Curious why beams to a pulse? Distributer drain or heat issues?I have been using this template to enigeer my Vulture this week,
I am going to try out this build but with pulse laser instead of beams.
Curious why beams to a pulse? Distributer drain or heat issues?I have been using this template to enigeer my Vulture this week,
I am going to try out this build but with pulse laser instead of beams.
Curious why beams to a pulse? Distributer drain or heat issues?
How were the beams? I used to have pre 3.0 engineered MC's and Beam, but was curious if the beams drew too much drain on the PD or caused too much heat issues to be efficient at all since 3.0 engineering...Cause I have pulses on it from pre 2.0 so will give them a try engineered before playing with other weapons! I am wondering how a beam or pulse/mc combo might work out though..hmm
How were the beams? I used to have pre 3.0 engineered MC's and Beam, but was curious if the beams drew too much drain on the PD or caused too much heat issues to be efficient at all since 3.0 engineering...
Since abandoning the impunity of my increasingly boring Unfair-De-Lance...this is the build for my new go-to ship, PvE & PvP:
Most serious PvPers have apex FDLs that do 560+m/s, ergo it is essential that your ship does at least this for when they run &...when you run! [big grin] This build also requires good pip management in CZs & especially in PvP; & if you are good at multitasking under pressure an AFMU is a good option in your C2 slot to deal with the Vulture's infamously fragile canopy.
Weaponry? Depending on my target type my hard-points are equipped with fixed o/c'd multis with oversized (I'm going to change to autoloader when I get the time!) / efficient APAs with TLB / or double-shot pacifiers with screening shell & of course, for farming the NPC idiots in CZs & HazRESs, fixed efficient pulses with phasing are a good 'no-ammo-needed' option.
Oh & swap the heat-sink for a pdt or double chaff or another resist-aug booster or KWS or...whatever!
EDIT: Mistakenly included two C1 HRPs instead of 1D MRPs.
Cause I have pulses on it from pre 2.0 so will give them a try engineered before playing with other weapons! I am wondering how a beam or pulse/mc combo might work out though..hmm
I have been using this template to enigeer my Vulture this week,
I am going to try out this build but with pulse laser instead of beams.
I haven't used a Vulture since before engineering was a thing and I think remember it having major power management issues. Obviously now I can overcharge the PP but does that make it over heat? Should I go for clean or dirty drives? I used to use 2 pulse lasers but I don't know if that's the best option and I definitely don't know the best upgrades for weapons. Any tips would be appreciated. Treat me like a total noon because I am when it comes to combat.
I want to build at least one good combat ship because I'm going back to Colonia and shipping a few ships out there to stay, so I don't keep getting caught in the engineers grind.
I bet you don't get targeted much in your low-key, gold Vulture & accompanying understated Ford Escort Cosworth bodykit!? [squeeeee]
Funny you mention this - I engineered the s**t out of some fixed beams for my vulture, tonight = efficient with oversized 'special'.
They are much better than pre-3.0 ie. more damage & less dist draw...in fact, they might well be my new PvE weps. Three pips in weps is needed for sustained fire but with good manipulation of pips, two pips is eminently viable.
Last thing.
Set up a nice control bind and fly FAoff.
Rapid ship.