Vulture: dual beam vs dual pulse (your preferences)

one laser one particle

Strip the shields with the laser and if the ship is small to medium keep going
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if the ship is bigger add in particle weapons to kill the hull
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I persoanly gimbal the laser and fix the particle as I tend to use the particle at knife fighting range
 
I understand why gimballed weapons of a certain class cost less power than the fixed, but I really want this to change. In my mind, there needs to be power for the gimbal to work! Meaning gimballed and turreted should cost MORE power than a fixed. All of that aside...


NO WAY you get more damage for the power output and the gambled are a little smaller and do less damage therefor less power, moving a gamble around in no way compares to firing the laser. and the turret is even less considering even higher arc of fire, and even a smaller output of damage.



Jimmy out!!!

BTW just got my vulture a few hours ago already made about 5 mill with it at a res site eating anacondas and pythons for lunch
 
This is the setup I was thinking of using, (twin bursts at the moment). Anyone know how long a single beam will take to drain the cap, on average?

A single fixed beam doesn't drain 4 pips quickly at all (maybe even a minute of firing time?). It lasts reasonably long on 2 pips even.

With both fixed, they can't both hit the same point at a time, and one of the advantages of the cannon being so energy efficient is you can fire them both simultaneously. I ran that for a while, but I didn't find it overly effective.
 

Mu77ley

Volunteer Moderator
2 fixed pulse lasers for me. Gimballed aren't really required as the Vulture is so manoeverable.
 
Single fixed beam and single fixed canon here, great setup. One hand to kill the shield, the other one to mash the hull.
I love this ship. The ship loves Pythons, for breakfast.

This is my set up too. Fixed cannon takes a bit of getting used to so I've recently been playing with a fixed beam and gimballed cannon which allows me to keep chipping away with the beam while landing cannon shots. Not sure which I will go for long term, I definitely preferred the extra punch from the fixed cannon over the gimballed version but the ability to simultaneously land with both when the cannon is gimballed is nice.
 
Tried 2 C3 Gimballed Pulses first, liked it but didn't love it.

Tried 2 C3 Gimballed Beams next, more power, less firing time, too much compromise on other modules.

Tried 2 C3 Gimballed Bursts and loved them. Still a bit of compromise on other modules but fires longer than beams and does brutal damage.

Now I went Hybrid and use one C3 Gimballed Pulse to keep the pressure up and one C3 Burst for shocking damage. This allows for long firing times and the damage is unreal. No need to reload anything, no cannon misfires and better shield boosters, and sensors. Loving this one!

Not a fan of cannons at all.
 
Do you mean you go to MODULES panel each time you want to Scan a possible target to active it before engaging ?

Having C thrusters instead of A allocates 1.02 MW, and your point on it's weight is convincing.

But here you should have around 19.37+MW deployed (125%) so I don't get how you manage to activate then use your shield cells in emergency. I am very interested in you priority management.

The very first thing I do before I even launch, is go to the Modules panel and move my "cursor" to the active shield cell (one of the class 1's). Only one class 1 shield cell is active at a time. If I need to run a scan (don't do it during intense combat. Do it before in case of NPC's, do it after disabling enemy if PVP). When I want to scan, all I do is turn off the shield cell. Since my "cursor" is already positioned, all I need to do is press "4, space, 4". With Voice Attack, that's done in less than half a second. When the scan is done, then it's "4, space, 4" again. Simple and very quick with a macro.
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Using a large shield cell (the class 4) requires I power down one beam. Manually it would take a bit of time, but with a macro it takes less than a second. Or, do like others and have the shield cell power up when you stow weapons.
 
The very first thing I do before I even launch, is go to the Modules panel and move my "cursor" to the active shield cell (one of the class 1's). Only one class 1 shield cell is active at a time. If I need to run a scan (don't do it during intense combat. Do it before in case of NPC's, do it after disabling enemy if PVP). When I want to scan, all I do is turn off the shield cell. Since my "cursor" is already positioned, all I need to do is press "4, space, 4". With Voice Attack, that's done in less than half a second. When the scan is done, then it's "4, space, 4" again. Simple and very quick with a macro.
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Using a large shield cell (the class 4) requires I power down one beam. Manually it would take a bit of time, but with a macro it takes less than a second. Or, do like others and have the shield cell power up when you stow weapons.
Yawn! Life us too short to mess about like that, its just a game for kicks not real jeez!
 
www.edshipyard.com/#/L=60N,5TP5TP3wo0_g0_g0_g,2-6Q8S6Q4s7_6k5A,7Sk7go7dg9ok


My preferred loadout.

After my initial love affair with beams I've gained a newfound respect for pulse lasers. This build requires me to set priorities so a shield booster or two toggles off when I turn one of the SCBs on (Both of which are off as standard). I'm debating upgrading to reflective bulkheads but as I'm unsure if bulkheads give any protection at all to sub systems I'm uncertain.

With shield boosters turning off, the hit to maximum shields isn't as bad as you'd think. That said there are alternatives to two boosters going off, some of which I've also experimented with. I found having a laser toggle off was too punishing to my dps in certain situations. On the other hand I am considering toggling life support along with one Shield booster when my larger SCB goes online. With 25 minutes of air, it's actually a reasonable choice.
 
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dayrth

Volunteer Moderator
Quote Originally Posted by vonDutch View Post
Single fixed beam and single fixed canon here, great setup. One hand to kill the shield, the other one to mash the hull.
I love this ship. The ship loves Pythons, for breakfast.

This is the setup I was thinking of using, (twin bursts at the moment). Anyone know how long a single beam will take to drain the cap, on average?

Tried this and it was OK. Tried a few other combinations too, but eventually went back to twin pulse. With the power limitations this worked out to be the best for me.
Went after a master conda. Took it out in less than a minute with 2 bars of shields remaining.
 
Recently upgraded from a decent Asp spec to a Vulture. Huge difference. Dual 3g pulse, 1.6x Shield Boosters and 4 shield cells makes me pretty invincible even against 10 small fighters in a combat zone! I had to run away eventually though.
 
If I'm losing shields I just retract weapons then I have enough energy to use a Shield Cell. Then back to the fight. Only happens if more than about 3 ships attack me. 4 pips to shields or weapons.
 
Gimballed Beam + Gimballed Cannon; I rarely run out of juice in this setup. I prefer close fight, and the gimballed beam is trained on my target way longer while I maneuver. except when target fires chaffs, whereupon I deselect target and use the beam as a fixed weapon.
I have 2 shield boosters fitted, with C thrusters. All internal compartments are filled with shield generator and shield cell banks.
http://www.edshipyard.com/#/L=70N,4zh7Px0__0__,2-6Q8I6Q5U7_725A,7Sk7go7dg7c67c6
 
Either Dual Pulse or Cannon/Beam. Dual beam would constantly make the distributor go nanners.

I did Dual burst at first, but Dual Pulse just felt better for some reason.

Edit: Looking at the OP's date I probably posted in this thread already lol.
 
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Nonya

Banned
From what I've seen, if PvE then gimbaled works best.
If PvP then go fixed because your opponents are going to be spamming that chaff.
 
Two beam lasers has a combined thermal load of 11.18. Two pulse lasers has a combined thermal load of 5.96. A rank A power disputer has 41 energy in reserve and with 4 pips in weapons has 4.3 recharge. To shields a C3 G beam weapon would do 24 DPS each. A C3 G pulse lasers do 18.28. With the beam weapon you can do a burst of 48 DPS. But you can only do this for 6.14 seconds [ 41/(11.18-4.3)]. It will take you 9.53 seconds to recharge to full. So your average DPS would be 18.8 [ (6.14*48)/(6.14+9.53)]. With the pulse lasers you would do a burst DPS of 36.56. But you could only do this for 24.7 seconds [41/(5.96-4.3)] . You average DPS would be 26.38 [ (24.6*36.56)/(24.7+9.53)]
So the real question is do you prefer burst or sustained DPS and less pip restrictions.
 
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