Vulture question. I just bought one

I throw two class 3 weapons on it and get a class A power plant.. max is 15.60.

But with my two class C weapons its already at max capacity!

what am I doing wrong?

I cant get class A everything? I was ready to drop 40 million on this thing!
 
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No the thing about the Vulture is you have to sacrifice some things, and you need to learn about power management (setting priorities on modules, turning off your cargo hatch (4% energy gained when you do this) ect.)

I would recommend putting your cargo hatch off, your fsd and fuel scoop at priority 3 or 4 (so they turn off when your weapons come out) and depending what set up you use for controls remap your engine, systems and weapons pips to 1,2,3,4 (makes it much easier to dump power to shields, weaps, engine, I use "4" to reset them all to 2 pips)

You don't need fully upgraded thrusters for example, the vulture is very slow when it comes to top speeds, but it can out turn any other ship in game, max your shields (Vultures strong point), don't bother upgrading the hull its just unneeded mass, if your shield pops, run, your hull is a joke even fully upgraded. And this is a personal thing, but I only use shield boosters over shield cells, i find I can tank more.

use the website Ed's Shipyard to mess around with different builds, it ll tell you jump range, shield strength, full cost, insurance cost, power distribution, ect. Best tool to use when thinking about getting or upgrading a ship.
 

Nonya

Banned
Make sure your life support is upgraded...you're going to use it a lot until you learn the ins and outs of fighting in a Vulture.
It being a Vulture, that's all you're going to use it for anyway - fighting.
 
Thanks guys. I got it tuned in real nice!.


So I am at Feng Tanga, I have visited 7 systems and I cant find any resource extraction sites. All these systems i visited had gas giants and still no RES..


What is the easiest way to find them?
 
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Thanks guys. I got it tuned in real nice!.


So I am at Feng Tanga, I have visited 7 systems and I cant find any resource extraction sites. All these systems i visited had gas giants and still no RES..


What is the easiest way to find them?

Systems with Rocky or Metal-Rich rings.

Also, you have to be within 1000 ls to see the RES.
 
Ahh got it! sorry, big time trader here, new to combat lol

Glad to see you giving combat a go!

I've found that the large gimballed pulse lasers are best for my Vulture; some players run one beam and one cannon, and some prefer fixed weapons over gimballed. Ignore the "no-beams? = No good" - pulses are very effective, given its a large hardpoint, they hurt, a lot! And I find they are significantly more effective at long range and for subsytem targeting (less 'waving about' than beams).

But I find the pulses run well and don't require any ammo reloads. I'm running a decent shield booster passive tank with a 3D shield cell backup. I've seen builds with a size 4 cell bank and heavier boosters, but they would have to drop the fuel scoop, fsd/thrusters in order to gain the extra power to run the better boosters and or 4D+ shield cell bank.

http://www.edshipyard.com/#/L=60N,5TP5TP3we0_q0_q0-I,2-6Q8I6k5K7_6u5A,7Sk7fi4xo10i10i

In my build, the frame shift drive, cargo hatch and fuel scoop are set to priority 3, so they turn off as soon as you deploy guns.
My 3D shield banks are online all the time so I don't need to worry about powering things off and on when I'm being hammered and about to lose shields.

Its about balance - this setup kicks Asp well in a RES; even the Master Anaconda's don't last long (they get through one and a bit shield rings at most). Dropships and Clippers aren't even a bother... just bounty credits in temporary ship form.

My only issue arises when I've just engaged said master Anaconda and a hostile wing shows up with an Adder and 2 Vipers... then I have to disengage the 'conda and take out the Vipers first, followed by the Adder leader. Then I return to the 'conda (usually the police have softened it but not finished it off yet, allowing me to personally deliver the coup de grace!) :D
 
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dayrth

Volunteer Moderator
Make sure your life support is upgraded...you're going to use it a lot until you learn the ins and outs of fighting in a Vulture.
It being a Vulture, that's all you're going to use it for anyway - fighting.

Good advice. That canopy is huge and gets broke easily.

I have 1 class 3 burst laser and 1 class 3 cannon. I run with Systems 0.5, Engines 2.5 and Weapons 3.

This will keep the burst laser going just about forever, and with the 2.5 to engines I can out maneuver just about anything. The cannon is very effective against armor once the shields are down and uses very little power. Half a pip to shields takes care of the odd hit and if they start going down I switch to 2,2,2. Engines are still good and I can still fight effectively, just have to watch the laser heat. Once shields have replenished and the capacitor is full again I switch back.

I don't find the need to switch off any modules, just set cargo hatch, FSD, Interdicter or anything else you don't need while fighting to a lower priority and they will automatically shut down when you deploy hard points, (and switch on again when you retract them).
 
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Canopy is the weak point. Other than that, with A4 shields, and military armour you can stand a full out onslaught from an Anaconda for a very long time. I treat my shields as line 1 of defence, the armour is very effective. It is very hard for any NPC to kill a player Vulture.
 
coup de gras!/QUOTE]
Coup de grace.
.
Grace = merci.
Gras=fat in French :)

Except grâce doesn't mean merci.

Grâce is a funny word as it has different meaning depending on how it is used in this case it means final blow or mercy blow.

For it to mean thanks it invariably needs to be written as "grâce à" which means "thanks to".

@op I would be curious to know how you like the vulture and what build you used on it.
 
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Good advice. That canopy is huge and gets broke easily.

I have 1 class 3 burst laser and 1 class 3 cannon. I run with Systems 0.5, Engines 2.5 and Weapons 3.

This will keep the burst laser going just about forever, and with the 2.5 to engines I can out maneuver just about anything. The cannon is very effective against armor once the shields are down and uses very little power. Half a pip to shields takes care of the odd hit and if they start going down I switch to 2,2,2. Engines are still good and I can still fight effectively, just have to watch the laser heat. Once shields have replenished and the capacitor is full again I switch back.

I don't find the need to switch off any modules, just set cargo hatch, FSD, Interdicter or anything else you don't need while fighting to a lower priority and they will automatically shut down when you deploy hard points, (and switch on again when you retract them).

Waste of resource using half a pip, even 2 in shields is pretty poor:


https://forums.frontier.co.uk/showthread.php?t=138536
 
I throw two class 3 weapons on it and get a class A power plant.. max is 15.60.

But with my two class C weapons its already at max capacity!

what am I doing wrong?

I cant get class A everything? I was ready to drop 40 million on this thing!

This is will be the first time that you have needed to learn power management, welcome to the Vulture :)

Go into the modules in the right panel. Put your cargo hatch, FSD and fuel scoop on a lower priority (say 3). Then, when you deploy your hardpoints, your ship runs out of power, and automatically powers down the lowest priority items. This doesn't matter, as you can't use the FSD with hardpoints deployed anyway- so it's all quite neat.

The reverse is true- when you retract the hardpoints, the power use drops, and your FSD, cargo hatch and fuel scoop kick back in. If you need more power, then you can de-prioritise other items too, once you know the principle.

You can model this stuff quickly and easily in EDshipyard- there are tickmarks for turning each subsystem off, and power use stats at the bottom. This saves a lot of time, as you can plan it before wrestling with the outfitting interface.

Glad to see you giving combat a go!

I've found that the large gimballed pulse lasers are best for my Vulture; some players run one beam and one cannon, and some prefer fixed weapons over gimballed. Ignore the "no-beams? = No good" - pulses are very effective, given its a large hardpoint, they hurt, a lot! And I find they are significantly more effective at long range and for subsytem targeting (less 'waving about' than beams).

Try gimballed bursts- there's a nice middle ground there. You need to be a shade more organised about opening fire when you're more likely to hit, but it's worth it for the extra damage output- you still get a high uptime, without a lot of the downsides of beams. (It's cheap to try them anyway, so give it a go :D)
 
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I learned a good trick. just use your filter and only search Economy/Extraction

Funnily enough I think there is genuinely no link between RES and Extraction economies, i've seen multiple extraction stations with nothing in the system other than a sun. I just look around for planets with rings, as you can check before your jump as long as the locations explored / has map data to sell.
 
Funnily enough I think there is genuinely no link between RES and Extraction economies, i've seen multiple extraction stations with nothing in the system other than a sun. I just look around for planets with rings, as you can check before your jump as long as the locations explored / has map data to sell.

oh weird. its helped me with the systems around me lol. must be coincidence.

Are there RES sites better than others? I am seeing tons of Emperial clippers/ cobras/ Federal drop ships. But I have only found 1 anaconda.
 
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