Submissions (24)

mastercesspit's avatar
mastercesspit12/4/2024

$4

my favourite ship is my g5 combat corvette "vendetta".

i have 4 corvettes now each engineered slightly differently for different jobs, "vendetta' was my first fully engineered corvette for combat, built primarily for assassinations, bounty hunting, and low CZ's .

Verified

let's start with the weapons

the 4a multicannon, long range to get their attention at up to 8klm, corrosive to soften the hull for extra damage when lower range weapons come into range.

the 4a beam laser, efficient weapon, this limits the range to 3klm, but uses less power and increases accuracy, (less jitter), beams eat shields very efficiently, experimental effect flow control, to reduce power draw, beams eat power as well as shields, lol

the 3a seeker missile rack, high capacity engineering, total of 84 missiles when fully rearmed, experimental effect overload munitions to convert some damage to heat, (don't want cold food do you?) this increases damage on shields, and modules

twin 2f multicannons, engineering long range, but turrets only go 4k long range, experimental effect oversize, this increases damage and generally gives them more punch

twin 1g burst lasers, engineered long range, this gives a range of 6klm, experimental effect, scrambled spectrum, this triggers random malfunctions in modules, eg: complete loss of thrusters

now the defences

4 x 0a shield boosters, engineered heavy duty, experimental effect on all is thermo block, this allows a + 10% thermal resistance on shields overall

4 x 0I point defence turrets engineered reinforced, missiles make a good light show, ;)

now the base build

military grade composite, engineered heavy duty armour, this increases overall strength and increases resistances across the board, experimental effect deep plating, this increases overall strength while reducing resistances slightly, (everything is a compromise)

8a powerplant, engineered overcharged, this increases power while reducing integrity, but lasers eat power fast, so it was necessary to go overcharged, experimental effect double braced, this restores the integrity of the module

7a thrusters, engineered dirty drive tuning, this increases speed, experimental effect drive distributors, this increases mass curve efficiency, which is turn rate, essential in a dogfight

6a frame shift drive, engineered increased fsd range, corvettes have a very low jump range so it's necessary, experimental effect double braced to improve integrity

5a life support, so you can finish the kill, or cz, and have plenty to get home

8a power distributor, engineered charge enhanced, this lessens overall capacity for faster recharge, necessary for the lasers, experimental effect cluster capacitors, this restores overall capacity

8a sensors engineered long range, this gives a range of 13.4 klm, very handy in hazres

7a prismatic shields, engineered reinforced, this increases overall strength and resistances at the cost of regen and power draw, experimental effect multi weave, this increases resistances at a cost of overall strength, so you have a harder shield with increased resistances

2x guardian 5d shield reinforcement packages, giving 430 boost to shields overall

2 x 5d hull reinforcement, engineered heavy duty, experimental effects, 1 x deep plating, 1 x angled plating

6d fighter bay, 2 fighters, 1 x plasma repeater, 1 x multicannon

5d guardian module reinforcement package, lessens the chance of module failure by protecting them

4e guardian shield reinforcement, a further 165 boost to shields

4d hull reinforcement, engineered heavy duty, experimental effect reflective plating, another 565 to hull strength

and of course all the luxuries for a lazy pilot ;)

i love this ship, it's a joy, and my first corvette.

have fun 07

Eralm_237's avatar
Eralm_2373/2/2025

$4

This was my favorite build for a long while, helping me get credits when they were more sparse:

Verified

It was later modified to include a Collector Limpet Controller (1A) for Titan salvaging.

CMDR John Wick's avatar
CMDR John Wick3/2/2025

$4

Despite having spent a little time with it, Mandalay is already my favorite!

Verified

She is very versatile and easy to move around anywhere, her supercruise is fantastic. It doesn't heat up in the stars. What an absurd ship!

Verified

This build is focused on my main activity deep exploration and extensive jumping, I put a fix for any eventuality I can synthesize a drone, its jump range is 90ly. Regarding the SRV, most people use 2, I prefer 1 because I'm already used to it.

ThePunisher99's avatar
ThePunisher992/28/2025

$4

This is a cheap Cobra PvE ship. I spent many hours using it in my early days in Elite Dangerous and made a lot of money.

It’s still my favorite ship until now, so here it is: at least a 1/2 million rebuy cost, armor-based Cobra. This ship can be used in medium conflict zones.

Verified

Hardpoints:

  • Advanced Multi-Cannon – Class 2 (Hardpoint 2E)

  • Beam Laser – Class 2 (Hardpoint 2D)

  • Advanced Multi-Cannon – Class 1 (Hardpoint 1F)

  • Advanced Multi-Cannon – Class 1 (Hardpoint 1F)

A solid combination for taking down both shields and hulls effectively.

Utility Points:

  • Kill Warrant Scanner – Class 0B

  • Shield Booster – Class 0A

Core Internal:

  • Military Grade Composite – Class 1A (Hull Reinforcement)

  • Power Plant – Class 4A

  • Thrusters – Class 4A

  • Frame Shift Drive (SCO) – Class 4A

  • Life Support – Class 3D

  • Power Distributor – Class 3A

  • Sensors – Class 3E

  • Fuel Tank (Capacity: 16) – Class 4C

Built for survivability & escape capabilities.

Optional Internal:

  • Shield Generator – Class 4D

  • Module Reinforcement Package – Class 4D

  • Module Reinforcement Package – Class 4D

  • Auto Field-Maintenance Unit – Class 2A

  • Hull Reinforcement Package – Class 2D

  • Hull Reinforcement Package – Class 2D

CMDR Henckes's avatar
CMDR Henckes2/28/2025

$4

Verified

So, this is the build I'm finishing, I have all the base modules and half of the engineering.

This ship was my last explorer ship the Dasrondon Explorer, and I refit it to be a combat for multi crew to play with my friends yan57436 and JHenckes, so the main module in it will be the 6D Fighter Hangar that allows the use of two fighters at the same time.

For the hardpoints I decided to go simple, since I'm not an expert in combat, so I choose beam lasers to all times, shield and yet efficient against hulls and multi cannons to accelerate the hull destruction of my enemies.

For my core I went with a strong Armou, a Military Grade to face the thoughts pirates, a huge power plant armoured to get extra protection, the brand new FSD SCO that I have gained to help the Cocijo destruction, a fast power distributor since I have a lot of laser that draw a lot o power when I shoot with them, and for sensors and Life support I choose the D class to reduce the energy consumption.

In utility slot I decided to improve my shields to the maximum, since I have low manoeuvrability I 'm a easy and big target, so I have to delay the shields deactivation at the maximum. Besides that I have two point defences to help me in some situations.

Now for the optional slots, I have of course a Guardia FSD Booster, isn't necessary but I hate long trips inside the bubble. But mostly of those slots are Hull and Module reinforcement packages, reinforcements that helped me a lot since yan57436 once shoot a Local Security Force what made all the ships attack me at the same time hahaha.

Finally I have a 7A shield with Low Power to give me protection and not get my ship out of power, with a small full scoop for emergencies and a FSD Interdictor to help me in Bounty Hunting