Finally I have it :)

true that :D

Whilst exploring I deactivated Sensors and PDistributor. No pips, but not a problem when not fighting.

Actually, you do need both. When you're parking into a station you'll need pips to control your top speed, and also the traditional 4 pips in shields for preventing accidental obliteration by touching walls in particularly high speeds. And also the sensors give you a sense of distance to other ships and even the station itself. Plus, if you're in Open or in a wing, you definitely need it (either for the wing or for escaping crazied CMDRs / griefers shooting people at the station door -- because even though they will be killed, they still have a change of killing you first).
 
Hrmmmm I finally got the beams working. I dunno. I'm gonna try a few other builds. I like the idea of getting class B thrusters, sensors, and shield generators to get more energy. Using this nice table, a couple shield boosters that multiply shields by 1.2 should bring it up to 532, which is well above the class A shield and much much cheaper. Going back to gimbled pulse lasers in addition to these tweaks drops the rebuy cost in half, woo!

I'mma experiment on it more tomorrow and report back!
 
Note that I don't use boosters or cells because they consume more power than what I have installed in place right now.

Boosters consume Utility Hardpoints, and they do consume more energy than the Point Defense turrets or the Frame Shift Wake Scanner. And the Cells are an internal component, so you have to sacrifice something (and anything consumes more energy than sensors).

Note that my build already compromises the shields (5B instead of 5A) and Sensors (4B instead of 4A) because of energy issues. If you want to lower your guns to Gimbaled Beams, then maybe you can fit some cells, but that's less spike damage (though you can keep constant fire using less pips).

Well, in the end, it's a matter of choice. Lots of possibilities :3
 
Note that I don't use boosters or cells because they consume more power than what I have installed in place right now.

Boosters consume Utility Hardpoints, and they do consume more energy than the Point Defense turrets or the Frame Shift Wake Scanner. And the Cells are an internal component, so you have to sacrifice something (and anything consumes more energy than sensors).

Note that my build already compromises the shields (5B instead of 5A) and Sensors (4B instead of 4A) because of energy issues. If you want to lower your guns to Gimbaled Beams, then maybe you can fit some cells, but that's less spike damage (though you can keep constant fire using less pips).

Well, in the end, it's a matter of choice. Lots of possibilities :3

I have cells on a low priority I can either put weapons away and use them or switch kws and cell priorities if I think I will need to use them fast.
 
I have cells on a low priority I can either put weapons away and use them or switch kws and cell priorities if I think I will need to use them fast.

True, but in my specific case, I need those slots for sensors, fuel scoop and interdictor, because I'm a mix of bounty hunter and explorer (roam around, kill stuff and enjoy the view). But for a pure-bred combat ship, I would totally try that.
 
Finally, I've got my vulture :) traded in my viper, sad to see her go, but my god, what a good choice, now I just need to get to a RES for equipment and weapons,


Any tips or tricks with the vulture?




And suggested load outs for PvE, PvP or RES?

Thanks again guys, I wouldn't of obtained my new ship if it wasn't for this forum and you guys with all your info, thanks for the hospitality, see you in space.
I am a proud pilot of a maxed vulture.And i can say only 1 thing IT IS A BEAST ship.So you will run into alot of power issues.So placing your fsd on lowest priority and turning off a cargo hatch will do.I use 2 class 3 gimballed pulse lasers and most importantly 4 boosters worth 280k i think.Before A5 shield dont even think about taking off boosters cus your shields are quiet weak if not with boosters.When A5 shield is yours take 1 or 2 not sure boosters and your shields will be ok.As it goes to power managment always put 1 pip into engine 1 into system and rest in weapons.Focus on getting max power distributor and PP first you need it for long fire on weapons.Any ship bigger than cobra take out his power plant beacouse these weapons are not good for ripping hull but they bring down elite anaconda assasination mission in a minute if targeting power plant.Dont upgrade sensors or thrusters (you can consider thrusters that cost 500k and save me power but they are too heavy for my ship and my millitary hull) you need no point defence or chaffs beacouse you have your manouverability in your advantage.This ship's speed is not soo much dependable on how many pips in engines you have like on asp.You will run about 90% speed with 1 pip and have boost when you need it.Finally puting power in system wont help your shields with my booster loadout.If they are almost dead just jump supercruise and come back in.When your shields are down just run if your enemy isnt almost dead cus a few m-cannons will eat your ship and you will start malfunction at about 50%.Thats all i know about vultures and i think my next ship will be a clipper which i will stay on.
 
I just sold mine for a Clipper; but I ran this:

http://www.edshipyard.com/#/L=60N,4zh4zh0mI3we01Q,316Q7_6Q5K7_6u5A,7Sk4-O7dq02M2Uc

116% power maxed out, so obviously also needed to sacrifice some things.

P1: Thrusters, Shields, Distributor, Point Defence

I can't remember what exact jiggery pokery I did with my priorities but I had it setup so when my weapons deployed I'd lose my FSD and Fuel Scoop. And I ran with my Shield Bank and Cargo Hatch permanently off. If I needed them then I'd have to manually enable them in the modules.

Keeping 2 cargo slots was handy for quick scavenging missions.
 
Here's the loadout I ended up with after experimenting for several hours:
http://www.edshipyard.com/#/L=60N,5TP5TP01Q3wo0_g0_g,2-6Q886Q4s7_6a5A,7Su0724xo2jw2UI

edit: Judson Station in the Mizar system is far away, but has all these parts and the ship in one stop. Also near some RES!

Power levels are given by --
5: Cargo Hatch, Fuel Scoop
4: FSD
3: Pulse Lasers
2: Shield Generator, Shield Boosters, Life Support
1: Thrusters, Sensors, Power Distributor, Kill Warrant Scanner, Chaff Launcher

I like to run with 2 pips in sys, 0.5 pip in eng, and 3.5 pip in wep. You know... unless I'm running away or something.

For me, this setup works very well for PvE. Taking in the strategy of staying really close to bigger ships to avoid their turrets, I was able to stay in a conflict zone for an hour and a half this morning without taking a single scratch! Though things were hectic at the end. Four ships started targeting me while my shields were still low from a `conda. I had to boost away and drop some chaff to confuse their sensors. That chaff use was the only expenditure I had for the whole fight, which amounted to 100 Cr.

Rebuy cost of the ship is only 800k Cr even if I do screw up terribly, which isn't bad at all. I'm most pleased. Thanks for working with me on this guys. :)
 
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