Advice for a Vulture build

My power plan is modded up pretty good. I'm leaning toward a plasma accelerator. Is there a downside to plasma and if I use plasma what should I use for the other hardpoint? Another plasma or something else?

What about the optional slots? Hull boosts, shield boosts? I've been trading but looking for some combat.
 
My power plan is modded up pretty good. I'm leaning toward a plasma accelerator. Is there a downside to plasma and if I use plasma what should I use for the other hardpoint? Another plasma or something else?

What about the optional slots? Hull boosts, shield boosts? I've been trading but looking for some combat.

I know it may sound boring, but two size 3 MCs are very impressive, and you'll actually be able to hit things (I used gimbaled) smaller than a Conda. They chew through shields quicker than I expected, and hulls melt like a lightsaber through butter. Granted, the bigger the target the more resistant they are to MC, but I've not had any problems taking on even harder targets with them.

I tried beams at one point, just because I love how they look, and they too are impressive, until they drain your capacitor and overheat your ship.... I'm guessing plasma will give you the same issue? With MCs, I do a "3-2-1" pip configuration and can still fire those guns all day, or until I run out of ammo, but that has never happened to me.

All that said, I LOVE how plasma "shells" look, so if you are successful with them, let us know!
 
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Weapon wise on a Vulture you really cannot go wrong with a beam multi-cannon combo.
If you efficient mod the beam and overcharge the multi it works crazy good.
Then you want thermally modded bi-weaves backed up with a couple of resistant shield boosters.
Put a HD armor mod on std armour for a free upgrade to military spec.
With this you can leave out hull reinforcements and keep it light and nimble.
The vulture is a great ship to learn the trade of killing in.
 
You might find with PA you run into some heat problems in combat - the Vulture can run pretty toasty.

To be honest you can run pretty much any weapon that suits you, they seem to be pretty well balanced. I run hull reinforcements on my Vulture, and 2 fixed cannons (grade 2 overcharged), with chaff for a little more defence. I can take on any NPC ship / rank with that, the only pain being an elite Anaconda with shield cells. It wasn't a threat, just took a while to get the shields down.

Oh, and try to stay behind enemies as much as possible. The Vulture isn't bad for tanking, but the canopy is a huge target that'll get smashed if you try to face-tank anything with decent weapons.
 
I previously had two lvl two modded beam lasers and I was able to defeat single ships but sometimes when I go after a "weapons fire detected" situation there are multiple opponents and that's when I run into problems. That's why I was considering plasma because it seems to be a weapon which quickly takes out an opponent which would allow me to quickly thin the herd. Thanks for the replies, very good information.
 
I had a Vulture briefly but couldn't get a build I was happy with: two lasers overheated too quickly, leaving me defenceless, and projectile weapons lacked punch against shields. For me, the Vulture needs a third (perhaps medium) weapon mount to justify it's price but I'm far from a good combat pilot so I'm sure others will find the ship more than capable.
 
I outfitted a Vulture specifically for the CG last week, I ran a beam + MC to begin with, switched to a beam + PA when I got bored of that. It's fun, I need the aiming practice, and it's pretty damn effective. Power usage wasn't too much of a problem with a bit of module priority fiddling, but heat generation and cap-draining were, especially to begin with when I was firing too often and missing all the time. As I got used to it and chilled out and made sure I was in a good position before firing, it became less of a problem, so it's definitely manageable.

I sold her the day after the CG finished with no regrets; the FDL is much more fun and usable IMO, but is several times more expensive to buy and outfit.
 
I'm running a nice Vulture Build, it's far from optimised but it works a treat for me.

Core = military bulkhead, A rated everything bar B rated sensors.
Optional = 5A shield generator, with Hull/Module reinforcements for the rest.
Utility = A rated Shield booster, point defence, Chaff and D rated KWS.
Hardpionts = gimballed Pulse Laser and gimballed MC.

Power priorities are cargo Hatch perminantly disabled.
Then when deployed FSD shuts down, that leaves me with enough power to run everything else. Only downside I find is after retracting hardpoints it takes around 20 seconds for the FSD to come back online.

With 2.5 pips to weapons, 2.5 to engines and 1 to shields (I think) I have no problems with running out of weapon power and enough mobility to stick on the six of the target.
 
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My power plan is modded up pretty good. I'm leaning toward a plasma accelerator. Is there a downside to plasma and if I use plasma what should I use for the other hardpoint? Another plasma or something else?

What about the optional slots? Hull boosts, shield boosts? I've been trading but looking for some combat.

The Problem with Plasma is you're screwed against At all Targets.
2x Burst or pulse work like a Charm.
2x Multi, Not a fan of cus if i go to HazRes Ill Stay there for a few hours so ammo sucks.

1x kill warrant Rest all Shield A Boosters.

The only thing i Need is a prismatic Shield but with horrible power play lol
 
Stitch kindly gave me this Vulture build; you will need to tweak a bit on the power unless you can engineer your power plant but it is one seriously tough ship.

https://eddp.co/u/7k6t9ymc

Looks like a nice build. I'm curious what special effects you put on the beam and multi-cannon. I had a beam with plasma accelerator but in haz res areas with a lot of friendlies twice I accidentally hit a friendly with the PA and got taken out by the friendlies. I'm switching the PA for a multi-cannon with smart rounds.
 
Weapon wise on a Vulture you really cannot go wrong with a beam multi-cannon combo.
If you efficient mod the beam and overcharge the multi it works crazy good.
Then you want thermally modded bi-weaves backed up with a couple of resistant shield boosters.
Put a HD armor mod on std armour for a free upgrade to military spec.
With this you can leave out hull reinforcements and keep it light and nimble.
The vulture is a great ship to learn the trade of killing in.
This is the weapon combo that I go with every time on the Vulture. Engineer them and it melts hulls. I will take on anything in my Vulture.
 
Looks like a nice build. I'm curious what special effects you put on the beam and multi-cannon. I had a beam with plasma accelerator but in haz res areas with a lot of friendlies twice I accidentally hit a friendly with the PA and got taken out by the friendlies. I'm switching the PA for a multi-cannon with smart rounds.

I haven't got round to engineering weapons yet. I actually went with two MCs mostly as I am not quite competent enough with the fixed beam. However my plan is to add experimental effects to the MCs; either incendiary or corrosive (or a mix) to help accelerate shield damage. I have no evidence of which is better for this, or if indeed it does increase shield damage but for the amount of PvE combat I do I think it will be enough. I am thinking with engineering a lot depends on what other engineering you do.
 
Incendiary rounds got nerfed a bit but are still useful against shields at the cost of heat build up. I don't think it would be bad at all with an incendiary and a corrosive MC on a vulture. Plasma accel is pretty fun when you hit with them, but the heat trade off is too much for a ship with only 2 weapons, IMHO. If you are in a wing, then by all means. But if you need a constant rate of fire on the target, I'd look elsewhere. I'm running an efficient PA on my bottom hardpoint of the Python and it is pretty fun when it hits, but it's there only for the alpha strike, then the MC take over.
 
I kitted out a Vulture yesterday with Beam/MC, because the station I was at didn't have burst lasers and I kept reading how great of a combo it is. Now I see why ... it absolutely wrecks!
 
I had a Vulture briefly but couldn't get a build I was happy with: two lasers overheated too quickly, leaving me defenceless, and projectile weapons lacked punch against shields. For me, the Vulture needs a third (perhaps medium) weapon mount to justify it's price but I'm far from a good combat pilot so I'm sure others will find the ship more than capable.

As i've said in other threads on Elite's ships in general, but particularly when talking about on the Vulture, i wish the ships in this game had dedicated missile launchers and more hardpoints in general, particular as they get larger/ more powerful and that we could carry alternate/back up weapons as cargo.

In the game as it is, as someone who likes using missiles (even as poorly as Elite implements them), i find myself really putting the ship on the long finger, if i ever buy it at all, in the hope it at least gets one extra small hardpoint to launch missiles... :_ .
 
I outfitted a Vulture specifically for the CG last week, I ran a beam + MC to begin with, switched to a beam + PA when I got bored of that. It's fun, I need the aiming practice, and it's pretty damn effective. Power usage wasn't too much of a problem with a bit of module priority fiddling, but heat generation and cap-draining were, especially to begin with when I was firing too often and missing all the time. As I got used to it and chilled out and made sure I was in a good position before firing, it became less of a problem, so it's definitely manageable.

I sold her the day after the CG finished with no regrets; the FDL is much more fun and usable IMO, but is several times more expensive to buy and outfit.


Well the Fer de Lance does cost (more than) ten times the price of the Vulture, so i'd expect it to be a more useable ship, though i don't have the funds to buy and test either ship as it is, so i can't comment on their fun factor... :) .
 
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Its designed so everything is a trade off, and balanced together, if you want missiles you have to sacrifice something else, It would be missile spam if everybody was carrying them,
 
Its designed so everything is a trade off, and balanced together, if you want missiles you have to sacrifice something else, It would be missile spam if everybody was carrying them,

As i mentioned the X series in the Flight Assist Off thread and in other threads, all its' ships can fire and load missiles independently of their main guns.
Missile use is balanced in the game by them mostly being expensive (while cheap missiles are so weak, they're best used to get mission targets attention or to kill enemy missiles), always taking up cargo space, something you fire separately from your main weapons lest you destroy them with your own shots, and away from friendly fire and are largely target dependant.

Regular single missiles are great against light fighters (most of which lack rear turrets) and about half of heavy fighters (the ones which lack rear turrets), but are largely wasted against fast scout craft (which normally outrun them), or usually anything with one or more turrets.
For example, if i see an Argon Buster or Teladi Falcon at range, i think great, "Missile time!", but if i see an Argon Discover (too fast) or Nova Raider (rear turret), i think, "Damn, now i have to get in close and use my guns...) .

Regular missiles can overpower a single turreted fighter, but even then the turret while destroy probably 60% of them, so it'd be an expensive target.
Swarm missiles then are designed to overpower turreted ships, relatively cheaply (since most fire around eight warheads each) .

Overall regular missiles are well balanced, though missile frigates (and to a lesser extent bombers), introduced in Terran Conflict could devastate an entire sector, though their missiles are expensive to buy and slow and hard to find on the open market, after millions in investment and maybe a month or two (probably an exaggeration, though not by much :) ) playtime manufacturing them could be an "I win!" button for the player, but i'm not calling for them, just regular missiles :) .
(Though again powerful in a players' hand, were pretty useless when flown by npcs in TC, 'til Albion Prelude "fixed" that particular problem, when they suddenly became what they were supposed to be, the sort of thing that the sight of seeing an enemy flying one, would make grown men run away crying! or even when they're on your side, curse them for stealing 90% of your kills :) .)

Also while X has some pretty thirsty ammo based main weapons (in particular i love Mass Drivers on smaller ships*), their use is offset by letting you carry alternative/back up weapons as cargo, which you can switch over to in about two minutes in space - you have to find a suitable break in combat or risk being caught defenceless, but they mean not having to go all the way to a station to rearm or change weapons :) .

(*They completely ignore shields, literally eating the hulls of smaller ships, though they make slow work of killing big ships, though ultimately, given enough ammo and time, can kill any ship in the game. - This'll make more sense to fans of the series, but i once killed a Xenon M2 with a Nova Raider in Reunion, it only took about half an hour and about three cargo loads of ammunition.
In the same game another time, i killed the a Khaak M2, kiting it with an Elephant armed with Alpha Proton Pulse cannons, pity the ship lost that ability in TC when alpha and beta versions of weapons were retired, replaced by stronger variants :) .)

While i know X is a single player game, but that doesn't matter much, in terms of game design.)
 
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As i mentioned the X series...

It is a different game from a different developer with different goals and mechanics. I appreciate that you are working outside of that, but we must remember that FDev has different ideals about how they want the game to play out as opposed to XDev.

We shall see what the future brings of course, but I don't see any of those things being implemented as it would drastically change mechanics of the game.
 
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