Vulture v Asp firepower

I'm not sure this math is right... can you go by just %?

For example, by using values (just made up values for same of argument)

C3 weapon does 200 damage
C2 weapon does 100 damage
C1 weapon does 50 damage

So Vulture
200 dmg * 2 guns = 400 damage

Asp
100 dmg x 0,66 (reduction) = 66 per gun * 2 guns = 132
50 dmg x 0,33 (reduction) = 16,5 per gun * 4 guns = 66
132 dmg + 66 dmg = 198 damage

So in this case, if the C3 weapons do more damage, in value, the Vulture will easily outdamage the Asp (due to the already lower damage numbers being further reduced when fired on larger ships).

If all guns do same damage, e.g 100.
Vulture = 2 * 100 = 200 dmg
Asp = (2 * (100 * 0,66)) + (4 * (100 * 0,33)) = 264 dmg

So there are 2 questions really.
1) Does all guns do same damage?
2) If not, then what are the damage numbers for C3 vs C2 and C1 guns (average).

Also, bonus question:
Does the C3 weapons get a damage INcrease against smaller ships (considering smaller guns get a DEcrease against larger ships) ?

If so, then the C3 guns will outperform the lower class weapons by a mile, particularly on smaller targets.

Are you saying that the Asp would have ALL weapons firing at the same time? I think most configurations include a secondary weapon group - lasers in group 1 for shields, then projectile weapons in group 2 for hull. Are you suggesting that you'd fit the Asp with all energy based weapons to fire in one group? Wouldn't that put a terrible energy and heat drain on the ship?
 
Are you saying that the Asp would have ALL weapons firing at the same time? I think most configurations include a secondary weapon group - lasers in group 1 for shields, then projectile weapons in group 2 for hull. Are you suggesting that you'd fit the Asp with all energy based weapons to fire in one group? Wouldn't that put a terrible energy and heat drain on the ship?
it can probably manage 6 energy weapons about as well as the vulture manages 2 at the larger size.
 
I can have both D1 med lasers going and happily fire all 4 rail guns at the same time at least three times before i worry about power , then i just lay off the rail guns a brief while while i cool down
 
% dmg verus DPS value

I think your'e missing a number for calcs.

Where you are saying for example "C3 wpn does 200" that's 200% right? so it 200% of the wpns actual DPS value and the actual DPS value of Large v medium wpns is what's different.



I'm not sure this math is right... can you go by just %?

For example, by using values (just made up values for same of argument)

C3 weapon does 200 damage
C2 weapon does 100 damage
C1 weapon does 50 damage

So Vulture
200 dmg * 2 guns = 400 damage

Asp
100 dmg x 0,66 (reduction) = 66 per gun * 2 guns = 132
50 dmg x 0,33 (reduction) = 16,5 per gun * 4 guns = 66
132 dmg + 66 dmg = 198 damage

So in this case, if the C3 weapons do more damage, in value, the Vulture will easily outdamage the Asp (due to the already lower damage numbers being further reduced when fired on larger ships).

If all guns do same damage, e.g 100.
Vulture = 2 * 100 = 200 dmg
Asp = (2 * (100 * 0,66)) + (4 * (100 * 0,33)) = 264 dmg

So there are 2 questions really.
1) Does all guns do same damage?
2) If not, then what are the damage numbers for C3 vs C2 and C1 guns (average).

Also, bonus question:
Does the C3 weapons get a damage INcrease against smaller ships (considering smaller guns get a DEcrease against larger ships) ?

If so, then the C3 guns will outperform the lower class weapons by a mile, particularly on smaller targets.
 
Reviving a one to two month old thread here, because I think there's a great deal of misinformation here.

Having been on since PB and having done a great deal of research on weapons in the past, I believe (working from memory) that 2 small weapons out damage 1 medium, and 2 mediums out damage one large. Not by a huge amount, but this was certainly conventional wisdom several months back. Assuming this still holds true, the ASP has more firepower than a Vulture:

Asp 2 mediums > Vulture 1 large
Asp 4 small > Asp 2 medium > Vulture 1 large

This doesn't even consider weapon type. Imagine an ASP fitted with a couple of beams and 4 missile pods. No such option on the a vulture - at least there wasn't a couple of months back when I last played. So I think the Asp can out damage a Vulture in terms of raw firepower. Am willing to be proven wrong, but don't believe I am. The Vulture remains the better fighter due primarily to maneuverability, but a decent pilot in a well-equipped ASP is a force to be reckoned with and should have no problems with a newish pilot in a well equipped Vulture. Probably comes down to pilot skill more than raw firepower.

All that being said, I went from an ASP to a Vulture, and am considering going back. Had more fun in the ASP.
 
If you take this info it turns out that in theory if we use gimballed pulse lasers asp will have 52,44DPS, vulture will have 36,56.
Vulture weapons will use 5,96MJ/s, assuming 5A distributor (4.3MJ/s, 41MJ storage) it can constantly fire for ~25s. When it runs out of power it will have ~26,5 dps indefinitely.
In case of asp it will be 8,54MJ/s, with 4A distributor (32+3.5MJ) it can fire for ~6.5s, and will have ~21,5 dps with empty capacitor.
Distributor info from EDShipyard.

Also all pulse lasers seem to have similar DPE, so estabilished DPS really depends only on distributor, weapons does not matter if they can use all available power.
 
If you take this info it turns out that in theory if we use gimballed pulse lasers asp will have 52,44DPS, vulture will have 36,56.
Vulture weapons will use 5,96MJ/s, assuming 5A distributor (4.3MJ/s, 41MJ storage) it can constantly fire for ~25s. When it runs out of power it will have ~26,5 dps indefinitely.
In case of asp it will be 8,54MJ/s, with 4A distributor (32+3.5MJ) it can fire for ~6.5s, and will have ~21,5 dps with empty capacitor.
Distributor info from EDShipyard.

Also all pulse lasers seem to have similar DPE, so estabilished DPS really depends only on distributor, weapons does not matter if they can use all available power.

Scanned the results and they look directionally correct, though I can't vouch for the specific math/values. Generally shows that damage from 2 small weapons of 1 type > damage of 1 medium of same type. Similarly, damage of 2 mediums > damage of 1 large of the same type. This is consistent with observations shared by other players - and even the devs - many months back.
 
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Large hardpoint-Weapons do 100% damage against large ships, small-hardpoint-weapons do only 33% against large ships and 66% against Medium ships.
That 2 Medium-Hardpoints do only 66% damage to large ships.

That 3 dps thing is not the correct value, large hardpoints do more damage then Medium.

another Thing: you can stay on your target way better in a vulture and target the Subsystems, so if you have some flying-skills, you can shoot out the powerplant way faster.


Basically this and because vulture is a class 5 ship I think (correct me if I'm wrong) that constitutes a 'large' ship? So that means those class 2 and class 1 hardpoints on the ASP aren't going to do nearly as much damage. Also Class 3 pulse lasers pointed at an ASP power plant, which is nice and close to the surface make short work.
 
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Basically this and because vulture is a class 5 ship I think (correct me if I'm wrong) that constitutes a 'large' ship? So that means those class 2 and class 1 hardpoints on the ASP aren't going to do nearly as much damage. Also Class 3 pulse lasers pointed at an ASP power plant, which is nice and close to the surface make short work.

This is incorrect as is the data/info you're quoting. See the last couple of posts before your last one.
 
This is incorrect as is the data/info you're quoting. See the last couple of posts before your last one.

So basically it technically has more firepower, but ultimately it's going to do it little good against a faster more maneuverable and well shielded ship.
 
So basically it technically has more firepower, but ultimately it's going to do it little good against a faster more maneuverable and well shielded ship.

I think that depends largely on pilot skill, hull armor type, strength of shields, number of shield cells, weapon types, and other upgrades. If all of those are roughly comparable, I'd personally give the Vulture the edge in combat despite the Asp's superior firepower - but there are a LOT of variables that come into play. I still prefer the Asp - more fun overall, and can perform many roles well.
 
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Asp also has a lot more both internal compartments and power for SCB-s, so 1*1 fight will probably be really hard for vulture, if both ships have pure combat layout, without cargo racks etc. Also small weapons damage penalty only affect hull damage, and in current game state fight is almost over when shield is down.
But personally i prefer vulture. Not for its shields, weapons or something else, but for a fun of flying such maneuverable ship. It is one of few ships flying which you can get over-g warning, or boost inside the station safely.
 
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I have both a 20 million Cr Asp and a 20 million Cr Vulture. The reason I have both is that the Vulture is far better for bounty hunting large ships, whereas the Asp I use as an explorer/rare trader that can bite back.

So looking from a combat perspective...

In a Vulture, it's so much easier to fly close range and keep perpendicular to an anaconda or python or other large ship, targeting the power plant, and staying in that position using a combination of vertical thrusters and center-zeroed throttle lever. At that range, no one flies into your beams, and their wingmen often leave you alone. You can then hold the Vulture's trigger constantly for at least 30 seconds with its two large pulse gimbals - enough to finish most things. By contrast, the Asp is less agile and (I find) doesn't hit as hard. It's also is a bigger more vulnerable target than the Vulture.

Using the ship itself as a weapon, the Vulture cockpit is much better protected than the Asp in case of ramming and collisions. Those forward sweep arms at either side of the cockpit are very effective.

Head to head, by themselves? Probably still the vulture. I've fitted mine with military grade composites. To fit the Asp like that would be playing away from its strengths; I like to keep an Asp light. All in all I'd probably choose the Vulture over the Asp for combat, and probably over anything else for RESs.
 
Having flown both a vulture and an asp I can say that hands down the vulture does more damage. No math nessesary. Against any big ship those class one handpoints are basically useless.
 
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I think that depends largely on pilot skill, hull armor type, strength of shields, number of shield cells, weapon types, and other upgrades. If all of those are roughly comparable, I'd personally give the Vulture the edge in combat despite the Asp's superior firepower - but there are a LOT of variables that come into play. I still prefer the Asp - more fun overall, and can perform many roles well.


I have both now, Just bought my ASP last night, im fitting it for exploring, still need the A FSD and A thrusters, but I made sure it has teeth, just in case I run into that same jerk at Sag A*
 
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In my opinion ASP have better firepower than Vulture, ASP have weaker shields (but you can do big hull boost) and combat wear is more expensive.
 
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In my opinion ASP have better firepower than Vulture, ASP have weaker shields (but you can do big hull boost) and combat wear is more expensive.
It just takes a lot more money to kit out an ASP well...and are a vulture's shields stronger than A6 with the amount of shield boosters an Asp can power? I've had a couple of guys fly off looking shocked (fly off slowly and pretend the full frontal boost from standing still was an accident :) )after trying to ram me at RES. ASP comes into it's own after about 40 million credits.
Also, with 1 A5, 3 A3 and 1 A2 shield cell bank, you don't really need to boost the hull...although I do have military bulks.
As for the vulture doing more damage, maybe if it's carrying two plasma accelerators, but check out this vid of ASP v A-class python...
https://www.youtube.com/watch?v=ynSBslEpsQw
 
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