Ship Builds & Load Outs Vulture High RES BH loadout help plz

Those 5A shields kill the build power wise along with the OA KWS. The bulkheads kill the 5E thrusters.

http://coriolis.io/outfit/vulture/04A5C4A3D5A4D3C1d1d0404040l4c5d--2h.AwRj4zyA.EwBhEYy63ZSA

As a suggestion. Better shielding and performance, much cheaper, just retract your hardpoints to use the SCB. Personally, in a Vulture I don't find chaff essential so I think the extra Booster is better. You can swap the chaff back in without power issues. You don't need a FSD Interdictor for RES. The two empties can be used as you wish. The fixed pulses do better damage for less power load and make you work a bit.
 
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Try this, it's got solid shields with SCB's for those times when it all goes pear shaped, fixed weapons do a bit more damage (22% more) and use a little less power but use them only if you're comfortable with the additional workload, remember fixed weapons aren't bothered by chaff.

If you intend to BH at a HiRES do you need an interdictor? it's just extra weight and power unless you use it, as you've got great shield in a super agile ship is mil spec armour needed it'll lose you some speed and agility so I'd suggest try the Vulture without it and see how it goes.

Fixed weapons

http://coriolis.io/outfit/vulture/24A5D4A3D5A4D3C1d1d000404004a5g6b2h24.AwRj4zyA.Aw10EwgjB1A=

Gimballed weapons FSD powered down when weapons are active (wouldn't be my choice as it can sometimes be slow powering up)

http://coriolis.io/outfit/vulture/24A5D4A3D5A4D3C1e1e000404004a5g6b2h24.AwRj4zyA.AwiMIyCYy0g=
 

A 6LY jump range is going to be very, very frustrating, even in heavily populated space.

Here is my take on what I think you're going for (tanky). I would pull out the bulkheads to save weight and rebuy (they're quite expensive for not much gain on a ship like this IMO) but I've left them in this build; I've D graded the sensors and life support (7:30 mins is enough), A graded the PD (a must IMO), swapped the big, heavy HRP for a 4A SCB, put in a 4A FSD, and managed to keep the 5B thrusters. Again, the only power management you need to perform is to retract hardpoints to fire off the SCB, or to high/low wake out. I actually quite like it and might reconfigure mine to look more like this :)

My only concern would be the lack of a KWS. For RES work they add a lot of value to your bounties.

Hope this is useful for you.
 
[Vulture]
L: 3E/G Pulse Laser
L: 3E/G Pulse Laser
U: 0I Chaff Launcher
U: 0I Heat Sink Launcher
U: 0C Shield Booster
U: 0C Shield Booster


BH: 1I Lightweight Alloy
RB: 4A Power Plant
TM: 5A Thrusters
FH: 4A Frame Shift Drive
EC: 3E Life Support
PC: 5A Power Distributor
SS: 4D Sensors
FS: 3C Fuel Tank (Capacity: 8)


5: 5C Bi-Weave Shield Generator
4: 4A Shield Cell Bank
2: 2A Fuel Scoop
1: 1A Frame Shift Drive Interdictor
1: 1E Standard Docking Computer
---
Shield: 390.80 MJ
Power : 15.26 MW retracted (98%)
17.10 MW deployed (110%)
15.60 MW available
Cargo : 0 T
Fuel : 8 T
Mass : 347.9 T empty
355.9 T full
Range : 16.27 LY unladen
16.27 LY laden
Price : 17,249,080 CR
Re-Buy: 862,454 CR @ 95% insurance


Priority 5 modules listed below (Cargo Hatch off, other modules Priority 1).


FSD
FSD Interdictor
Fuel Scoop
Docking Computer
 
A 6LY jump range is going to be very, very frustrating, even in heavily populated space.

Here is my take on what I think you're going for (tanky). I would pull out the bulkheads to save weight and rebuy (they're quite expensive for not much gain on a ship like this IMO) but I've left them in this build; I've D graded the sensors and life support (7:30 mins is enough), A graded the PD (a must IMO), swapped the big, heavy HRP for a 4A SCB, put in a 4A FSD, and managed to keep the 5B thrusters. Again, the only power management you need to perform is to retract hardpoints to fire off the SCB, or to high/low wake out. I actually quite like it and might reconfigure mine to look more like this :)

My only concern would be the lack of a KWS. For RES work they add a lot of value to your bounties.

Hope this is useful for you.


A little testing earlier... if you want to use the 4A SCB you're going to need heat sinks.
 
I just bought a Vulture a few days ago. I have done a little changing around. I use it for Bounty Hunting as this seems the best way to make a lot of money quick. This ship is an amazing money maker. I have died once early on when I accidently hit my trigger a couple times while making a mistake in Docking inside the station. I lost 700k plus the price of insurance.....500k... a very disconcerting experience. Anyway this is what I am using to take down just about anything in High Risk RES. I rarely worry about shields and if I get chewed into my hull, I am confident to asses the situation whether its flight or fight. Eighty-percent of the time its fight. This ship build is very efficient for me. I just bought another Point Defence for 2 more tons of weight and .20 power usage. I turned off the Cargo hatch so my power usage is looking closer to a 5% cushion.
[Vulture]
L: 3E/G Burst Laser
L: 3E/G Burst Laser
U: 0A Shield Booster
U: 0D Kill Warrant Scanner
U: 0I Point Defence
BH: 1I Reinforced Alloy
RB: 4A Power Plant
TM: 5C Thrusters
FH: 4C Frame Shift Drive
EC: 3D Life Support
PC: 5A Power Distributor
SS: 4D Sensors
FS: 3C Fuel Tank (Capacity: 8)
5: 5C Bi-Weave Shield Generator
4: 3D Hull Reinforcement Package
2: 2D Hull Reinforcement Package
1: 1D Hull Reinforcement Package
1: 1D Hull Reinforcement Package
---
Shield: 378.20 MJ
Power : 11.53 MW retracted (74 %)
15.23 MW deployed (98 %)
15.60 MW available
Cargo : 0 T
Fuel : 8 T
Mass : 365.3 T empty
373.3 T full
Range : 10.34 LY unladen
10.34 LY laden
Price : 12,206,900 CR
Re-Buy: 610,345 CR @ 95% insurance
 
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