Ships About the boosters

Thruster grade will increase speed/boost speed and maneuverability by some degree and optimal/maximum mass.
Thruster class will just increase optimal/maximum mass. Best possible engine performance is achieved at 1/2 optimal mass or lower.
So if you want maximum possible speed/maneuverability you want 5A thrusters. If you dont, 5D/5C will be probably better than 4A, it will give similar performance, require less power and will be considerably cheaper.
 
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Just go over the rating. Prioritize weapons and items you can't use with weapons deployed. You can get around 120 to 140%.
 
What's the difference between 4A and 5A boosters?

as has been said, you will be sacrificing speed (aggravating vulture's main disadvantage) and maneuverability (nerfing its probably best advantage). not a good idea unless you're planning something quite bizarre, probably not combat. what will it be?

http://coriolis.io/outfit/vulture/04A4A4A3A5A4D3C1d1d0m0404-4af4---.AwRj4zyA.AwiMIyuI
Allows for two shield boosters but requires 4A boosters in order to fit all of it without going over the powerplant's energy rating.

you have lots of juice still available there. in combat you don't need cargo scoop, fsd or interdictor so you can set them to higher priority so they will switch off whenever you deploy hardpoints. same for shield cell banks or life support, if need be (i would turn those off rather than sacrificing the 5A thrusters). regarding life support, i would only use 3A if i was planning to shut it off during combat (25 min is plenty of time!). 3E/3D are usually enough for an escape and a crash landing (if you can escape in a vulture at all, that is. even less so with 4A thrusters :D)

also the vulture is not the best ship for shield boosters. note that a 0A shield booster gives you 70-80mj of extra shield capacity, but a single 4B shield cell bank nets you about 720mj on demand for just a bit more power, that's close to 10x more. sure it depletes but it can make a big difference in a fight, you definitely should prioritize shield cell bank over booster. if you're worried about fuel just get an A2 fuel scoop (not perfect but will do the job) or use smaller tanks if you absolutely want them.

Boosters, thrusters, same thing to me, but yes.

that's just fine but it's not the same thing to everybody else. you are asking for advice so it's in your best interest to make yourself clear :p
 
I posted some research on this in this sub, look for 9 ship accel and manoeuvrability testing, where i tested the vulture at various masses and thruster grades if you want some numbers to see the impact it can have.

But basically look at your top speed with4pips engines. At 244 you are at the best a vulture can get.
 
Boosters boost shields. Thrusters move the ship.
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People have a fascination with boosters that I do not understand. A booster will give a vulture 78MJ of shield ONCE, then once per 78 seconds if you take zero damage and top off through.
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People want to stack bajillions of boosters, but you need to ask yourself: How often is that that 78MJ on the top actually used?
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Was that 78MJ the defining factor of the fight? Would 10 chaff mitigate more than 78MJ of damage?
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Unless your shields are going from 20%~100% many times throughout the fighting, you're not actually making any good use of your booster. If your shields don't get down to almost 20%, you probably don't need to boost them. Take something else.
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In a big or long fight, a booster helps you once. Chaff will help you eleven times. If it's not a big or long fight, it's probably easy enough to not even need boosters. I don't understand people's fascination with this item. Drop the booster and take the thrusters.
 
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Boosters boost shields. Thrusters move the ship.
.
People have a fascination with boosters that I do not understand. A booster will give a vulture 78MJ of shield ONCE, then once per 78 seconds if you take zero damage and top off through.
.
People want to stack bajillions of boosters, but you need to ask yourself: How often is that that 78MJ on the top actually used?
.
Was that 78MJ the defining factor of the fight? Would 10 chaff mitigate more than 78MJ of damage?
.
Unless your shields are going from 20%~100% many times throughout the fighting, you're not actually making any good use of your booster. If your shields don't get down to almost 20%, you probably don't need to boost them. Take something else.
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In a big or long fight, a booster helps you once. Chaff will help you eleven times. If it's not a big or long fight, it's probably easy enough to not even need boosters. I don't understand people's fascination with this item. Drop the booster and take the thrusters.

That's an interesting view on shield boosters. They are energy hungry and use utility slots but they also offer some real benefits. For me their usefulness is that they increase the amount of shield you take into an encounter / CZ / RES. Their ability to stack, and thus multiply the effects from other shield boosters can be significant too. Lately I've been trying many variants of outfitting with my Fer De Lance. Here weight can be an issue, to keep under the 50% thruster optimal mass. With larger shield generator class the increase in weight can be huge. A class 5 E C or A is 20 tons, the class 4's are half this. Although it uses more power - 1mj to be precise - the class 4 A weighs just more than a 5D yet gives a similar shield strength. Put another way, to go up to a class 5 shield a class D won't add the extra 12 t of weight.
The shield strength can then be increased with boosters, which - at this class level - weigh less per percentage increase of shield. For each step up in shield rating i.e. D to C, C to B etc. the shield is increased by 7.5%. So a 5C shield is 7.5% stronger but weighs more than double than the D, an increase of 12t. By contrast a 5D shield with a full strength A grade booster is 20% stronger (than just a 5D shield) yet the booster only increases the weight by 3.5t.
With the Vulture, power can be more of an issue though. I used to run pulse lasers on my Vulture which kept the power use down, but then had energy for 2 boosters for the shield.
 
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Richard Bentley,
Yes, exactly. For many combat specialized ships (like vulture and FDL, where you have more utility hardpoints than you can use) D-grade shield + bosters to compensate is a good idea. Another advantage is than D-grade shield is cheap, which also reduce rebuy cost.
But should you sacrifice 5A thrusters or chaff for one more shield booster? IMO no.
 
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Richard Bentley,
Yes, exactly. For many combat specialized ships (like vulture and FDL, where you have more utility hardpoints than you can use) D-grade shield + bosters to compensate is a good idea. Another advantage is than D-grade shield is cheap, which also reduce rebuy cost.
But should you sacrifice 5A thrusters or chaff for one more shield booster? IMO no.
I agree. Thrusters effects cannot be created / improved other than by having bigger and better thrusters. I tend to commit outfitting costs and power to them as a priority.
 
I run 5b thursters and have a D and an E rank shield booster on my vulture which feel perfectly adequate to me. Gives a good balance of shield strength and mobility. I'd have to drop both boosters in order to get the power spare for a 5A thruster while doesn't feel worth it imo
 
This was my loadout on my Vulture until I upgraded to an FDL.

Obviously, for lack of any use of the Cargo Scoop, I had to sacrifice it both with weapons hot and hardpoints retracted, but that does not make a difference since you don't need it anyway with no Cargo Bay. This was a monster of a ship and took down everything. I originally ran 2 C3 Beams, but I had to sacrifice thrusters and shields to a lower class to power them and the ship would overheat if hunting in a Nav Beacon too close to the sun.

http://coriolis.io/outfit/vulture/0...4a6o53f12j.Iw19kA==.EwBhEYy63TyA?bn=Vulture 1
 
If, for some reason it says cargo scoop is on for my power and whatnot, then it didn't save the setting for whatever reason.

With that said, I have taken the discussion so far into consideration. Someone suggested to bump it to 5B, which is easily doable and has been done.

I'm going to potentially drop one of the shield boosters altogether due to this discussion (leaning towards most likely this being the case) as my original build for the vulture didn't have a second booster.

I don't exactly know how Shield Cell Banks work and obviously I really do need to look into 'em (I know that they regenerate shields, but I don't know how they work otherwise).

How does ECM work vs chaff, may I ask? Not like it matters because if I drop the Shield booster, I can add ECM as well, but if they both work the same, then ECM may be redundant
 
As far is i know ECM is anti-missile defence.
Chaff will disrupt turreted/gimballed weapon targeting and ship scans.

As for SCB-s, every charge give you a certain amount of shield (depending on class and grade), it has activation delay (5s IIRC), but apart from that shield is restored very fast, within few seconds. Aslo it will do nothing if shield is completely down.
 
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