Ships The default layout seems really poor on my new Vulture

I have been using a Cobra and I had read about the Vulture and wanted to try it, my assets were around 6 million so I thought why not, I'll keep my Cobra but I'll get the Vulture. When I looked at the default layout it was shocked for 4.9m I'd expect more, my guess would be that to get it to where I have my Cobra now would cost about another 4m. It had a jump range of 7 ly and pulse lasers worth 2k?? Wouldn't you expect more, I sold it straight away and have gone back to my Cobra.
 
That's pretty much the same for any ship straight off the shelf, as you go to the more advanced and expensive ships you find the starting package is less and less desirable.
 
When you bought your Cobra it was in a similar state as far as loadout goes. All E rated modules and 2 c1 pulse lasers. The difference was that the Cobra was cheaper to kit out than the Vulture. You will get this loadout with every ship that you purchase. Be it an Anaconda for 147 million or a Sidewinder for 32,000. You are essentially paying for the hull of the ship.

You also made a mistake by selling the Vulture. Not only are you going to want one very soon, you are also going to miss that 10% of the purchase cost you just flushed down the drain.

A good enough Vulture build that will get you started with solo RES hunting, and also doesn't require much power management. Except for turning off the Cargo Hatch. I would not purchase a Vulture until you have at least 7mil to spend on it. Having a 5A power distributor is absolutely necessary IMO.
http://www.edshipyard.com/#/L=60N,5TP5TP3wo,2-6k8S6u5K7_6u5A,7T27gy

Another build that is a lot of fun when you have the credits to drop on it.
http://www.edshipyard.com/#/L=60N,7Px5TP01Q0mI3we0mI,2-6Q7_6Q5K7_6Q5A,7Sk7go4xo9ok2UI
 
Last edited:
All you need to make a Vulture infinitely better than the Cobra is two class 3 pulse lasers (about 280k CR total). So roughly 5.2 Mil total starter Vulture is enough to obliterate a 10 mil combat kitted Cobra. Jump range isn't important in a combat ship since you spend 99% if your time traveling between stations and RES/CZs.

Eventually you will can upgrade it for combat-mining or Piracy, but you'll need to swap shields slots to increase cargo space, have a good refinery etc. It excels at these two roles, in addition to full on combat mode. The Vulture will never be a contender as an explorer ship though, which is a shame given the great visibility in the cockpit.
 
All you need to make a Vulture infinitely better than the Cobra is two class 3 pulse lasers (about 280k CR total). So roughly 5.2 Mil total starter Vulture is enough to obliterate a 10 mil combat kitted Cobra. Jump range isn't important in a combat ship since you spend 99% if your time traveling between stations and RES/CZs.

Eventually you will can upgrade it for combat-mining or Piracy, but you'll need to swap shields slots to increase cargo space, have a good refinery etc. It excels at these two roles, in addition to full on combat mode. The Vulture will never be a contender as an explorer ship though, which is a shame given the great visibility in the cockpit.

THIS. To the OP, get the Vulture back, and just grab a couple of L3 pulse lasers, upgrade everything to D level (and I add the 4D hull upgrade), and you'll literally be able to take out almost anything in RES, with a range of about 10LY. There is absolutely no comparison between the combat ability of the Cobra to that of the Vulture.
 
For 13 million you can get class A FSD, class B shield, fuel scoop, 3 shield boosters. Jump range of 16 ly. Master Anacondas in RES sites hardly make a dent and go down in a couple of minutes. Try that with a cobra.
 
Back
Top Bottom