all your multi cannons are in the same firing group).
Got about 95% of this build done and loving the pirates to dead with it. Thanks for the build!
The best build I've seen so far. Thanks!
I made a variant of this build and it's amazing! I don't have guardian stuff unlocked so I run Hull reinforcements with heavy duty/deep plating which gives me more than enough time to bail hahaha
Thank you very much for all your effort. This is definitely the build I will be aiming at, once I have the Corvette. But calling cucumber is hilarious 😄 most dangerous cucumber in the universe 🥒
I am emulating this build, almost exactly, and it is a mad grind, the boosters alone cost a ridiculous amount of materials! But this thing will be worth it. o7
im pretty sure that all phasing dmg is absolute, you could have just gone for military heavy duty with deep plating to compensate against phasing weapons
Seems like a very nice build for High End Combat Zone Action. But since i am lazy and never visit combat zones, i will probably just remain with the BI Weave Build you had on your first cucumber like a 10000 years ago.
And what i had in mind, with those different build there should be an option to safe the current loadout of your ship. That would make life easier when switching thought the Cobat Types.
Anyways, nicely done :)
You are the ED God, this build rocks
Fitted from zero a Vette almost identical to Cucumber. 3 days work. Excelent CZing. Thanks!
this fellow knows how to build a ship
this has been my go to ship for heavy combat but i am now think about replacing the fuel scoop and fighter hangar for two more guardian shield reinforcement package as i almost exclusively use this ship from my fleet carrier and never need to fuel scoop
Fire your lasers and cool your ship quick!!! “But Admiral, firing my lasers will blow me up, they generate heat rapidly!” “I told you to go to Down To Earth Astronomy online courses you knit wit..... You’re doomed.....”
Why Thermal+DP (a) on reactive, why not HD+DP reactive + 1x C1 Thermal Resistant HRP (b) with DP. (a) gives you 2723 HP and 4387 vs. kinetics. (b) gives you 3102 HP and 4792 vs. kinetics.
That's a net loss.
You are right, I also use heavy duty reactive armor + 1 thermal resistance HRP to compensate. This is the way to go if the mass and optional space slot for HRP are not problems.
@@ULTIMBANGA i tanked mine i have 6k shield 7k hull with good res i thought he would have had more shield/hull
cuz its overkill? the build he has is already over kill. and also this is his personal build he never said it was meta.
@@FlamingPanda01 d2ea build isnt overkill thats not tanky for a vette
@@technoviking2415 what you mean? my vet has half the engineering and i can stay in a conflict zone for hours. pve is not hard you dont need to mid max everything. pvp is a different story.
Quick question if anyone can answer it. What's the reason behind putting Hi-Cap on the MCs that are going to need to spend time Reloading, when having OC on the Huge ones that don't spend time reloading, surely it should be the other way round to maximise the ammunition load and not have loads left over in the small ones.
I did add a G-FSD, on the military comp., a repair auto-module. a B4 collector module, fighter hangar, and I choose Pulse over MC for the+ 2 huge points - I found this way better than MC !
If you run Long Range on your huge points, you simply can snap the NPC.s long before they can shoot back, and most important, you never run out of ammo !
This config I run allow me some sweet 32 LY jump range (!), I can do free repairs anytime ( because repairs in dock can get very expensive fast) , and I have already 3 crew members at expert rank with the use of a fighter bay !
I run 2 - TWO - rate 5 S.Cell banks , and only 6 S.Booster.s, but all are A rated, and I use other 2 Utility points for a turret (many NPC.s come with missiles or hatch breakers) AND a chaff launcher, in case I need to run.
I run TWO shield cell banks in those nr. 5 comparts, the fighter hangar in one 6 rated comp. and the Guardian FSD in other 6 rated; my fuel scoop is only rate 4 - a smarter thing - 4 is more than enough, 5 is a silly overkill !
This config let me to put the Shield in first 7 rated comp, and to keep 2 x 7* rated for cargo with an extra nice 6 rated for a total of 128+128 + 64 cargo space, more than enough for a nice cargo run missions , with enough space to keep few dozens of limpets to harvest NPC bones, AND a nice jump of over 32 YL !
So, I get a decent bad ass ship to kill any NPC attacking me, enough range to run around systems fast, and good cargo to do missions, all this adding the much-needed flexibility.
I feel this config like a better Conda.
You just choose a boom or High Tech nav. point system, set your big ass near nav point (under 2 km so you can "reach" any newcomers in that system in a second, and your fighter buzzing in "aggressive" mode near.
I load 40-60 limpets in my bay and I use them all in one hour farming kills left and right - I am full of manufactured now, lol, millions of credits, and I still run this config like a bad ass trader since I do have some 300 tons for cargo !
And LR pulse on those 2 huge hard points are a far better option, you get a much better aim angle and usually when they come in MC range ( all other weapons are MC, all modded for autoloader like here and OCharged) - when they come near they have no more shields ! Also LR helps to kill them when they try to run away - your NPC fighter AND your 2 huge P Lasers will cut them down fast !
I stay with 3 limpets all the time on, gathering materials, and usually 3 piles always from kills - never ever have a better way to fill my pockets and a HUGE dose of fun !
Keep a piece of gold or another valuable item on your cargo, watch the NPC.s coming at you and asking for, then sudden they say "sorry don't mind to bother you" and try to run away !
Quality fun !
After I watched the Pulse Vs Beam vs Burst - a "must watch" ( ! ) I decided pulse are the way to go : th-cam.com/video/XHOKCkSNJa0/w-d-xo.html
I feel my config is way better and more flexible - range, auto repairs, and good cargo - all this give the Vette the much-needed flexibility.
I use 2 small rails with Feedback Cascade to help with enemy SCBs. I also use 2 Huge long range fixed beams and 3 gimballed MCs instead. Currently testing Thermal Conduit on my beams, but I'll probably end up going back to Thermal Vent to help with SCB use.
The mc's in that placing will never be optimal and will run out of bullets fast d2ea placed the weapons this way so your able to fight more enemies
If you lightweight a few things you can get under your optimal mass for your thrusters. Your beam lasers are a good place to start. You only lose range, your hps and dps are the same. Lightweight hull with HD deep plating gets you the rest of the weight loss to stay under your optimal mass. Still plenty of hull to defend against phasing and a much more agile ship. :)
True. What makes a difference is the weight, the lower it is, the more agile the ship and it is important when you're doing missions vs 3/4 ships.
Whatever you choose it cancels each other out dont you see that
Since your not going get bursted down in 20 seconds, going prismatic shields is very counterproductive. You basically give up a free shield cell every 2 minutes,
while putting great emphasis on getting the most bang for the buck out of shield cells.
If you have an extended fight where the scenario of your shields vanishing in the blink of an eye isnt something to worry about, Bi-Weave gets you way more mileage
out of those pumped up resistances. If you can finish high intensity conflict zones in under 10 minutes however nvm, go Prismatic instead.
Nice good Shit bro 😎 I’m going to do this build on my Federal Corvette I just got it about a month ago had a grind for that shit so hard after that I stop playing for a whole month I needed a break now I’m back so I’m gonna do this build and help my friends are in a little bit of money so they can join my wing and I’ll do most of the damage and take most of the damage than to be dish out so they can get money out of it
I can't quite match this build yet as I don't have Dangerous rank to get some of the engineering done
is there by any chance a bi weave shield variant of this? or plasma accelorators?
2. Question: can i protect my hull by using repair limpets during the shield recharge time?
No... If you move too quickly. The limpets drop off. That is, if you are able to target yourself with them.
You target yourself by default if no other target is selected. Useful if you need to exit a Haz Res quickly, do some repairs, re-charge the shields and get back in there.
On size 7 and 8 scb, I think you get more overall hit points from recycling cell than from boss cells, and size 6 and down, boss cells yield more. I prefer to make heavy duty armor with deep plating on the reactive composites, then make the smallest hull reinforcement thermal resistant. You get very balanced resistances and more hit points
7A or 7B SCB Specialized with Boss Cells is the best. You get a higher Total with 7A, with a 7B you get a lower total per cell but more overall with the offset that 7B uses much more power.
@@Wowaniac dont think you're taking into account the time the cell is active for
swan don't know, I never followed up
For a 7A grade 4 specialised it’s 724MJ vs 720
swan yup looks like I was wrong
Heaven is sometimes in asking,. I contacted Support and they did a one time restore of my Corvette.
So I'm assuming you've used this build for a few days now, do you prefer the prismatic over bi-weave shields now. Also do you think this would work super well for high risk conflict zones?
It works well for high conflict zones. You certainly has a lot less downtime then you do in the bi-weave build, but you also are more reliant on the scb
Thanks for this Guide. My first corvette is basically a 1on1 rippoff of your design. One serious question though, would be nice if you could adress it:
Wouldn't it make sense to have the Level 1 Multicannons turreted rather than gimballed? After all, the main focus is the secondary effect, so that would make more sense, no? ... I already got them gimballed, because I wasn't thinking fast enough when equiping, but I'd like to hear your opinion on this.
Once again, thanks for the guide. I like your videos.
That livery is so cool, me want
Why not always fire the lasers as well?
fuck man, i just finish following your last corvette build guide
This is what I came up with. ..... s.orbis.zone/7hA9 ... I'll list just the shield resist's difference as much the rest is the same.. my builds first then DtEA. From left to right on coriolis.
Explosive - Mine - 79.8% / 25,480MJ **** His - 76.9% / 13,074 MJ
Kinetic - mine - 75.7% / 21,233 MJ **** His 70.5 % / 13,074 MJ
Thermal - mine 51.5% / 10,616MJ *** His 72.2% / 10,895 MJ
Absolute - mine 5151 MJ *** His 3024 MJ ( ALSO TOTAL SHIELDS)
Recovery - mine 0-50 11:37 50-100 39:01 **** His 0-50 6:16 50-100 22:54
Anyone else still playing with this build ?
Thrusters are turned off in power?
I'm slowing grinding away so I can get the rank to get one of these tho I have a feeling I might need to sell one of my ships to afford the upgrades or hell the actual ship in using the two systems that are close to each other and the missions that are only for each other back and forward it's madning
Try Ceos to Sothis, I JUST did this grind and Ceos to Sothis was much faster
@@eaglesridge7896 I think that's the route he is referring to.
I'm actually doing it right now.... What a grind maaaan
@@ronniebowlsby6037 heads up, empire grind is so much better
Seriously?! I just got done with my Corvette following your last video lol
Garrus Vakarian i haven’t even started engineering... fml
My PVE vette is a shield tank with about 5,200 shields BiWeave and fast charge with g3 Thermal resistance. And all Shield boosters. With 2 at G3 heavy duty and the rest at G2 my armor is g4 military grade with about 1,600 hull
Me personally fast charge on bi-weave is a waste since it already has faster shield recharge I'll jist ho high-cap but thatw just me opinion
Love the build! But let me ask you... What guns I could use on multi cannon place? I would like to keep in the fight for more time, without the need to go out to buy ammo...
you can craft ammo for very cheap materials
@@LuizFernandoFMF I understand that, but I was thinking in something more perpetual...
Hi,
I have a question regarding the multis would it be particularly bad to get the engineering mod that gives armour pierce, damage and ____ ? Only asking as I am new to this engineering aspect of the game.
dam, i was a fool to not have pledged on day 1 of me playing. now i gotta wait 4 whole weeks to get prismatic? grrr
just use the regular one and use the corvette for the prismatic grind xD
How did you manage your heat with no heat syncs?
Any engineer who can upgrade your beam lasers, such as The Dweller or Broo Tarquin, can also apply an "experimental effect" that alters the weapon's behavior. An experimental effect can be applied once the engineer has performed at least one level of a normal upgrade, and in order to apply the experimental effect, you must be at the engineer's home location, i.e. they cannot be applied through pinned blueprints.
The experimental effect that D2EA is using here is called Thermal Vent, and either The Dweller or Broo Tarquin can apply it for 5 Flawed Focus Crystals, 3 Conductive Polymers, and 3 Precipitated Alloys. It causes your ship to vent its heat directly into the beam laser itself, thereby decreasing your thermal load as you fire--but only if your beam laser is hitting another ship! It's a fantastic experimental effect that allows you to run high-heat combat builds while using your beam lasers as a heat-reducing utility on top of them already being a powerful weapon.
Learn more about experimental effects at the Elite Dangerous fandom wiki and the Inara website!
Wish you would have put all the engineering in the description. Helps. Instead of replaying it over and over.
To be fair, the build link is in the description.
corrosive should have a splash effect (like throwing paint at a wall) and only apply on that part of the opponent's ship
Go ahead ask frontier to make a 1000 little hitboxes on your ship for that ... take a wild geuss what would happen to the game .. SyStHeM ErRoR ... black screen
Thank You Sir.
Would you ever think about putting together a build for a Thargoid killer using a large size ship?
At some point yeah
Hi not sure if you still follow this and will reply, but I was wondering why not use 0D shield boosters instead, if you are just going for resistances? With 0Ds you can have the same resistance upgrades but you use less power and weigh less. (EDIT: you also make your boosters even more efficient as there is less base shield). That way maybe you could free up enough power to use an Armored mod on the power plant instead of overcharged?
Considering how much time you put into your older video on the best shield's, why did you change to this setup?
I don't have access to Lori yet (only Expert) so i had to go with G4 Rapid Charge for my shield cell banks. Will re-engineer them later. Looking forward to test it in combat. Waiting for the Prismatic shield tomorrow since i fell behind on my powerplay rank last week :/
I loooooved this build when I played 2 years ago. Is it still viable? There really aren't much in the way of corvette build videos that have come out in the last 3 years. I think all you guys moved on to other games. Sad.
Doesn't all phasing damage deal as absolute? Seems like the wiki indicates that, but that may be wrong
I'm just coming back to Elite after my break when the FPS update started. Is this guide still relevant with the updates?
Yes, nothing has changed with the ships and combat
Could you do a build switching out the Multi Cannons to something else, i am sick of running out of ammo ?
I run 2 huge beams and 2 medium beams with a large and 2 small multicannons.
Reckon it's possible to get beams in place of the hugh MC?
Yeah beams would be good, but for the huge beams you would want efficient since that will be your main weapon. I think the MCs are better but if you want to use beams then go for it.
@@Koyomix86 I'm using MCs, but often think what kinda damage could be done to shields with hugh beams. Then go MC for everything else
@@gjw000 huge beams do insane shield damage but for pve the shields you find are not strong enough to justify the lower kinetic damage. I’ve used huge beams and all MCs before, it’s pretty effective and very fun but I still think huge MCs are better for pve
What would you suggest if you don't have prismatic shields?
A rated shields. But in my opinion when it is optimized for resistances + guardian shield reinforcements Biwaves are fine in PVE. For me the major weakness of this ship is that there are no module resistances. Also it is a myth that you need to equalize all resistance for armour, when you are shieldless NPC bombard you with missilies and kinetic weopons.
Will definitely build this, thanks.
Dont shield resistences that high not give much return
When you have more than 3 resistance augmented boosters, a Heavy Duty one will add more overall HP to the shield. However, when you factor in SCB's and regen rate, the Resistance Augmented ones still win against anything that isn't a plasma accelerator. Your shield protection will be lower, but your SCBs will be much more effective. Technically, a full set of resistance boosters with SCBs will give you the most "total" shield health factoring in regen and SCBs. For PVE it can work well (especially with Bi-Weaves), but in PVP it is usually better to go with the 3/5 split because of all the plasma and feedback rails flying around. Just a quick note, the diminishing returns on shields is scaled off the shield's value, not the overall value. This means that 3x Resistance Augmented will hit diminishing returns relative to the base value in all resistances on both Reinforced and Thermal Resistant shields, it is just the overall resistance profile that will be different, with Reinforced around 70/65/30 and Thermal Res. being around 65/50/60 (with 3/5 split). Another thing is that the Reinforced shield only reduces the BROKEN regen rate of the shield. If your shield never goes down, the active regen rate is the same as Thermal Res. D2EA's build is min/maxed for a specific situation: when you are under constant fire from an enemy w/o plasma accelerators or FCR railguns. If you have any FCR or Plasma being fired at you, 3/5 Reinforced Prismatics are better. If you are not under constant fire and can get even a few seconds flying from one NPC to another, TR Bi-Weaves with full RA boosters is better. Personally, I run 3/5 Reinforced Prismatics on any ship that is a shield tank/has SCB's because I feel it is the most versatile shield setup. It doesn't have the regen of the bi-weave build, but I find I don't really need it. In a High CZ, I am almost always out of both targets and ammo before I even touch my SCB's. If you run an all energy weapon build to avoid ammo constraints for RES hunting you can just do a quick reboot in between targets to bring your shield back to 50% instantly, and 50% of a 3/5 Reinforced Prismatic is still more than a TR Bi-Weave build at 100%.
@@holl-we4ir mine normaly average about between 50 60 that does me
@@technoviking2415 Sorry for the wall of text :P
@@holl-we4ir thats ok m8y
I went with 2 multi 4x cannons overcharged with corrosive on one and incendiary on the other , a 3X plasma accelerator overcharged/ oversized, 2 2X beams efficient/flow control I was having some overheating problems and 2 1X cannons overcharged/oversized trying to get a little more punch from such a small cannon I'm thinking of switching the multicannons to rapidfire I've heard good things the only problem I'm having is when I pop my shield boost my temp goes through the roof there have been times I've had to double pop my heatsinks just to get it under control any ideas why my shield booster is overheating me so badly
3 weapons makes it you can never dish out your full dps bad choice i would say
Hello there. I was wondering which kind of settings did you put in your shields calculator to obtain such result. I personnaly set the underfire parameters above 50% due to the ship size and i set all offensive stats to 100 (might be too much but as they are all equal i thought it was ok) . The result was more something like 3 resistance augmented shield boost and all the rest in heavy duty with high cap. Reaching an absolute around 7 k and resistances hp around 20k. I am surprise you get such a resistance oriented result . On top of that i find that in cz or hrez ships above competent tend to use consistant absolute dmg with rails or plasma. Therefor , with such a huge framed ship, are 3k absolute not to low ? Just a wonder.... If younor someone could enlight me on this point, thanks in advance ? Fly safe CMDRs
The way I see it, if you’re flying at least decent in the vette, you shouldn’t be getting tagged too much by npc PA’s, and rails aren’t absolute damage, they’re split iirc. The vette is surprisingly nimble for it’s size, and has a really small head on profile for the big 3
@@Helios_1ne ok i understand. I am new to the vette. I am more used to the cutter or mediums. I couldn't think she was that able to dodge shots. And you're right about rails. My bad. Thanks for your answer. Fly safe.
Why a charge enhanced distributor and not weapons enhanced?
Because then you leave yourself with sometimes too little for shields and engines. You would use weapon enhanced on smaller ships with smaller distributors.
What would the final price be? Around 500mil?
lmao the hull reinforcment alone is close to 500 mil
About a billion.
@@magicalfetus729 You can get it all done in the Li Yong-Rui section of the map for about 665 mil give or take. Also you don't have to have the reactive armor. Which would put this around 400k ish using mil comp armor, without doing the math. Very late to the party but meh.
I tanked my vette i have between 6 and 7k shield and hull cant remember exact number without logging in
So you engineered for capacity instead of resist. You may have more shield HP than him, but you lose more shield HP when you get shot, too.
@@theREALlouthelou my resistences are between 50 and 60 on shield and 35 and 45 on hull m8
@@technoviking2415 So much Shield HP with so good Ressistances? How?
@@mclaine7342 my shield res is 49 thermal rest are between 50 60 i have prismatic reinforced hi cap 4 heavy duty boosters with hi cap 3 thermal thermo block 1 res with thermo block hull reactive heavy duty deep plate optional is shield 2 scb fuel scoop rest is hull all but 2 are heavy duty deep plate those other 2 are thermal with thermal resist i cant log in at the min but im sure thats the hull config its defo the shield config its all g5
@@technoviking2415 Ok, thx. I will try this setup! :)
I find I like grade A sensors with long range. Yeah it weighs like 320 tons, but I see ships within 13.4 Km so I never struggle to find a target.
I also don't use shield reinforcements, against NPC's its entirely unnecessary.
May I ask why you have 7B banks instead of 7A? Overall 7A is better and give you more back
Also have that many resistance augmented shield Boosters isn't actually that good. After 4 you get a negative return. For example 4 Boosters give you say 50% the next one will only increase it by say 5% and it gets less and less per booster. Add 3 heavy duty and you will have stronger shields overall
Try this build. It has better overall resistances, shields, armour and I'll leave the hard points upto you.
s.orbis.zone/550i
B SCB have one extra charge compared to A. So overall B will let you carry more hit points.
diminishing returns on shield boosters has nothing to do with the number of boosters only to total resistance you gain from them.
Diminishing returns kicked in after you reach 30% from boosters. The point is with the high resistance your SCB become a lot more effective. Trust me I have researched this a lot
Can you do a type 10 vs corvette video? Id love to know which to get and benefits/ negatives
Had a griever catch my t10... Arriving to sell mining booty... Lots of it.
Dude still killed me, but barely.
Nose to nose, when he started attacking. I boosted right above, and unleashed all of my mine launchers, all fast firing engineered.
Nearly killed him to turn around, had I fought, and not run. I wouldn't have lost my shit.
But still ended up with a friend request from one of the more threatening griefers out there
@Callum Smith where i went to school. a RAT was a Recruit At Training. ... new students.
@Callum Smith well... good luck.
@Callum Smith E:D is one of rare places where RAT is actually a positive association, thanks to Fuel Rats. Also, get better soon :)
This is a good design for sure, but I like using an armored monstered power plant by switching to some of all 0E Shield Boosters. It's a nice compromise for a lot lot less heat and more integrity!
in regards to the armour, i always thought that phasing damage is only absolute
Yes it is m8 against a player these shields will drop fast
That's a good build!
8D long range sensors dont make sense you sensor range is out to 14k thats farther then you can shoot. 8D lightweight is ideal with a range out to 8k. Or Do long range Grade 1-2 but not Grade 5. Also Armor try using Military Heavy Duty G5 Deep plating you get a much higher armor value
having long range sensors allows you to find the right targets, and see what's going on. it's not just about the weapon range. intel is a big part as well
I would've recommended rails on the 2 small mounts with grade 3 long range with plasma slug
No you would not. Rails Pair avfully with every other weapons, and they generate too much heat. Such build would defeat the purpose here
I can't believe I had this build almost, but wanted to jump to Colonia to get the Thrusters to grade 5 engineered, so by mistake tonight, I swapped and sold a skinny ( jump enhanced) anaconda Sold the wrong ship .my almost perfect Corvette. Does any one know. Have experience where raising a support ticket could roll back a ship sake in error?? Otherwise its back to the engineering, at least they are all unlocked for me. Have to do the grind all over again
I love how he hides the rebuy
Having to rely on SCBs is just plain stupid. Prismatics with five heavy duty and three resist (two thermal, one aug) boosters give plenty of shields and resists. With full multicannon build you don't need to worry about power or heat, just keep going BRRRRT. Easy mode in conflict zones. Only downtime is when you're reloading the guns with synthesis.
I'm new to the game and got a noob question: How do you turn your lasers into heat sinks? Is that an Engineering upgrade?
Yes indeed. Specifically, beam lasers can be "turned into" heatsinks by getting the _thermal vent_ experimental upgrade. (The experimental is different from the standard upgrade, so you can use the thermal vent and long range or whatever else at the same time to maximize their efficiency.)
@@austintaylor9277 Thanks.
Looks like a nice build, however I wonder how you take down shields with no SCB disrupt. Do you use all weapons against shield? I imagine with just the relatively weak beam lasers it would take forever? And with Multicannons in the mix it would quickly drain ammo. Would incendiary rounds be better, maybe? (altho I agree reloading is a pain sometimes)
Youll be surprized how fast your shields are gone with just these 3 lasers scb's arent a problem wh3n the shield is down anyway and you wont drain ammo as much as you think because the 2 class 4 are really devestating
I have done literature 0 engineering on all my ships because I haven't been bothered to unlock all the engineers and to gather all the rare elements.
Is this build still viable? After I get done farming the egg for a bit longer, my goal is to build a PVE Corvette... need to unlock a pile of engineers though haha.
Very much so - I am running a partially engineered version at the rank of competent and my Vette never loses shields in a CZ or Haz Res site
Nice build, I would like to know how many engineers, materials and guardians sites one would have to visit to reproduce this ship.Including rank progress. That would be another very interesting video.Thanks again for what you do for the community. I do really appreciate all your work.
(Know one I know) nooneeyeno
nooneeyeno e
you can easily get everything for the guardian stuff at 2 sites: one for the data and one for the rest (technically you can get everything at one guardian site, but a specialized data site is much faster).
@@Naryoril
Yes your right and thanks for your reply. I guess my point is, I have enough stuff, well most of it, laying around, Money, components and all the rest to reproduce his build so I can have one just like his. Great build by the way. I have been playing this game for years now, from the beginning, Triple Elite and all that and after watching his build. I thought to myself. Hmmmm , To start over on a new account. How long it would take to gather all that stuff? How many engineers to unlock?.Places to go, Rank progress, Scanning, you know the drill. DTEA has a gold mine of videos and I love his channel and what his hard work does for the community. Again my point that I was pondering, an itemized list, like a spread sheet of sorts. How many steps from start to finish. I bet one can go through his vast library and put something like that together. That was my thought. Sorry my reply wasn't a Readers Digest version.
Meh. Got a vette fitted for PVE I don't even use the engines. Just engineered slightly. All beams except for Bursts on the front. Full pips to weps, the rest on sys, none on engines, Just turn 'n burn! Disco ball of death. Can take on wings like crazy, and the shields don't drop fast at all, so no need for SCB's. When I'm under half shields, reboot repair, wait for the next NPC scan, KW scan him, let him boost away and fire. Beams cool off when hitting targets and drop my temp to 10%. Power distributor is great, feels like I can fire forever. and I got room for a limpet controller to farm mats while I'm at it, and room for a slf if I want to screw around, because I gotta tell ya, it's boring asf!
I have noticed though that if an NPC is a shield tank, their hull is shit, and if their shields are weak, odds are good it's going to take at least a minute to kill him after his shields drop. What I hate the most is that every fricken DBX has limpet killing point defense. Annoying.
What I'm wondering is if the values on PC for enemies, damage, etc. are different than the ones on XBOX (Which is what I'm using), because I see some YT'ers take forever to kill an elite NPC in a players vette, and maybe one or two take 30-60 seconds like me. It'd be interesting to know.
Nice build but Frontier u sadist dev, even our LARGE airbus or boing have default autopilot assist install, its funny to see u fit a hull reinforcement in the 1 point slot!!!
Hm. I don't understand the hype about the Multicannons. Yes i'm Not the best fighter in elite but after a test with this weapon build on a cnb i think that my old laser only build is faster by killing npc's at the cnb. If there is somebody else who can confirm that, please let me know it. Mybe i talk rubbish. Wouldn't be surprised 😅
My Laser weapon build:
2 huge gimballed burst, efficient, oversized
1 large gimballed beam, longrange, vent
2 medium turreted burst, rapidfire, thermal shock
2 small turreted Puls, rapidfire,
one with emmisive and one with scramble
In my feeling it's much faster for shields and a bit slower for hull At least for npc's
But with this build the most npc's are Killed by destroying their power plant instead the hull
Why no Coriolis link?
take a look again. it's in the description: s.orbis.zone/4_px
3000 x 1.7 = 5100 i don’t think it equals 10k shields.
When it says 70+% resistance, it means you take only 30% of the wepeons damage. This means it effectively has around 3x or more apparent shield HP
Is the name "Cucumber" a play on words? Since "Corvette" sounds a lot like "courgette", which is French for zucchini? Or am I reaching and it's all coincidence?
very thx :D
HEY THAT'S MY SKIN
Dude, I 7k in shield and 4k in armour. Without any of those increments.
Yeah but what are your resistances and how fast do they recharge? thats the whole point of this build, quick recharging shields with 70% resistances (making a 3k shield effectively a 10k shield with no resistances, that also recharges super fast)
@@Tuku quick recharge? Wait ain't that what bi-wave shields are for? He Is using prismatics...
Hay you've stolen MegaMelter's paint job! Twins LOL
"pretty standard" he says 🤣🤣
Misses heats up a weapon? Oh well that's totally logic... Ehmmm
This is my take on a Corvette. I chose hull tank and reinforced biweaves for added optimal strength. As a plus the shields active regen is a little over 1100mj per minute for thermal and kenetic, and around 568mj raw per minute. s.orbis.zone/66xg
I tanked my vette hard i have 6k shield 7k hull with good res
s.orbis.zone/evkd
if anyone's interested, this is my take on the Corvette.
internals and shield strength are pretty similar to the 2019 Cucumber but i just prefer Multicannons and PA's because Dakka is fun.
Now, i tested it in Haz res sites and there is zero need for the SCB's. nothing can touch your shields, at least i came across nothing that could. So if you only want to go Haz Res stomping and relax, ditch the 2 7B SBCs and get something more utility focused (AFMU, more collectors, Hull or shield reinforcements, 5H instead of 4H FSD booster, fuel scoop, cargo, whatever). If you can't afford the reactive Armor i highly recommend some hull reinforcment just in case you fat finger the silent running hotkey or boost into an asteroid mid combat.
But i'm lazy, so i just keep her the way she is. Laziness also being the reason why i kept the docking computer.
No SBCs also means no Heat sink needed and less power consumption, so get 1 more Shield booster or a kill warrant scanner if money really is a problem at this point.
Low distributor draw due to multicannons also gives you more wiggle room to sleep on your pip management
Focused PA's give you a very easy to hit fixed weapon to counter Chaff and with Oversized experimental you still do more than enough damage.
I'm going to take my Corvette into some threat 7 Pirate activity signal sources and high activity combat zones today and see how that goes. I will probably ditch both the cargo rack and the limpet controller before i do for more reinforcements because phasing sequence engineered NPC weapons are a thing in these places.
Hmmmm
A whole galaxy and yet, since there is barely no content in that whole galaxy, we get recycled content videos. Nothing against DtE, he makes great vids, but all the ED video creators are running out of ideas on what videos to make. You can see it also in the type of vids from Yamiks and Obsidian. I blame Fdevs... They are butchering my boi ED.
If i cant be viable without the damn engineering im not playing this game anymore. Scraping right now for my federal corvete, but damn if i dont give a flying toss about engineering.
Anaconda has significantly more firepower, while possessing mostly the same manoeuvrability - this ship is a huge waste of credits 🤣
Plus, I hate huge multicannons, they feel like a step down from large.
...Your build needs some work, you acknowledge your weakness to P.A.s but fail to realize that one vulture with two phasing A.P.A.s will cut up in minutes
It's a PVE build. I don't think NPCs use faction weapons
There is a much better build that you could go with than this